Abyssal Crystal Shrimp
The Abyssal Crystal Shrimp is an ocean boss after Golem. Boss Checklist says: use Crystallized Shrimp Bait at the ocean.
On Kikasa’s trial line, this seat follows Leviathan and sits after Golem. Old saves that already cleared the old Leviathan seat do not replay it.
How to summon
Section titled “How to summon”Craft Crystallized Shrimp Bait at a Mythril Anvil from Beetle Husks, Crystal Shards, and Souls of Light. Use it while standing in the ocean. You cannot use another while a shrimp is already up.
The seabed rumbles for a little over a second, then it bursts out, settles, and pauses before it turns to fight. You cannot damage it during the entrance. It deals no damage either.
Phases
Section titled “Phases”The head stays on you. The two claws take turns grabbing this screen plane and dragging the body. When a move ends, the tail fan slaps water. The next attack still waits on cooldown, about 0.7 to 1.2 seconds.
Body contact does no damage most of the time. The plow charge and the tail flip only hit with the body when they are moving fast enough. The sky-leap slam works the same way. After they brake, contact does no damage.
Around 70% life it clears its own shots, rears up, roars, and slams both claws down in turn. A waterspout pillar rises on each side. You cannot damage it while the pillars go up. The cores hurt on contact. A pillar starts dealing damage after it has grown to about 60%. Each pillar stands about 72 tiles from the center of the yard.
Around 40% life it clears shots again. The shell cracks for about a second, then splits. Shell fragments fly out and deal damage. You cannot damage it while the shell is cracking. After it finishes, the side pillars rise again. The wait between attacks shortens to about 60% of what it was. Clap swarm and crystal spikes no longer appear.
If you stay within about 30 tiles, it uses a claw jab. A little farther out it may still throw a cavitation punch. Farther than that it switches to a tail-fan volley, a plow charge, or a geyser march. From phase two on, a close claw jab sometimes chains straight into a cavitation punch, and a tail flip sometimes chains straight into a tail-fan volley after it brakes.
If you run far, it speeds up to catch you. Farther still, it sinks back into the seabed and leaves. The death scene lasts a little over 5 seconds. Life is locked and it deals no damage.
These are the actions you can see. You will not see the same set every time.
Throughout the fight
Section titled “Throughout the fight”Plow charge: The body drops and a charge line draws in front. When the line stops, the heading is locked. The dash stays nearly level and does not follow the player upward. The body deals contact damage if it is moving fast enough. Contact does no damage after it brakes. While the line is still drawing, the heading can still change.
Bubble bat: The tail fan curls onto the back and flings four charged bubbles that hang in front of the head. The claws then slap them toward the player’s position at that moment, about one slap every 0.25 seconds. Each bubble flies in a straight line and does not turn. When a bubble bursts it connects an arc to the last burst. A line from the bubble to the landing appears before each slap.
Geyser march: One claw rises overhead and slams the ground. The slam locks the march. Six geysers line up toward the player along the ground. Each one swells for about 0.4 seconds before it erupts. Gaps remain between the geysers.
Sky leap: It crouches, then leaps. At the apex it hangs for a moment and a vertical line marks the landing. After that line appears the landing does not move. It then slams head-first. On impact a waterspout rises on the landing (it deals damage after growing to about 60%), a tall wave walks out on each side, and a fan of water bolts shoots upward. The slam hits the marked landing. The waves travel sideways along the ground.
Claw jab: The near claw draws back and opens. An aim line appears. After the line locks it does not re-aim. The claw stabs along that line. It will not use this move if the player is too far. From phase two on, if the player is still inside about 35 tiles, the jab sometimes chains straight into a cavitation punch.
Tail-fan volley: The tail fan curls onto the back and fires three rounds. Each round is five water bolts in a fan. The heading locks shortly before each round. Gaps remain between the bolts. It stands still while it fires.
Volt bubble: Both claws open wide. A thunder bubble grows in the mouth. The growing bubble deals no damage. After the clap, the bubble flies in a straight line toward the point recorded at the slap. It does not chase. At that point it bursts into a ring of smaller bubbles that detonate out of step. While it grows, the space directly in front of the bubble lies on the later flight path.
Tail flip: The body curls back, the tail faces the player, and both claws tuck to the shoulders. After the aim line locks, the claws push water and it slips tail-first across the yard. The body deals contact damage if it is moving fast enough. Contact does no damage after it brakes. From phase two on, the stop sometimes chains straight into a tail-fan volley.
Cavitation punch: Before the punch, the body steadies, the near claw draws back slowly, and a solid line appears in front. After the line locks it does not re-aim. The punch leaves a bubble. The bubble deals no damage while it grows. About 0.4 seconds later it collapses. The collapse radius is about 7 tiles. The punch itself deals damage. Remaining inside the collapse radius then takes the collapse hit.
Phase one only
Section titled “Phase one only”Clap swarm: Both claws open wide, then clap. A cone of small bubbles bursts from the mouth. They turn toward the player a little for about 0.9 seconds, then fly straight. After that steer window the bubbles no longer change heading. This is not a grab. It does not appear after phase two.
After the pillars (about 70% life)
Section titled “After the pillars (about 70% life)”Abyss-throat jet: The head leans back and a thin preview stream marks the aim. After that line locks it does not re-aim. The water column sweeps slowly toward the side the player occupied at the lock. The column starts dealing damage after it has opened to about 60%. The covered area moves with the sweep.
Walking vortices: The tail curls and sweeps, and throws three walking waterspouts. Direction and speed are set when they spawn. They do not turn to follow the player. They stay about 15 tiles apart. They deal damage after growing to about 60%. If the ground below the player is too deep, they form in the air instead.
Bubble curtain: The tail fan raises three waves of rising bubble columns. About 0.5 seconds before each wave, marks appear on the ground for the columns that will rise. After the marks drop, those lanes do not move. Of nine lanes, each wave leaves three empty. The empty lanes rotate each wave, and the second wave is offset by half a lane. After the yard is sealed, the lanes stay between the two pillars. Empty lanes have no rising bubbles. Contact with a pillar core deals damage.
Crystal spikes: It arches its back and crystal light gathers there. After the formation center locks it does not follow the player. Six spikes land about 16 tiles apart. Each one swells for about 0.5 seconds before it drills up. The space between spikes is a corridor. If the player is in the air or the ground below is too deep, the spikes form in the air instead. This move does not appear after the molt into phase three.
After the molt (about 40% life)
Section titled “After the molt (about 40% life)”Super-cavitation punch: The claws trade three short punches. Each punch leaves a small bubble with a radius of about 5 tiles that collapses quickly. Both claws then pull into the chest and charge for a long beat. The clap throws a larger bubble with a radius of about 13 tiles. About 0.7 seconds later it collapses and fires a ring of water bolts. An arc on the side toward its body stays empty. When both claws pull into the chest, the large bubble’s landing is already set.
Classic direct drops and the Expert bag share one table:
- One guaranteed piece from the abyss set: Abyssrend, Tide Reaper, Everdeep, Undertow, or Deepclaw
- Crystal Shrimp Shell: 12 to 18 in Classic, 16 to 24 from the Expert bag
- Crystal Shards
- If Calamity is loaded, also Lumenyl, Voidstone, and Depth Cells. If it is not, Souls of Might and Beetle Husks
Expert mode also drops a Treasure Bag (Abyssal Crystal Shrimp). Master mode also drops an Abyssal Crystal Shrimp Relic.
Shells craft the pieces you did not roll, and Deepcrystal Armor.