Miraak
Miraak: First Dragonborn
Threat Level: đź”´ LETHAL
The first Dragonborn and Daedric servant. Miraak combines dragon shout expertise with master-level magic and extreme defensive capabilities (95% magic resistance, 1000% during Ethereal phase). Invulnerability phases are frequent and unavoidable. This fight requires specific counter-builds; standard approaches fail catastrophically.
The Defining Threat
Ethereal Invulnerability Phases: Miraak casts “Ethereal” gaining 1000 armor rating and 1000% magic resistance (essentially complete immunity). These phases are mandatory waiting periods where NO damage can be applied—you must survive passively.
Elemental Cloak + Weakness Application: Applies 250% weakness to Frost, Fire, and Shock for 20 seconds while dealing 15/s elemental damage in melee. Your resistances become liabilities; every resist you have triggers harder damage.
Knowledge Drain Spell: Deals 150 Health + Magicka damage simultaneously with 75% magic weakness debuff. Stacks with Elemental Cloak weakness to create cascading vulnerability.
Permanent Dragon Aspect: Shout lasts 720 seconds (permanent for practical purposes). Armor +150, power attacks +75% damage, fire/frost resistance +25%, shout cooldown -20%. He gets stronger as fight progresses.
Dual Summons: Maintains 3 summons simultaneously (Twin Souls perk). Atronachs stay for extended duration; managing 4+ targets (Miraak + 3 summons) is mandatory.
Counter Strategies
- Ethereal Phase Management (Primary Strategy):
- Accept that 30-40% of the fight is waiting/surviving
- Use Ethereal phases to reposition, recover stamina/magicka, apply buffs
- DoT effects (poison, disease, lingering damage) tick during Ethereal—prep these
- Summon your own creatures to maintain DPS while he’s invulnerable
- This is NOT a mistake or bug; plan around it
- Physical Melee Build (Tier 1 Counter):
- Slashing/piercing resistance is only Tier 2 (low)
- Miraak is armor-weak compared to magic—enchanted melee is effective
- Two-hander builds face 45% damage reduction but deal high per-hit damage
- Close quarters minimizes his spell range advantage
- Requires tanking Knowledge Drain hits; use heavy armor + restoration
- Summon-Focused Build (Tier 2 Counter):
- Summon atronachs or reanimated creatures
- They tank his elemental damage (Elemental Cloak) while you DPS
- Extended binding perks let you maintain summons longer than he does
- Atronachs are immune to Bend Will and his summoning attempts
- Essentially makes it a summoned creature vs summoned creature war
- Pure Ranged (High Difficulty):
- His 95% magic resistance makes spellcasting ineffective
- Bow damage is limited by Tier 3 ranged resistance (30%)
- Requires extreme damage-per-shot builds with shock arrows
- No recovery window during Ethereal phases; must maintain DPS tempo
- Not recommended; melee or summons significantly better
Critical Mechanics
- 1000% Magic Resistance (Ethereal): This is literal invulnerability; all spells deal 0 damage, including DoTs
- 75% Magic Weakness Debuff: After Knowledge Drain hit, your magic damage is quartered for 5 seconds
- Ancient Dragonborn Manifestation (<50% health): A second Miraak-like entity spawns to protect him, effectively doubling threat mid-fight
- Restoration Healing (Respite Perk): His healing spells restore stamina—he has unlimited resource recovery
- Poison Immunity (100%): Poison damage strategies are completely useless
- Unrelenting Force/Bend Will Immunity: Shout-based displacement/control won’t work
- Skill 100 Destruction: His spells deal 100% more damage than base values
- Spell Duration x5: Any duration effects last 5 times longer than listed (40s becomes 200s, etc.)
Shouts
Take on the mighty aspect of a dragon, delivering colossal blows, with an armored hide, and more powerful shout (For 720 seconds, armor rating increases by 150, power attacks deal 75% more damage, fire & frost resistance improves by 25%, and shout cooldown reduces by 20%. Also, if His health is below 50%, an Ancient Dragonborn will manifest to protect him
- “Cyclone” A cyclone will be produced, similar in ability to Unrelenting Force, but will instead send the target in an upwards motion whilst dealing 200 damage.
- “Become Ethereal” This shout makes Miraak spectral in appearance and will make them invulnerable to all damage for 15 Seconds
- “Whirlwind Sprint” The shout grants the ability to dash rapidly forward for 10 seconds.
- “Fire Breath” The Fire Breath shout allows Miraak to shout a forceful blast of fire, spreading at a high speed. This force inflicts 300 fire damage and sets enemies in its path on fire (5 damage for 30 seconds) as well as staggers them.
- “Frost Breath” Frost Breath will allow Miraak to shout a frost force in front of him (area of effect: 40–50 feet). Enemies within the area of effect will suffer 60 frost damage for 5 seconds, a stagger/push and a 50% slow.
- “Unrelenting Force” deals 40 unblockable damage and 35 blockable (if players magic resistance is > 35% and they have more than 400 health) as well as a knockdown Push.
