The contents of this guide pertain to Phantasy Star Online 2 (PSO2): New Genesis (NGS) from its launch up until the first major content update for Kvaris. If you read this guide in the future, information in this article may not appear currently relevant.
Information in this guide derives from personal experience and asking questions of the community in-game, on the official forums, on Reddit, and on Discord. Major credit goes to Froogal#5631, Mirryn#1703, and Gigafreak#4754 from Discord for their significant contributions to the Gunner community.
This guide will not cover common gameplay elements, or anything that pertains to all classes. This guide will not try to mention anything that any in-game text covers. This guide aims to briefly provide tips for anyone getting into the Gunner class, especially if the game does not specifically explain a topic.
Photon Arts (PA)
- Bullet Rave: Long-range single-target attack, meant to focus on one part, especially when locked on. Unleashes three quick bullet salvos, followed by a larger salvo. You can slightly reposition yourself before the first salvo, after the second salvo, and after the third salvo. Using a Weapon Action (WA) or step dodge after any salvo will cancel the PA. Using any other attack after the third salvo will cancel the final hit. Due to its long range, players may often not receive the close-range damage bonus – more on that below. Great for building hits for the chain counter when used uncharged on a boss and canceling the final hit. Loosely resembles Infinite Storm or True Equilibrium from PSO2 Classic.
- Aimless Rain: Short-range AoE attack. You can slightly reposition yourself during the first half of this attack. After you land from the hop, you can WA out to cancel the rest of the PA; however, you cannot cancel the second half, leaving you vulnerable until the PA completes. Great for racking up the chain counter when used uncharged in a mob. Resembles Desperado Dance from PSO2 Classic.
- Point Blank: Melee-range attack, and very high DPS in general. Using this PA will slightly move you towards the target in case it moved away, but will not chase a faster target. You can cancel after the first hit. Works like Satellite Aim from PSO2 Classic, but now has the same speed on the ground as in the air.
- Infinite Ricochet: Mid-range AoE attack with roughly the same hitbox as Photon Blast. Against a downed or immobile target, this generates hits slightly faster than Bullet Rave; otherwise, use Bullet Rave to build hits on a moving target. In a tight mob, its damage does not compare to Aimless Rain, but it can produce hits more quickly; regardless, you will still want to use Aimless Rain as a Chain finisher. This attack ignores line-of-sight similar to Point Blank, allowing you to strike a weakspot that would otherwise obstruct Bullet Rave. Depending on the boss, you may need to practice positioning, as this attack may decide to hit a different body part, despite targeting the weakspot.
Other Actions
- Stylish Onslaught: Requires a skill point to unlock, and worth mentioning because it boasts safe DPS when spammed. Onslaught loses DPS compared to Point Blank, but has defensive utility. Works exactly like Assault Advance from PSO2 Classic, including the guard frame. You have super armor during the entire duration of this action. See the next section for information on how to obtain & use this.
- Homing Darts (Rifle): Keep in mind that Gunners can also use Rifles as a main weapon. While a Rifle’s single-target damage cannot match that of Twin Machine Guns (TMG), Homing Darts’ AoE potential can outperform Aimless Rain. Homing Darts has comparable damage, but significantly more range at the cost of a 10-target limit. Hold the PA button to start locking on to targets, do a quick 360 spin to lock on to as many targets as you can, then release to fire homing beams at the targets.
- Rising Drive: Take some time to practice the timing of this skill, as you will need to press the skill at almost the perfect frame to gain height. At first, you may notice yourself losing height trying to activate Rising Drive. Once you get the timing correct, you can infinitely gain height.
- Step Counter: Get used to also using your standard step dodge in addition to your WA to dodge attacks. Although the step dodge has a shorter i-frame window than your Stylish Roll (S-Roll), every class now has Hero Step Counter from PSO2 Classic. Step Counters hit very hard in NGS, so take advantage of this when you know an enemy will attack you. Note that using this action will ground you, and in some cases would put you outside of critical distance, so stay aware of your position when anticipating an incoming attack.
- Diving Attack: Your Dive outputs high DPS on a grounded target. It also does not cost any PP, unlike Onslaught. However, Dive does not provide any defensive utility, leaving you vulnerable to enemy attacks.
