It is a great pleasure if you can defeat The Darkest Dungeon Sunken Crew. I got more information related to the method on defeating the dungeon from various games forum.

How to easily defeat The sunken crew

Credit to rundownweather from Reddit

So for this boss there is a very easy way to defeat him (credit goes to the awesome guys on the DD Reddit).  You get an Occultist and give him trinkets to buff his move resist and move skills (see video for specifics). In battle you simply pull the crew in front of the Anchorman which negates the crew ‘smain ability for the entire battle. Boom done. Easy peasy lemon squeezy.

ONLY thing I want to say is that you were lucky with the explodey corpse at 9:45. What if he had a lucky speed roll on turn 2 and went first? He’d have exploded in your face (They always explode on their second turn). Try to kill them first, no matter the cost. I don’t know if you’ve seen what they do, but you never, ever want to risk them going twice. XD.

But aside from that, I saw no problems with you handeling the enemies. You certainly are getting better. If you play similarly in champion dungeon syou should do a lot better too.

ONLY thing I want to say is that you were lucky with the explodey corpse at 9:45. What if he had a lucky speed roll on turn 2 and went first? He’d have exploded in your face (They always explode on their second turn). Try to kill them first, no matter the cost. I don’t know if you’ve seen what they do, but you never, ever want to risk them going twice. XD.

But aside from that, I saw no problems with you handeling the enemies. You certainly are getting better. If you play similarly in champion dungeon syou should do a lot better too.

I usually use the bounty hunter to move things to the front. Does a little more damage and I think has a higher base chance of success. When there are only two targets, his uppercut will move the front one back thus moving the back one forward. The same happens with his flashbang skill…if there are only two the “shuffle” will just make them switch places. The bounty hunter has three skills just for moving the enemy around…it’s kind of his specialty. Plus two of the moving skills come with stuns.

Though I would have an occultist with him anyway…but he would be marking and debuffing rather than moving (it is awesome if you can get a stack of debuffs on a boss for -90% damage and the bounty hunter gets a bonus attacking marked enemies).

I usually use the bounty hunter to move things to the front. Does a little more damage and I think has a higher base chance of success. When there are only two targets, his uppercut will move the front one back thus moving the back one forward. The same happens with his flashbang skill…if there are only two the “shuffle” will just make them switch places. The bounty hunter has three skills just for moving the enemy around…it’s kind of his specialty. Plus two of the moving skills come with stuns.

Though I would have an occultist with him anyway…but he would be marking and debuffing rather than moving (it is awesome if you can get a stack of debuffs on a boss for -90% damage and the bounty hunter gets a bonus attacking marked enemies).

The Way on Beating Them

At the beginning of the fight or a turn where there is no skeleton in front, the first action of the crew will be to invoke it. And at the end of a turn where the skeleton at the front is there, the latter will cling to the hero at rank 1, preventing him from moving and deal stress to him with each action, while healing the crew with each action.

You must destroy the skeleton that clings to the hero as quickly as possible. The Crusader with his bonuses against unholy is quite effective, as is the leper with his higher base damage. The shieldbreaker and the grave robber are also very useful with their attacks that ignore protection.

At the champion level, the skeleton has a lot of protection and it becomes important to either be able to pierce the protection, or have enough escape to prevent it to stick to a hero. Piercing the armor is the easier option.

The Drowned crew is the second boss fight of the cove, and operates on a mix of tricks that both the Hag and the Siren employ. You and your team’s capacity to adapt will be tested in this fight, since the crew is really good at taking allies out of place, stacking on stress, and in general being a very durable and hard to whittle down boss.

The crew ‘smain gimmick is that, so long as its alone, the captain will take a free action to use All Hands on Deck which will summon a Drowned Anchorman and pull a random unit of yours to the forefront. This Anchorman will also come spawned with his own action, which will be used to bind a hero in place with Heave To!.

Now an important thing to note: When an Anchorman is spawned, he starts with >50% PROT and when he uses Heave to it will impart this PROT to the crew. Along with that caveat, the idle and towing Anchorman are two totally different enemy spawns, so Marks and Hexes will drop once he uses Heave To.