Spells (Last 5 times longer than any durations listed)
- “Ethereal” Miraak Gains 1000 armor and 1000% magic resistance
- “Erupt Fire” The evokes an explosion of fire, dealing 100 points of fire damage. The damage increases as the target becomes closer. Summons 2 Fire Spectral Dragon for 8 seconds wherever the caster aims.
- “Elemental Cloak” For 40 seconds, enemies in melee range receive 15 points of frost, fire, Shock and stamina damage per second. and gain 250% Weakness to Frost, Fire and Shock for 20 Seconds.
- “Knowledge Drain” The caster drains the soul of the target for 150 Health and magicka damage, dealing a 0.5 Stagger, and Target is 75% weaker to magic for 5 seconds.
- “Blizzard” Targets receive 50 points of frost and stamina damage for 9 seconds.
- “Chain Lightning” The caster evokes a lightning bolt that deals 100 points of shock damage to Health and half to Magicka and hits multiple targets at once if they stand close to each other. Dealing a 0.5 Stagger to each person hit.
- “Summons Thralls” Summon Flame, Frost and Storm Thrall - Summons a potent variant of each atronoch type for 30 seconds.
Perks
- All incoming attacks reduced to 90%
- 2 handed weapon damage reduced by 45%
- Will take 15% less damage from Summoned creatures
- Skill 100 Destruction - Destruction spells do 100% more damage
- Empowered Elements - He can dual-cast Destruction spells to augment their power by 125% for double magicka cost.
- Impact - Dual-casted projectile Destruction spells have 25% chance of staggering His foes.
- Stabilized Binding - He Can bend the barriers between realms, extending the duration of summoned Spirits and Daedra by 50%
- Focused Mind - learned to keep his concentration when running or sustaining damage, thus all magicka penalties are nullified. Magicka regenerates 50% faster.
- Respite - Healing spells restore both health and stamina.
- Powerful Strike - One-handed and unarmed power attacks shatter bone and sinew. [Power attack damage x 1.2]
- Penetrating Strikes - One-handed power attacks are easier to execute, and further penetrate enemy armor.
[-50% power attack stamina cost, +5 armor penetration] - Sword Focus - His masterful skill with one-handed blades further enhances his attacks.[+24% attack speed, +21 armor penetration]
- Weapon Mastery - Improved fighting techniques bolster the damage and ease of his one-handed and unarmed attacks.[Damage x 140% , -50% weapon weight penalties]
- Powerful Charge - His sprinting power attack propels him through the air and deals terrifying damage. [Unlocks sprinting power attack, -25% weapon weight penalties]
- Extended Binding - He can summon Daedra and Spirits up to five times farther away for 25% less magicka.
- Elemental Binding - His Atronachs are much stronger, and his high-level Thralls are immune to Banishment and Control spells.
- Improved Mage Armor He has mastered the art of metaphysical protection. All “Mage Armor on Self” spells provide additional damage resistance.
- Cremation - high-tier fire spells can set ablaze those who are susceptible to fire, and force them to flee in fear. Undead, Automatons and Daedra are immune to the Fear effect.
- Electrostatic Discharge - - His shock spells damage damage his opponent’s Magicka alongside their Health.
- Electromancy 2 (Has this perk twice!) - All shock spells deal 60% more damage.
- Pyromancy 2 - All Fire spells deal 30% more damage.
- Fire Mastery - His fascination with fire now grants him 25% resistance to it, while fire spells are 5% stronger and 10% less costly.
- Frost Mastery - His fascination with Frost now grants him 25% resistance to it, while Frost spells are 5% stronger and 10% less costly.
- Shock Mastery - His fascination with Shock now grants him 25% resistance to it, while Shock spells are 5% stronger and 10% less costly.
- Cognitive Flexibility 2 - mastered the art of Cognitive Flexibility and can now maintain three summons of any type.
- Spell Armor - His Mage Armor spells reduce incoming elemental damage by 15%.
- Twin Souls - He can maintain two atronachs or reanimated zombies.
Basic Stats
| Stat | Value |
|---|---|
| Health | 4995 |
| Magicka | 2280 |
| Stamina | 5145 |
| Movement Speed | 96 |
| Melee Damage | 9 unarmed, Miraaks sword - deals 135 slashing damage. |
| Ranged Damage | None |
| Magical Damage | See Above list |
| Standard AR | 925 |
| Magical AR | 95% |
| AP | 50 |
| Health Regeneration | No |
| Diseased | No |
| Can Knockdown Player | Yes. through various methods. |
Resistances
| Type | Protection |
|---|---|
| Frost | 85 |
| Fire | 35 |
| Shock | 60 |
| Poison | 100 |
| Paralysis | Immune |
| Sneak Attack | Immune |
| Knock Down | Minor |
| Unrelenting Force | Immune |
| Wabbajack | Immune |
| Mehrunes Razor | Immune |
| Bend Will | Immune |
| Moras Grasp | Immune |
| Aetherial Shield | Immune |
Weapon Protection
| Type | Tier |
|---|---|
| Slash (Swords & Axes) | 2 |
| Pierce(Daggers) | 2 |
| Blunt (Maces & Hammers) | 2 |
| Ranged (Bows & Crossbows) | 3 |