- Photon Blast: I only recommend using this on a downed target (especially a Break) and for building the chain counter. This locks your position for more than four seconds, so on a non-downed target, it may move out of the way before the Photon Blast completes. This Photon Blast has back-loaded damage, meaning its biggest hit occurs at the end. You should never use this during a finisher since the strongest hit will not occur during the finisher window.
Skill Point Allocation
- Stylish Onslaught: Using your WA without pressing a direction will make you perform a shoulder slam at your target. The entire duration of this action gives you super armor, while the slam has a guard point. Although this moves you forward a little, it will not chase a fast-moving target. Because of the super armor, you may opt to attack with Onslaught instead of Point Blank when you expect the target may attack during your combo, which can knock you out of a Point Blank.
- Chain Trigger: Improved from PSO2 Classic, this will now place the hit counter over your character instead, and any uncharged attack will build the counter. The counter lasts 30 seconds, and starts blinking when it has five seconds left. The counter does not disappear if you swap to a non-TMG weapon. Hitting anything with a charged PA initiates the counter, and hitting anything with a charged PA activates Chain Finisher Boost. Once activated, ANY TMG attack gets the damage boost. More on the best combos below.
- Chain Trigger Quick Reload: Without this skill, Chain Trigger cools down in 15 seconds, which includes the three seconds of Chain Finisher Boost. At 100 chain, Chain Trigger cools down in five seconds, including the three seconds of Finisher.
- Chain Boost: This speed boost applies to all TMG attacks. Maintains a 20% speed boost for an entire battle when used properly. While active at any level, Chain Boost also modifies S-Roll attacks, making it one of the key ways to accumulate hits. See the section below for details on how to stack this boost.
- Chain Boost Advance: This enhances S-Roll during Chain Boost, a must-have for bosses.
- Slow Landing Attack-Gunner: Like PSO2 Classic, Gunners spend a lot of time in the air, so this skill helps you stay afloat while you build your chain counter.
- Slow Landing Charge-Gunner: See above, except note that you can jump while charging.
- Stylish Roll Arts: This skill has two different attacks. During Chain Boost, this releases a toned-down version of Alternate Stylish Roll Finisher from PSO2 Classic. Without Chain Boost, this shoots a slightly stronger version of your normal attacks. Overall, this does not have as much damage nor range as its predecessor, so you would never want to use this. You obtain this to unlock the next skill.
- Stylish Roll Strike Back: When you activate this skill, you will see a glow around your character, and hear a distinct sound. Death, swapping to another weapon, or teleporting will remove the effect; otherwise, this skill has no expiration timer once activated. When building a chain counter, keep in mind that an uncharged PA will consume this skill.
- Strikeback Advanced: An enhancement for Strike Back, when you use a boosted PA, the entire PA gains invulnerability. This also gives a minor 0.12-second invulnerability window at the start of your next PA, allowing you to transition immediately from a S-Roll to a PA, but not charge it safely.
- Rising Drive: Sees a lot of use when fighting bosses, but not so much when fighting normal mobs.
- Dodge PP Gain: Put one point into this for now.
- Attack PP Recovery: Put one point into this for now.
- Overwhelm: Put one point into this for now.
- Chain Trigger Count Retain mainly helps preserve your hits in combat zones.
- Max out Dodge PP Gain.
- Max out TMG Alternate Arts PP Preservation.
- Max out Attack PP Recovery.
- Stylish Roll Counter Bullet does little damage and does not restore PP, but better to take it than not.
- Put your final point into Overwhelm (2/10).
Sub Class
For a recommendation on skill point allocation for every class, see this skill tree.
Top tier sub classes:
Ranger: Filler damage
Provides filler damage with Rifle Grenadier or Sticky Bomb Quick Reload. During Chain Trigger’s cooldown, use these WAs for quick damage, then swap back to TMG. If you have a Launcher, include Fallen Impact as filler damage. Also allows you to use the Launcher’s Photon Blast, which allows you to continue attacking once it launches. October 2021: This update significantly increased the damage of Rifle Grenadier and Fallen Impact to beyond Brave Combat. Additionally, Rifle Grenadier benefits from main-class bonus. If you intend to select a sub class based solely on filler damage, Ranger will outperform Braver. June 2022: The addition of Spread Shot Auto Charge and Rifle Grenadier Quick Reload further makes this sub class a strong choice, and now outperforms Fighter and Bouncer at bosses.
Recommended for all bosses.
Mid tier sub classes:
Force: PP battery. Also allows for Rod/Talis usage.
