How to Beat Maliketh, the Black Blade in Elden Ring: The Destined Death Hit That Cuts Max HP 10% for 45 Seconds

Most players who die to Maliketh’s second phase aren’t dying to raw damage. They’re dying to a fight that got smaller without them noticing. Destined Death, his signature phase-2 attack, doesn’t just hurt — it cuts your maximum HP by 10% for 45 full seconds [1], on top of a separate damage-over-time tick that drains 2% plus 20 HP while the curse is active [1]. Get hit twice in that window and the two effects stack, per user reports capping around two applications [1]. Every guide mentions that Destined Death is “dangerous.” Almost none explain that it’s dangerous in a specific, math-changeable way — and one popular counter-item recommendation for it doesn’t actually do what people think it does.

This guide covers both phases of the fight, the exact Destined Death numbers, why a widely-repeated Physick Tear “cure” is misleading, and how your gear priorities should shift depending on whether you’re here for a clean kill or a completionist run.

Quick Start: What to Bring Before You Fight Maliketh

  • Pick up the Blasphemous Claw if you haven’t already — it drops from Recusant Bernahl at Crumbling Farum Azula with no quest prerequisite, and it’s the single best tool against this specific boss [4].
  • Check your main weapon’s upgrade level. Crumbling Farum Azula sits at a recommended level of 100+ [8], and by the time most players reach it their weapon is behind where it should be. If you’re running a standard (non-Somber) weapon, the last few upgrade tiers need Ancient Dragon Smithing Stones — see our Ancient Dragon Smithing Stone locations guide if you haven’t maxed it out yet.
  • Don’t count on a Physick Tear to bail you out of the Destined Death curse. More on why below — it’s the most common wrong assumption players bring into this fight.
  • Bring a Spirit Ash with independent aggro (Mimic Tear or Black Knife Tiche if you have them) — Phase 2’s mobility makes it hard for a melee build to both dodge and punish solo.
  • Avoid building around Holy damage or Scarlet Rot for this specific fight — both are wasted investment here, detailed below.

Where Maliketh Fits: The Gate to Leyndell, Ashen Capital

Maliketh guards the end of Crumbling Farum Azula, and he isn’t optional — you cannot advance to Leyndell, Ashen Capital, or continue toward any of the game’s endings without beating him [2]. That also means he arrives after dozens of hours of the exact Vigor investment our Elden Ring beginner’s guide walks through — the 40-point soft cap where Vigor’s HP-per-level return is highest. If you followed that math from the start, Destined Death’s 10% cut is landing on a much larger HP pool than it would on a character who dumped Vigor early. If you didn’t, this fight is exactly where that decision catches up with you: a 10% cut on an already-thin HP bar leaves almost no room for a second mistake.

Maliketh’s Weaknesses: What Actually Works

Maliketh carries 120 defense and 80 Stance across a combined 10,620 HP pool for both phases [2]. His resistance profile rules out two builds outright: he’s strong against Holy damage (80 negation) and immune to Sleep and Madness, so Holy incantations, Holy-infused weapons, and Sleep pots are wasted picks here [2]. His Poison and Scarlet Rot buildup requirement sits between 351 and 1,196 — technically inflictable, but slow enough against his HP total that it’s rarely worth the investment [2]. What actually works is unglamorous: Standard, Slash, Strike, and Pierce physical damage all land at just 35 negation [2], meaning any competently-upgraded physical weapon of any damage type performs about the same. You don’t need a specific weapon category for this fight — you need your weapon upgraded, full stop.

Damage typeHow Maliketh takes it
Standard / Slash / Strike / PierceLow resistance (35 negation each) — reliable regardless of weapon category [2]
HolyStrong resistance (80 negation) — skip Holy builds entirely [2]
Poison / Scarlet RotVery high buildup requirement (351–1196) — not worth chasing [2]
SleepImmune — will never proc [2]
MadnessImmune — will never proc [2]

Phase One: The Beast Clergyman

Maliketh opens the fight disguised as the Beast Clergyman, fighting close to the ground with low horizontal swipes, a ranged Bestial Sling rock attack, and a dagger-plunge that summons crashing boulders across the arena [2][9]. His two biggest openings: the Forward Ground Stab, which has a long enough recovery for a jumping heavy attack, and Ground Rupture — the single most punishable move in Phase 1 — where you get a free hit while his hand is buried in the ground, then need to dodge the moment his chin lifts to avoid the falling rocks [9]. Heavy attacks build posture fast in this phase, and posture damage carries into Phase 2 [10] — breaking his stance late in Phase 1 sets up an immediate riposte right as the transition cutscene ends.

