Almanauts
Elden Ring
BossCaelidChanged in 4 patchesVerified for build 25827938

Mad Pumpkin Head (Hammer)

A fight of 2 at Caelid · Caelem Ruins: Mad Pumpkin Head (Hammer) (2,800 HP) and Mad Pumpkin Head (Flail) (2,800 HP). It takes the most damage from Lightning and the least from Strike.

HP (NG)
2,800
HP in NG+7
5,971
Stance
65
Weakest to
Lightning -20%
Resists most
Strike 10%
Nearest grace
Caelem Ruins

Where you fight it

Its stats where it stands, with that area's scaling (first playthrough, offline).

Caelid

Caelem Ruins

Boss fightNearest Site of Grace: Caelem RuinsScaling ×4.812

Show on map

The fight 2 to defeat

  1. Mad Pumpkin Head (Hammer)2,800 HP
  2. Mad Pumpkin Head (Flail)2,800 HP
HP
2,800
NG+7 HP
5,971
Stance
65
Weakest to
Lightning −20%
Resists most
Strike 10%
Negation, defense and status buildup
Damage negation
Standard0%
Slash-10%
Strike10%
Pierce0%
Magic0%
Fire0%
Lightning-20%
Holy0%
Flat defense

Physical 109 · Magic 109 · Fire 109 · Lightning 109 · Holy 109

Status buildup to proc
Status1st proc2nd3rd4th
Poison238280378668
Scarlet Rot238280378668
Bleed178206248346
Frost178206248346
Sleep3274257151,172
MadnessImmune
Death BlightImmune
HP in each journey
  1. NG2,800
  2. +14,265
  3. +24,691
  4. +34,905
  5. +45,118
  6. +55,544
  7. +65,758
  8. +75,971

Other bosses in Caelid

How Mad Pumpkin Head (Hammer) fights

At Caelid · Caelem Ruins, its toughest placement: 2,800 HP.

Attacks partly traced

The attacks it picks on its own, most used first. Damage is the attack power of its strongest hit at this placement, before your defense and negation.

AttackParryBlockDamage
2-hit strike combo (1)2 hits · first hit after 0.8 sNoYes329strike
2-hit strike combo (2)2 hits · first hit after 2.1 sNoYes329strike
Strike + projectile (1)2 hits · first hit after 1.2 sNoYes366strike
2-hit strike combo (3)2 hits · first hit after 1.8 sNoYes457strike
Strike (1)1 hit · first hit after 1.1 sNoYes457strike
Strike (2)1 hit · first hit after 0.9 sNoYes329strike
Strike + projectile (2)2 hits · first hit after 0.9 sNoYes366strike
Strike + projectile (3)2 hits · first hit after 4.3 sNoYes366strike
Strike + projectile (4)2 hits · first hit after 1.0 sNoYes366strike
Strike + projectile (5)2 hits · first hit after 0.6 sNoYes366strike
Strike + projectile (6)2 hits · first hit after 1.2 sNoYes366strike
Strike + projectile (7)2 hits · first hit after 1.2 sNoYes366strike
4 more attacks it chains after another one
AttackParryBlockDamage
2-hit strike combo (4)2 hits · first hit after 1.3 s · after Strike + projectile (2) and Strike (1)NoYes329strike
Strike (3)1 hit · first hit after 2.2 s · after Strike + projectile (1)NoYes457strike
Strike (4)1 hit · first hit after 1.1 s · after 2-hit strike combo (1) and 2-hit strike combo (4) or 1 moreNoYes494strike
Strike (5)1 hit · first hit after 0.9 sYesYes256strike

Parry: whether a parry works on it (for combos, which hits). Block: whether a shield stops it; grabs go through. Its moveset also names 1 animation its model doesn't have; it isn't listed.

Attack choice by distance the boss's own

How often it opens with each attack at each range, from its main weight tables (it switches between 3 sets of tables by state; the main one is shown).

  • 2-hit strike combo (1)
  • 2-hit strike combo (2)
  • Strike + projectile (1)
  • 2-hit strike combo (3)
  • Strike (1)
  • Other attacks and moves
Show as a table
DistanceMost likely picks
under 3 mStrike + projectile (1) 50% · 2-hit strike combo (1) 25% · Strike (2) 25%
3–6 m2-hit strike combo (3) 45% · 2-hit strike combo (1) 25% · Strike + projectile (2) 20%
6 m +2-hit strike combo (2) 40% · 2-hit strike combo (1) 30% · Strike (1) 30%
Attacks
16
With a cooldown
5 10–30 s
Walk in before attacking
7 from up to 7.3 m

What hurts it most

  1. Lightning-20% +20%
  2. Slash-10% +10%
  3. Standard0%
  4. Pierce0% ±0
  5. Magic0% ±0
  6. Fire0% ±0
  7. Holy0% ±0
  8. Strike10% −10%

Negation (lower lets more through), and how much more or less damage that type deals than Standard does.

Status procs to kill it

Status1st procHP per procProcs to kill
Bleed17852062,707 buildup
Frost178310107,079 buildup
Poison23880641,564 buildup
Scarlet Rot2381,8042518 buildup

From full HP with that status alone; thresholds grow after each proc. Frostbite's extra 20% damage taken isn't counted.

Attacks, their hits, parry and block, grabs and damage are the boss's own; so is when it picks them. Attack names follow the names players commonly use; the rest are described from their hits.

Kill-speed simulator New

How many hits Mad Pumpkin Head (Hammer) takes with your weapon and stats, in any journey: damage per hit through its defense and negations, stance, and status procs as its thresholds grow.

Simulate Mad Pumpkin Head (Hammer)

Patch history 4

Every patch that changed its numbers, version by version.

  1. 1.02.1from 1.00
    • Slash negation-20%→-10%
    • Strike negation20%→10%
    • Pierce negation-20%→0%
    • Sleep resistance84→154
    Every changed value (10)
    ValueBeforetoAfterChange
    Key changes 4
    Slash negation-20%-10%+10 pts
    Strike negation20%10%−10 pts
    Pierce negation-20%0%+20 pts
    Sleep resistance84154+70+83%
    Status effects 1
    Resist Correction - Sleep6,0016,003+2+0%
    Linked data 5
    SpEffect ID [14]90,2000changed
    SpEffect ID [21]-113,245changed
    SpEffect ID [23]-15,890changed
    SpEffect ID [29]4,301-1changed
    SpEffect ID [31]-14,301changed
  2. 1.03.1from 1.02.1
      Every changed value (2)
      ValueBeforetoAfterChange
      Linked data 2
      SpEffect ID [16]05,890changed
      SpEffect ID [23]5,890-1changed
    • 1.04.1from 1.03.3
        Every changed value (1)
        ValueBeforetoAfterChange
        Linked data 1
        SpEffect ID [22]-113,244changed
      • 1.12.1from 1.10
          Every changed value (3)
          ValueBeforetoAfterChange
          Damage 1
          HP Burn Damage %0100+100
          Linked data 2
          SpEffect ID [19]-1102,304changed
          DLC Completion SpEffect ID0-1changed