Provides hefty PP recovery with PP Conversion, PP Conversion Increase, PP Recovery Boost, and Eradication PP Gain. In combat zones, Eradication will fuel you so much that you can spam Aimless Rain. PP Conversion helps immensely for bosses, as it reduces the time spent trying to regain PP. Outside of PP recovery, this sub allows access to techniques, providing an option to contribute to elemental downs. Less commonly, you may use the Rod’s WA as a parry to recover PP, or the Talis’ WA for gradual PP recovery.
Recommended for leveling/grinding.
Bouncer: More damage against specific bosses.
Provides Defeat Amplifier (more downs) and Partial Destroy Advantage (conditional damage boost and defense). Combined, these greatly contribute to faster boss fights if the boss has at least one breakable part. Each broken part (up to three) increases your damage against that boss, as well as reduces incoming damage from that boss, for the rest of the battle against it. Gunners have less down-factor than other classes, so Defeat Amplifier will make a minuscule difference. Large groups may inflict downs more frequently on bosses, so consider the next sub class in that situation.
Recommended for bosses with at least one breakable part, and when soloing or in a small group.
Fighter: Stronger burst on downs.
Provides Defeat Advantage (+5% damage boost) and Defeat PP Recovery (+25% PP recovery) when attacking downed foes, making your Finisher much better. Note that this only applies to physical or elemental downs. Breaks do NOT count as Downs, so you will not receive any benefit when attacking a foe during a Break. Unique downs also do not receive any benefit of the above skills. Examples of unique downs include breaking Pettas Vera’s chestguard in phase 1, breaking all of Fortos’ legs, and breaking the tail or batteries off Renus Retem. Also provides access to Acceleration Drive as an alternate gap-closer and height-gainer; however, this requires a Twin Dagger as a weapon swap or multi-weapon. If fighting with a large group, downs may occur more frequently, giving this sub class the advantage in those cases.
Recommended for bosses with no breakable parts, or in a large group when more downs would occur.
Low tier sub classes:
Hunter: The defensive choice. Also allows for Sword usage.
Provides Hunter Physique (short-term CC-protection and damage reduction) and Flash Guard (10% damage reduction). Also provides Wired Anchor Perfect Parry, making your wire pull safer (more on this below). Additionally, pick up Slow Landing Charge-Hunter, Hunter Arts Avenger, Hunter Arts Perfect Parry, and Hunter Arts Avenger PP Gain. This opens the door for using a Sword’s Calibur Streak during Chain Trigger cooldowns. You can also use Spiral Edge with the correct timing to activate Hunter Arts Avenger. This sub class does not provide any offensive advantage, so I recommend to move on to another sub class once you feel confident enough to not need the defensive skills of Hunter.
Recommended for beginners or encountering unfamiliar content.
Techter: More Photon Blasts for bosses. Also allows for Wand and Talis usage.
Provides Weak Element Amplifier (gain more meter when attacking with elemental advantage) and Awake Aile (gain more meter when attacking with a boss nearby). This sub class choice requires an elemental weapon (such as Glissen or Frostel) because of Weak Element Amplifier. This ensures you can use your Photon Blast more often during boss fights, and may especially come in handy if it allows you to have your Photon Blast ready for a Break phase (when applicable). Using the Wand’s WA to parry an attack restores a lot of PP, giving you a PP battery for when you run low. Also provides Floating Pillbox Multirock, the Talis WA, which greatly helps with building hits in a mob.
Recommended for bosses with a Break gauge as long as you wield the correct elemental weapon.
Braver: Filler damage with Bow
Provides filler damage with Brave Combat. Obtain all the relevant Brave Combat and Bow skills. During Chain Trigger’s cooldown, double-tap Brave Combat for a small burst. Also put a point into Breakfall HP Gain for slight comfort. This sub requires having a Bow on hand, preferably as a multi-weapon. If used solely for filler damage, consider Ranger instead.
Chain Boost Explained
“Chain Boost” in the Gunner skill tree applies a speed boost to all TMG attacks. The boost starts the moment Chain Finisher starts, regardless of how many hits the counter has. The duration counts down even if you swap weapons, but swapping weapons does not remove this effect, so you can still benefit when swapping back to TMG. The number of hits on the counter when you activate Chain Finisher determines how much of a speed boost you gain: under 50 gives +0%, 51-80 gives +5%, 81-100 gives +10%.