The Destined Death Curse: Why It’s More Than a Damage Attack

Phase 2 begins at exactly half of the 10,620 combined HP pool [2][3], and Maliketh sheds the Beast Clergyman disguise for a faster, more mobile moveset built around arena pillars. The attack that defines this phase is Destined Death: he swings his sword around his head, stabs it into the ground, then follows with a circle of arcing slashes around the impact point [1][2]. The full sequence hits through three separate hitboxes — the initial slash, the ground stab, and the blade vortex — and a repeat hit can refresh the debuff’s duration [1].

Phase 1: Beast ClergymanPhase 2: Maliketh, the Black Blade
TriggerFight startHalf of the 10,620 combined HP pool [2]
MobilityGround-based, moderateHigh — vaults across the arena and uses pillars for cover [2]
Signature attacksBestial Sling, Ground Rupture, Beast Claw [9]Destined Death, Piledriver, Black Blade projectiles [2][10]
Biggest punish windowGround Rupture — hand-in-ground animation [9]Destined Death — roll right on the sweep, then behind him for the slam [2][9][10]
New danger this phaseNone — baseline damage onlyMax-HP reduction plus a separate HP-sapping DoT [1][2]
Best counter-toolPosture breaks for an early riposte [10]Blasphemous Claw parries on the yellow-glow tell [2][4]
Split illustration contrasting the grounded Beast Clergyman phase with the mobile Black Blade phase of Maliketh
Phase 2 trades ground-based attacks for pillar-vaulting mobility and the Destined Death curse.

The mechanism worth understanding: a Flask of Crimson Tears heals a fixed HP amount — up to 810 HP at max upgrade — completely independent of your current max HP [11]. That’s good news and bad news at the same time. It’s good because a flask heals for its full value even while you’re cursed. It’s bad because “topping off” during the 45-second debuff only fills you to a temporarily-shrunk ceiling — once the curse expires, your true max HP is higher again, and you’re sitting below it without having wasted a single flask charge on paper. If you can afford to wait out the debuff before drinking, you get more effective healing per flask than if you top off mid-curse. That’s a genuinely useful timing decision most guides never mention, because most guides describe Destined Death as “he lowers your health,” not as a temporary ceiling with a 45-second clock attached to it.

The Crimsonburst Crystal Tear Myth

A handful of community guides recommend mixing the Crimsonburst Crystal Tear into your Flask of Wondrous Physick specifically to counter Destined Death — one popular writeup even describes it as negating the debuff outright. Checked against the tear’s own item description, that’s not what it does. The Crimsonburst Crystal Tear restores 7 HP per second for three minutes, a flat 1,260 HP total, sourced from the Erdtree Avatar beneath Weeping Peninsula’s Minor Erdtree [5]. Nowhere in its effect text does it interact with Destined Death, reduce the 45-second duration, or restore your max-HP ceiling early [5]. What it actually does is offset the curse’s separate HP-sapping DoT tick with a steady trickle of healing — useful, but a supporting tool, not a counter. It also doesn’t stack with other regeneration-style incantations like Blessing’s Boon, so if your build already leans on one of those, the tear adds nothing [5]. Bring it if your Physick slot is otherwise empty. Don’t build your entire Destined Death strategy around it.

Curse energy dissolving around a glowing crystal shard, symbolizing a temporary max HP reduction
The curse shrinks your effective HP ceiling for 45 seconds — it doesn’t remove health you’ve already banked.

