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Deep Rock Galactic: Rogue Core
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The first three Gatekeepers: how each one fights

Three fights, three different mistakes. Learn the tell for each and the Gatekeeper stops being a wall.

Last checked 2026-11-15 · Game version Early Access since May 20, 2026 - Update 3 live Nov 4, 2026

Quick answer

Gotoorak: back off when it pulls its eye in, that is the counter window. Ramok: bait the ram into a wall to free the Corestone, and never shoot during the tornado. Molaktula: kill the spike turrets, and stop bursting at 125 damage.

The first three Gatekeepers each punish a different mistake. Gotoorak punishes standing still, Ramok punishes shooting when you should be dodging, and Molaktula punishes pouring damage into a target that is designed to absorb it.

Each fight has one tell that decides it. Learn the tell and the boss becomes a routine; ignore it and the fight looks random.

Three fights side by side

BossDepthTellCounter
Gotoorak1Pulls its eye inside its headDamage blocked; reposition instead
Ramok2Shakes and turns toward youBait the charge into the Corestone pillar
Molaktula3Raises constructionDestroy it to open a damage window

Gotoorak

Gotoorak is the largest health pool of the four and the only one that lives at Depth 1. It has four standard attacks: a melee kick, Wyrd Barrage, Spin Shot, and a Big Shot it gains in its second stage.

The tell that matters is the eye. When Gotoorak takes damage faster than it likes, it can block by pulling its eye inside its head and becoming untouchable for a few seconds. At Depth 1 it has a 25% chance to do this whenever it loses half of its current bar, and if you take that half in under about ten seconds, it is guaranteed.

What to do: stop shooting when the eye goes in and use the time to reposition. The fight rewards steady damage, not burst.

During the Corestone phase it jumps to the centre of the rift, becomes immune, and periodically does a 360-degree force push that knocks players and the stone away. Throw the Corestone from close range and be ready to chase it.

Ramok

Ramok flies, which makes it the most mobile Gatekeeper. It is invulnerable during its tornado attack, and that attack is also its block: at 25% chance when it loses a portion of health, guaranteed if you burn that health in under ten seconds.

The Corestone phase is the interesting part. A pillar of nearly indestructible rock forms around the Corestone, and the only thing that breaks it is Ramok's own ram charge. Lure the charge into the pillar, then pick up the freed stone and throw it into the rift.

What to do: when Ramok shakes and turns to face you, move so the pillar is behind you and let it charge. Do not shoot during the tornado.

Molaktula

Molaktula is the least mobile Gatekeeper and the most defensive. It builds structures, fires homing shards, and teleports to make up for not being able to walk.

Its Spike Pump sends a slow yellow orb that does no damage on contact but becomes a spike turret where it lands. The turret is killable, and killing it is usually better than dodging around it.

The damage rule people miss: for every 125 damage dealt to Molaktula, it launches one additional homing shard. Burst damage literally arms the boss.

What to do: kill the turrets, break the constructions to open a vulnerability window, and stop treating a burst window as free damage.

Official Ghost Ship Games announcement art

Pattern behind all three

Each one teaches a habit the next one needs. Gotoorak teaches you to stop shooting when the tell appears. Ramok makes that mandatory by going invulnerable. Molaktula punishes the opposite mistake, which is refusing to commit when the window is actually open.