Boosts stack as long as you activate another Chain Finisher before the active boost expires, stacking up to 20%. For example, activate a Chain Finisher with 81 hits, then within the next 45 seconds activate another Chain Finisher with 51 hits, and you will have a speed boost of 15% for 45 seconds. You can then activate another Chain Finisher of 51 or more hits to cap at 20% for the following 45 seconds. As long as you activate Chain Finishers before Chain Boost ends, you can roll over the highest speed boost to the next 45 seconds.
Once you learn Chain Boost from the skill tree, activating a Chain Finisher will ALWAYS activate Chain Boost, regardless of the number of hits, even with a 0% boost. While you generally want to avoid activating a Chain Finisher at a low number for multiple reasons, you can take advantage of this to prolong a 20% speed boost. Once you have reached a 20% boost, simply activate Chain Finisher at any number before Chain Boost ends, and you will extend the 20% boost for another 45 seconds, even with 1 hit on the counter.
Critical Distance
Those who have played Monster Hunter will recognize this mechanic. Like in PSO2 Classic, Gunners gain a damage boost when attacking in close range, although the game never explicitly explains this other than describing Gunners as a close-range class. NGS classifies range as short, mid, and long range, all visually indicated by the target reticle. The reticle shape and color determine your damage boost: white circle gets no boost, white circle with a diagonal line gets a 10% boost, and an orange circle gets a 20% boost. TMG gets a 20% boost when attacking in close range, and a 10% boost when attacking in mid range. Rifle gets a 20% boost when attacking in mid range, and a 10% boost when attacking in close range (reversed from TMG). Additionally, hitting with the 20% boost will cause purple slash effects on the target. See below for sample images of the reticle and the effect that appears on enemies when you strike with the 20% boost.
Images courtesy of Gigafreak#4754
Equipment Choice
Weapons
- Rugged Machine Guns – Strongest weapon available, but has an extremely low drop rate. The low drop rate makes this weapon quite rare and highly sought-after. While strong on its own, its scarcity means very few exist with a Fixa, if any at all. The rarity also makes this weapon very expensive to add a multi-weapon.
- Kaizaar Machine Guns – Second strongest weapon, but takes a while to obtain. Use this if you have the materials to make it, but know that Rugged will outperform Kaizaar because of the potential.
- Rokz Sixiemes Machine Guns/Rokz Roughewn Rifle –
These have different potentials, so you will want the main weapon to carry the potential you prefer. Sixiemes has the higher bossing damage as long as you can satisfy its requirement; however, not satisfying its requirement makes it weaker than Evoleclipse. Roughewn has more consistent damage if you prefer not to worry about meeting the Sixiemes criteria. All Rokz weapons upgrade to Kaizaar – as such, I do not recommend putting expensive augments on one, as the upgrade will wipe all progress, such as augments, potential, and Fixa. Since the upgrade requires a +50 Rokz, you may affix five budget augments in the meantime.
- Sechetyl Machine Guns – The best weapon series for grinding due to its potential. Sechetyl technically performs better than Evoleclipse against bosses. Against bosses, Sechetyl falls a few percent behind Rokz, but costs significantly less. Unless you can afford to multi-weapon one of the aforementioned weapons, use this weapon if you intend to multi-weapon.
- Evoleclipse Machine Guns – The weakest of the currently available 6★ weapons. This weapon does not have the damage to compare to other weapons of this rarity or higher. Furthermore, Gunners have great PP recovery options already. If you have the tickets to obtain this, feel free to obtain the no-Fixa version, but do not invest valuable augments into this, as you will want to upgrade to a better weapon ASAP. When you do, you can return this weapon for the tickets.
Prefix: Fixa Attack 3 OR Fatale 4. In the long-run, both prefixes output similar damage. With no Potency Floor affixed, Fatale provides a little more damage than Attack. Fatale loses its advantage over Attack as you affix more Potency Floor. On a weapon that gives crit rate, go with Fixa Termina 3 instead to take advantage of its potential.
Multi-weapon choices:
- Rifle: Provides quick access to Homing Darts for grinding. With Ranger sub class, also provides access to Rifle Grenadier with Rifle Grenadier Quick Reload, and Spread Shot paired with Spread Shot Auto Charge for filler damage and PP gain. Generally the most recommended choice when you do not need anything else specific, since Gunners can use Rifles too. Since Ranger has passives that Gunners do not, Rifle makes the best choice to improve a Gunner’s damage output.