Phase Two: Maliketh, the Black Blade

Outside of Destined Death, Phase 2’s other major threats are Piledriver and his Black Blade projectiles. On Piledriver, run away the moment he lodges himself into the ground, then dodge toward him the instant he flips back out — getting behind him here opens a full punish window [2][10]. His projectile attacks are the one situation where distance actually helps: use the arena’s pillars for cover rather than trying to out-position him in open ground [10]. The Blasphemous Claw earns its place here specifically — it parries any Black Blade attack telegraphed by a yellow glow (white-glow attacks are unparryable projectiles), costs no FP, has unlimited uses, and a landed parry stuns him for roughly 200 damage worth of free punish [4]. Watch for it on his Double Spin and overhead swing specifically — both have recovery windows long enough to safely close distance and attack afterward [9].

Gear Up by Player Type

Player typePriority
New playerGet the Blasphemous Claw before anything else — it’s free, requires no build commitment, and turns Phase 2’s scariest melee reads into guaranteed punishes. Summon a high-aggro Spirit Ash so you’re not learning dodge timing and damage output at the same time.
Casual playerSkip specialty status builds entirely. Standard physical damage at 35 negation works regardless of weapon type, so bring whatever you’ve already upgraded and lean on the Claw parries for the hard reads.
Hardcore / optimizerTrack the 45-second Destined Death timer, not just your HP bar — delay flask use until the debuff expires whenever your HP allows it, since a fixed-value heal is worth more against your true max HP than a temporarily shrunk one.
CompletionistGrab both Remembrance rewards across two playthroughs if you want the weapon and the incantation — one Remembrance only buys one of the two, or 30,000 Runes if you’d rather cash it in.

What You Get for Winning

Defeating Maliketh drops 220,000 Runes and the Remembrance of the Black Blade [2]. Trade it to Enia at Roundtable Hold for either Maliketh’s Black Blade — a colossal sword with 127 physical and 82 holy damage — or the Black Blade incantation, not both from a single copy; you can also cash it in for 30,000 Runes instead [6]. One correction worth making here: the Black Blade weapon upgrades with Somber Smithing Stones, capping at +10 — it has nothing to do with Ancient Dragon Smithing Stones [7]. That material only matters for the standard weapon you’re bringing into this fight, not the reward waiting on the other side of it.

When Not to Attempt This Fight Yet

If your Vigor is well under the 40-point soft cap our beginner’s guide breaks down, or your main weapon still has more than a couple of upgrade tiers left, farm one more area before committing — Destined Death’s 10% cut is far more dangerous on a thin HP pool than a well-built one, and Crumbling Farum Azula’s own recommended level of 100+ [8] assumes you’ve been leveling Vigor the whole way there, not saving it for later.

Verified against Elden Ring’s current live version. Maliketh is a base-game Legend boss, not a Nightreign encounter subject to seasonal rebalancing — his moveset, resistances, and item drops haven’t changed since launch, so these numbers hold regardless of which patch you’re on.

FAQ

Does the Destined Death max-HP reduction stack if he hits me twice? The debuff refreshes its duration on a repeat hit, and community testing caps stacking around two applications with the Black Blade incantation specifically [1] — in practice, getting hit by the attack a second time before the first application expires is a much bigger problem than the stacking math itself, since you’re taking full damage on top of an already-reduced HP ceiling.

Is the Blasphemous Claw actually better than blocking Phase 2? Yes for the specific attacks it covers — a landed parry stuns Maliketh for a guaranteed punish worth roughly 200 damage at zero FP cost [4], while blocking the same attack just avoids damage with no offensive payoff. It only works on yellow-glow melee tells, though, so you still need to dodge or use pillar cover against his projectiles.

Should I fight Maliketh before or after fully upgrading my weapon? After. His 35 negation against every physical damage type means upgrade level matters more than weapon choice here — an underleveled weapon of the “right” type will still underperform a fully-upgraded weapon of the “wrong” type.

Sources

Michael R.
Michael R.

I've been playing video games for over 20 years, spanning everything from early PC titles to modern open-world games. I started Switchblade Gaming to publish the kind of accurate, well-researched guides I always wanted to find — built on primary sources, tested in-game, and kept up to date after patches. I currently focus on Minecraft and Pokémon GO.