# Horns of Supremacy

Carries the ominous power of Blazamut Ryu (Ultra). Only the luckiest ever end up with one.

Source: https://palworld-db.com/item/HeadEquip041

## Basics

- Type: Armor / ArmorHead
- Gold value: 290
- Weight: 7
- Max stack: 1
- defense: 30
- hp: 80
- durability: 5000

## Recipe

- Ingot x1

## Notes we already publish

- (drops) Despite the flavour text calling it a stroke of luck, there is no luck in it: finishing the Blazamut Ryu (Ultra) raid pays out one Horns of Supremacy at a flat 100%, every clear, for everyone the reward table covers. The same payout carries 10 Ancient Civilization Cores ([[item:AncientParts2]]), 10 Training Crystals ([[item:LvUP_01]]), a pick of two Applied handbooks from Mining, Logging or Gathering, and — the part that changes how you plan the week — a fresh [[item:PalSummon_KingBahamut_Dragon_2]]. The slab you burn to open the door comes back when you win, so the first successful clear makes the fight free to repeat forever, and every wipe is what actually costs you a slab.
- (location) The raid Pal is a level 80 [[pal:KingBahamut_Dragon]], not the level-55 field boss of the same name — the Ultra summon is a separate, much later encounter, and gear that carried you through the normal Blazamut Ryu is not the benchmark. There is no craft path to the helmet either: nothing in the technology tree unlocks it and hand-crafting is disabled on the item itself, so the single Copper Ingot on its material line never becomes a way to make a second copy. Clearing the raid again is the only way to hold two.
- (strategy) Plan for two different fights. The Ultra opens as Fire/Dragon and throws Fireball, Eruption, Inferno and Dragon Meteor; at the phase flip it discards that whole set, turns Electricity, and picks up Thunderstorm, Thunder Rain, Thunder Rail and Lightning Strike, applying the Electrical status as it changes. The flip also stacks two defence buffs, a Dragon damage boost and a movement-speed rank onto it, so it is both tankier and faster in the back half — front-load your burst while it is still in the fire phase. Fire-resist gear and Dragon counters for phase one, Ground-type Pals and anything that shortens Electrical for phase two.
- (use) The passive it carries is Water Damage Reduction Lv. 1, and Lv. 1 is 15% off incoming Water damage — half of what the Ring of Water Resistance ([[item:Accessory_AquaResist_1]]) already gives you at Lv. 3. It runs unconditionally while worn, but 15% is not a reason to pick this helmet; the 30 defence, 80 HP and 5,000 durability are. Treat the Water line as a free tiebreaker on ocean and coastal runs rather than the thing you equip it for.

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Source: Palworld Database — https://palworld-db.com/item/HeadEquip041