- Rod/Wand/Talis/Jet Boots: With the respective sub class, provides access to techniques, which can contribute to elemental downs or help deal with annoying enemies such as Gogorox. Each weapon’s WA helps restore PP in a pinch. Rod & Wand function as a parry, restoring PP on a successful block. Talis will restore PP over time, as long as it hits an enemy. Jet Boots provide Jet Intensity, a filler attack during Chain Trigger’s cooldown.
- Launcher: Only for Ranger sub class, provides filler damage during Chain Trigger’s cooldown with the WA and Fallen Impact. The WA restores a lot of PP, making it a good choice for a PP battery. Also provides access to its Photon Blast, which, unlike TMG, does not lock you in its animation once it starts, so you can keep attacking while the Photon Blast does its work.
- Wired Lance: Provides access to the Wired Lance WA, a gap-closer. You do not need the Hunter sub class to use this; however, if you do have the Hunter sub class, the WA has i-frames with Wired Anchor Perfect Parry.
- Twin Dagger: Only for Fighter sub class, provides access to Acceleration Drive, an alternative gap-closer to the Wired Lance, but on a better sub class.
- Sword: Only for Hunter sub class, provides access to Calibur Streak for filler DPS, and Spiral Edge for activating Hunter Arts Avenger.
- Bow: Only for Braver sub class, provides filler damage during Chain Trigger’s cooldown with Brave Combat. If used only for filler damage, loses out to Ranger weapons.
Units
- Behlgren Armor – The glass cannon armor, this provides the greatest damage boost but lowers your HP and resistances the most. Not recommended for beginners.
- Geant Armor – Low-level requirement and damage boost for all attacks make this unit a fine choice for long-term use.
- Sestato Armor Arga/Belta – A viable alternative to the above armor if you value added HP. Note that each account may only obtain one of each, so if you want a full set, you will need to buy one more from the market.
Prefix: If looking for a prefix, search for Fixa Performa, which reduces PP usage (indirectly raises your max PP). Generally, a prefix matters less on units compared to weapons. Prefix units also tend to cost significantly more, so do not worry too much about buying them.
Augments
With regards to augments, like in PSO2 Classic, by the time you can afford to start affixing augments, you will know which augments you want to affix. For expensive augments (excluding 100% augments), consider affixing one capsule at a time instead of ten, combined with a 10% affix booster. Preferably, do this with multiple augments so that the booster applies to each augment.
Augment Categories as of June 2022:
- Potency +2.5%, Potency Floor +2.5%
- Potency +2.0%, Potency Floor +2.0%
- Potency +2.5%
- Potency +2.25%
- Potency +2.0%
A player may equip up to 20 total augments: five per piece of equipment. To obtain the highest possible damage, one must equip:
- Weapon’s rarity 4-6: 8 of Category A, 5 of Category B, 7 of Category C
- Weapon’s rarity 7-?: 8 of Category A, 8 of Category B, 4 of Category C
Any modification of the above will result in less damage than the maximum possible, but you may prefer the other effects of an augment, especially if an augment comes with something negative. Use the best augments that you can afford, but I do not recommend using anything weaker than 2.0% potency.
List of augments per category:
- Mastery IV, Addi Deftra
- Deft Precision, Alts Secreta III
- Pettas Soul III, Ragras Soul III, Crocys Soul III, any Aglai Soul, any Thali Soul, Gigas Precision III, Gigas Aglai, Gigas Thali, Decold Precision, Addi Guara, Addi Spira, Addi Stara, Addi Staspira, Addi Wardra, any element Exploit I
- Tria Starora, Tria Spirora, Tria Guarora, Eradi Soul III
- Precision III*, Triplble, Forms Machini Soul II/III, Kvar Note B/D, Kvar Domina, Sta Precision, Spi Precision, Gua Precision, any “II” of a “III” Category C augment*
* = this upgrades to a higher category augment
How to Play
Both of the in-game tutorials (one for Gunner, one for TMG) do a good job at explaining the core gameplay of the Gunner. However, time and time again, I witness other Gunners doing something wrong, so I would like to reiterate how to maximize damage output as a Gunner. The main things I witness other Gunners doing wrong:
- Using charged PAs too often: A charged TMG PA will both activate and stop the hit counter. A Gunner using charged PAs too often means not reaching enough hits for the strongest finisher and best speed boost.