Now with further complications, once the front-line unit is anchored down, he will begin taking stress damage every turn along with the main crew regenerating HP from this stress, giving the boss a remarkable form of durability.

Alongside the main gimmick of the fight, the crew also gets two actions each turn. Amusingly enough, each dead boy on the crew represents these attacks. The captain’s attack is Mutiny, a one-damage attack that will reduce one of your heroes’ attack power and crit rates.

The large zombie will use Boarding Clutch, which does a decent amount of damage alongside with a two-damage bleed DoT. Finally, Tequila zombie will use Drink with the Dead to further add Stress damage to the people on your team.

In order to prepare for this fight, you really want a team that combines high damage and stress management. With the crew taking up three spaces during the fight, you want a front-line that does heavy damage along with a support team that can remove stress and still deal damage.

Lepers and Crusaders are great front-line fighters; Lepers are tornadoes of damage, while Crusaders have anti-unholy traits to fight off the crew along with his own stress removing skill to provide backup. A jester is highly recommended since he can keep the hooked person within manageable stress levels, buff your team’s speed & crit rates, and provide stress resist with some of his camping skills.

Healing isn’t absolutely required here, so an Arbalest is also a great back-row character for her damage and backup healing. Both the Jester & Arbalest are also really good at running away if they ever get hooked, so formation rarely becomes a problem. While its useless for the gimmick, Holy Waters are pretty good for the fight for resisting the crew ‘sdebuff and bleed stack as well.

The fight itself is going to be a dance of knowing when and who to attack. Once the Anchorman is summoned, he has the 50% prot until he hooks someone which then goes to the crew until the anchorman’s death. With that in mind, you need to attack the crew itself until someone gets anchored, then take out the anchorman ASAP in order to reduce the crew ‘shealing.

One important thing to mention is that a hooked hero is not entirely out of the fight, so he can still attack the anchorman when the time comes. It wasn’t demonstrated well in the first fight, but this fight requires good management of damage mainly due to that healing factor.

This fight is mainly a drawn-out slug fest more than being an overtly lethal fight, so you really want to make a durable team that can take many small hits rather than a glass cannon that breaks after one mistake.

An interesting thing about this boss is that it also has many great ways to lame it out. The first one, if you’re lucky, is that anyone who has a Virtue affliction will 100% block the anchor, keeping the anchorman alive but not buffing the crew ,and completely negating the boss’ gimmick.

Another way to lame out the boss is to use a high-proc Move skill in order to pull the crew forward before the Anchorman can act, and since the anchorman cannot act in rank 4 he then becomes a non-issue. Heave To also counts as a physical attack, so if you’re willing to gamble then an extremely high-dodge hero can stave off the anchor for a while.

The Drowned crew is a boss that resides in the Cove dungeon.When the fight first starts, the boss will pull a random team member to the frontline and summon a Drowned Anchorman with a buff granting a high amount of PROT and resistences.

It will always do this at the beginning of a turn if there is no Drowned Anchorman at the current time. It’s best to deal with this enemy after it uses its move, “Heave Ho!”, because it immobilize the party member in the first position from moving as well as cause them to take stress damage over time and healing the crew as long as the party member is immobilized. However, when it does use “Heave Ho!”, it will lose the PROT bonus meaning you can kill it at that point. However, if you think you can do it, you can stun the Anchorman from doing the move and focus on attacking the crew ,although it has a fairly high amount of Stun resistance.

Once you’ve done that, simply continue to hit the crew until they’re dead, as the moves they have are not very strong to point out any weaknesses against.

Conclussion

Crusader and Plague Doctor are great party members for this fight, as Crusaders can deal a high amount of damage to the Unholy enemies and Plague Doctor can Blight the crew very easily. Having characters that are weak to being shuffled in the party, as “All Hands on Deck!” will be very annoying to deal with.

That’s what I got especially from the reddit and the related games forum. Hoping this help you a lot on defeating the dungeons.

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