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He has a large orange-glowing riot shield strapped to his left arm. This shield deflects all incoming fire and, except for his shins and feet, completely covers his body. In his right arm he has a large torch which he either throws at Vault Hunters or use for [[Melee|melee]] strikes. Torches can set things on fire but are easy to avoid simply by stepping to the side. He can also swing the shield, causing moderate damage and knock-back. He can also raise the shield above his head and charge at Vault Hunters. With ample warning, this attack is easy to dodge but can completelly deplete shields and take large chunk of health if succesful.
 
He has a large orange-glowing riot shield strapped to his left arm. This shield deflects all incoming fire and, except for his shins and feet, completely covers his body. In his right arm he has a large torch which he either throws at Vault Hunters or use for [[Melee|melee]] strikes. Torches can set things on fire but are easy to avoid simply by stepping to the side. He can also swing the shield, causing moderate damage and knock-back. He can also raise the shield above his head and charge at Vault Hunters. With ample warning, this attack is easy to dodge but can completelly deplete shields and take large chunk of health if succesful.
   
When his health drops below 30%, he will fling his shield at Vault Hunters and pull out a powerfull rocket launcher. This rocket launcher has high incendiary damage and leaves large pools of fire on the ground. Hot Carl is immune to [[incendiary]] damage but never wears shields. Strong assault rifles, shotguns, and SMGs - preferably with radiation element - should be weapons of choice.
+
When his health drops below 30%, he will fling his shield at Vault Hunters and pull out a powerfull rocket launcher. This rocket launcher has high incendiary damage and leaves large pools of fire on the ground. Hot Carl is immune to [[incendiary]] damage, and resistant to [[Cryo]], but never wears shields. Strong assault rifles, shotguns, and SMGs - preferably with radiation element - should be weapons of choice.
   
Hot Carl can be challengin opponent even for Vault Hunters several levels above him. With additional COVs supporting him, situation can easily escalate and become overhelming. Keeping right distance but not attacking him, it is possible to lure Hot Carl out of the camp and along the path towards ''Roland'd Rest''. Once sufficiently away from his camp, Hot Karl becomes much easier to handle. He will never use his rocket launcher and quite often do very little to protect himself. In certain scenarios, he will be just standing in place or slowly start walking back towards the camp. It is then very easy to bring him down by shooting at his legs, or at his back as he walks away.
+
Hot Carl can be challengin opponent even for Vault Hunters several levels above him. With additional COVs supporting him, situation can easily escalate and become overhelming. Keeping right distance but not attacking him, it is possible to lure Hot Carl out of the camp and along the path towards ''Roland'd Rest''. Once sufficiently away from his camp, Hot Karl becomes much easier to handle. He will never use his rocket launcher and quite often do very little to protect himself. In certain scenarios, he will be just standing in place or slowly start walking back towards the camp. It is then very easy to bring him down by shooting at his legs, or at his back as he walks away.
   
 
[[Baby Maker (Borderlands 3)|Baby Maker]] variant that MIRVs into 4 projectiles, radiation variant even more so, is yet another very effective option.
 
[[Baby Maker (Borderlands 3)|Baby Maker]] variant that MIRVs into 4 projectiles, radiation variant even more so, is yet another very effective option.

Revision as of 13:43, 8 December 2019

Target of Opportunity is a location-based challenge in Borderlands 3. To complete this challenge, Hot Karl must be eliminated.

Background

"Kill targets for Zer0 on Atlas' Most Wanted."
"This one's Hot Karl, / with fire and flaming shield. / Literally hot."

Strategy

There are few COVs along the way but they are fairly easy to take down. Camp itself, however, is defended with several waves, quite often with Badass Bruisers and Badass Fanatics. Anointed Psycho or Anointed Fanatic can pop in, too. The initial COV groups can easily be eliminated using ranged weapons. Wall made of scrap metal on the left side of the path creates an invisible border at the camp entrance. Crossing this border for couple of meters will not only trigger Hot Carl to come out of his hut but first wave of COV troops as well. Inching slowly over this invisible line, it is possible to trigger Hot Carl out but without additional COVs. Hot Carl will start making power postures during which a powerfull assault rifle can take his health down for about 30%.

He has a large orange-glowing riot shield strapped to his left arm. This shield deflects all incoming fire and, except for his shins and feet, completely covers his body. In his right arm he has a large torch which he either throws at Vault Hunters or use for melee strikes. Torches can set things on fire but are easy to avoid simply by stepping to the side. He can also swing the shield, causing moderate damage and knock-back. He can also raise the shield above his head and charge at Vault Hunters. With ample warning, this attack is easy to dodge but can completelly deplete shields and take large chunk of health if succesful.

When his health drops below 30%, he will fling his shield at Vault Hunters and pull out a powerfull rocket launcher. This rocket launcher has high incendiary damage and leaves large pools of fire on the ground. Hot Carl is immune to incendiary damage, and resistant to Cryo, but never wears shields. Strong assault rifles, shotguns, and SMGs - preferably with radiation element - should be weapons of choice.

Hot Carl can be challengin opponent even for Vault Hunters several levels above him. With additional COVs supporting him, situation can easily escalate and become overhelming. Keeping right distance but not attacking him, it is possible to lure Hot Carl out of the camp and along the path towards Roland'd Rest. Once sufficiently away from his camp, Hot Karl becomes much easier to handle. He will never use his rocket launcher and quite often do very little to protect himself. In certain scenarios, he will be just standing in place or slowly start walking back towards the camp. It is then very easy to bring him down by shooting at his legs, or at his back as he walks away.

Baby Maker variant that MIRVs into 4 projectiles, radiation variant even more so, is yet another very effective option.

Completion

"See you in hell, sir, / where they will constantly ask, / "Hot enough for you?""

Turn In: Zer0

Notes

See Also

Video Walkthroughs