- Not accumulating hits fast enough: The sooner you accumulate hits, the sooner you can use a finisher, increasing your DPS. Reaching a high number sooner allows you more time to watch the target’s movements so you can better time your combo so you do not get hit, and also provides a chance to stock a Strike Back.
Single-target/Bossing
A Gunner’s core gameplay revolves around Chain Trigger. The core gameplay loop starts with a charged PA, building up hits (not charging any PA until then), then bursting with a finisher, which starts with a charged PA. See the sections below for information on how to accumulate hits and what to do during the finisher’s three-second window. When you reach 100 hits, do not just go straight for a finisher – wait for an opening, or you may miss some of your attacks if the target moves or hits you. However, once you see the counter start blinking and still cannot find an opening to go for a combo, charge a Bullet Rave so that you do not lose a chance for at least some damage, plus the speed boost you gain for activating a finisher. Alternatively, if you know a boss will get up from a downed state soon and have not reached 100 hits, start a finisher sooner so that you get your full combo in safely.
Mobbing/Grinding
With the introduction of Chain Trigger Count Retains, you can maintain Chain Boost as you run to the next mob. Use Infinite Ricochet to build hits, and use Aimless Rain as a finisher. For spread-out mobs, consider using Rifle’s Homing Darts. During PSE Bursts, you can use Chain Trigger Finisher more frequently. Depending on where the PSE Burst takes place, mobs may spawn so close together that you can reach 100 hits within two Infinite Ricochets.
Building the Chain Trigger Counter
- Single-target: alternate (uncharged) Infinite Ricochet and (uncharged) Bullet Rave canceling the final hit, using S-Roll attacks whenever you run low on PP
- In a mob: (uncharged) Infinite Ricochet, using S-Roll attacks whenever you run low on PP
Chain Finisher Boost Combos
A multitude of possible Chain Finisher combos exist, each highly dependent on the target’s relative location and mobility. Gunners do not have meta combos – you must adapt to positioning and your target’s movement & actions. The following information only scratches the surface of possible combos. Factors that influence your combo:
- Target will attack soon – more damage via Step Counter
- Target near the ground – Dive Attack does a lot of damage for a quick attack
- You stocked a Strike Back – boosts the damage of the PA that will start the Chain Finisher Boost
Since you must adapt your combo to the situation, multiple combos exist. The following image shows some examples of possible combos you may use, as well as when & how to use each.
Image courtesy of Froogal#5631
If you see an incoming attack (for example, Daityl’s chest burst), stop your combo and go for a Step Counter.
If the target moves out of your range (for example, Pettas jumps away), tap Bullet Rave to get some hits in.
What to do during Chain Trigger’s cooldown
After Chain Finisher ends and Chain Trigger cools down, you have two options on what to do.
Regain PP. Use S-Roll attacks to regain PP. If your sub class has a better method to regain PP (for example, parrying with Wand’s WA), use that method.
Filler damage. Your sub class determines if you can do more damage than your TMG attacks. Some examples include Hunter’s Sword, Ranger’s WAs, or Braver’s Brave Combat with Bow. However you do it, make sure to have most of your PP recovered by the time you can start Chain Trigger again.
Photon Blast Positioning for Break Phases
The TMG’s Photon Blast hits a spot about one S-Roll in front of you and slightly above eye level. For most bosses, simply get in melee range/height of the weak spot and about the distance of one S-Roll away for your Photon Blast to strike the weak spot. For certain bosses, you will need to position yourself more carefully to strike the weak spot.
Pettas Vera has one of three possible weak spots during phase 2:
Chest (hard) – get in melee range, move slightly left under its right armpit, then descend until your eye level drops below the chest
Front/Left Knee (very easy) – standard position: jump up in front, get to eye level, and about one S-Roll back
Rear/Right Knee (easy) – on the ground exactly between its hands (not wrists), about one S-Roll away from the knee; alternatively if you have trouble with the previous position: on the ground to the rear of its right hand, and take one step back so that you do not hit the hand
Nex Vera (very hard)
Phase 2 (when it has three heads) allows you to find the spot easier. Get in melee range, take a half step back, half step away from the adjacent side head, and short hop such that you have gotten off the ground but the top of your head has not reached the height of the weak spot.
Daityl Sword/Axe (medium)
Get in melee range, S-Roll back once, move one body length to the left, then descend one body length.
–END OF GUIDE–