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Enemies

Alonne Knight Captain is an enemy in Dark Souls 2.


Alonne Knight Captain.png


The Alonne Captains are similar to their subordinates, except they are clad in heavier armor and are physically larger. Using larger, lightning-enchanted Katanas (upon closer inspection the sword more resembles the Ivory King Ultra Greatsword) and the same greatbows as the Knights at their command, Alonne Captains are much more dangerous foes since they tend to go for quickdraw to strike within a split second, though they share the same vulnerabilities. Periodically, when a player gets inside a Captain's natural sword range, the Captain may use unarmed strikes to stun or disrupt the player.

Some Alonne Captains do not carry greatbows (especially Red Phantom version seen at higher bonfire intensity), they'll actively pursue the player and utilize quickdraws, a minor trivia, their shoulder paldron loosely resemble Nineball from the original Armored Core, the red unmaned AC in From Software's early title, this can be seen when Alonne Captains are coated with Red Phantom aura at higher bonfire intensity.

Strategy tips

 

  • These are deadly opponents at all ranges. Their ranged attack is slow and easy to dodge, but packs a punch if it connects and will cause knockback if blocked. They are often encountered in groups, which makes dodging arrows more difficult. It is, however, generally preferable to engage them at range, since they are very fast, and have a lightning sword attack that can penetrate shields. They are very weak to lightning damage, however, and somewhat susceptible to magic, but resist fire to a great degree.

 

Notes

  • They never chain attacks; after one strike they always sheath their blade and get ready to strike again. This gives a brief moment to counter-attack. Their red phantom counterparts can chain another slash after their initial strike, but this is very rare on their behalf.
  • In NG+, two red phantom versions wait in the furnace next to the Smelter Demon's area; they will attack the player as soon as they open either door. They have slightly more health and seem to move faster.
  • They have the same death cry as the Black and Silver Knights of Dark Souls, as well as similar lore; guarding and protecting over what is lost or has changed over the course of time.
  • Once they have drawn their greatbow, they will stop moving and will not track the player at all. As such they will likely not hit the player as long as they continue to move.

 

Variants


Iron Keep

HP Weak Resists Respawns?
NG: 840
NG+: 1,428
NG+7: 2,715
Strike Attacks Fire Yes
Location: Iron Keep
NG: yes
Move set
  • Overhead Strike
    • Can be blocked
    • Can be parried
  • Stab
    • Can be blocked
    • Can be parried
  • Charge
    • Can be blocked
  • Palm Strike
  • Greatbow Shot
    • Can be blocked
Drops

Red Phantom

HP Weak Resists Respawns?
NG: ?
NG+: 2,000
NG+7: 3,620
- - Yes
Location: Drangleic Castle
NG: yes
Move set
  • Overhead Strike
    • Can be blocked
    • Can be parried
  • Stab
    • Can be blocked
    • Can be parried
  • Charge 
    • Can be blocked
  • Palm Strike
  • Greatbow Shot
    • Can be blocked
Drops

 


Memory of the Old Iron King

HP Weak Resists Respawns?
NG: 1,075
NG+: 1,526
NG+7: 2,912
Strike Attacks Fire Yes
Location: Memory of the Old Iron King
NG: yes
Move set
  • Overhead Strike
    • Can be blocked
  • Stab
    • Can be blocked
  • Charge
    • Can be blocked
  • Palm Strike
  • Greatbow Shot
    • Can be blocked
Drops

Red Phantom

HP Weak Resists Respawns?
NG: 160
NG+: 345
NG+7: 659
- - Yes
Location: Iron Keep
NG: yes
Move set
  • Overhead Strike
    • Can be blocked
  • Stab
    • Can be blocked
  • Charge
    • Can be blocked
  • Palm Strike
  • Greatbow Shot
    • Can be blocked
Drops



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