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Herald of the Black Dawn

Boss · The Black Sun · band D, The Foundations

Herald of the Black Dawn, boss of The Black Sun in Hellruler

Where Herald of the Black Dawn waits

Herald of the Black Dawn holds the gates at depths 83,100, 83,700, 84,300, 84,900, 85,500 in The Black Sun, sharing the zone's 100-depth gate rhythm with The Eclipse Tyrant and The Gnomon and The Cinder Sovereign and The Black Idol and The Devourer of Noon.

What Herald of the Black Dawn is

Herald of the Black Dawn is a Herald: it swings a wand, and the body asks for Recoup and Life Steal, elemental defense — kill it first: its chant shields its pack from the elements. As a boss it wears the type's defences at 35%, carries no status of its own, and enrages below half health: it hits harder and moves faster.

Herald of the Black Dawn by the numbers

The card at each gate — health, damage per swing, armour and the modifiers it rolls — straight from the game's spawn table. On the floor the boss leads with 60% of the card's health and 60% of its damage, before the road's own pressure.

Depth 83,100 · boss
Health160,257,917,723
Hit · swing538,000,256 / 1.25s
Armor580,753,480
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier14,022,567,801
Depth 83,700 · boss
Health162,662,658,846
Hit · swing546,073,293 / 1.25s
Armor589,467,943
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier54,898,647,361
Depth 84,300 · boss
Health165,085,879,264
Hit · swing554,208,368 / 1.25s
Armor598,249,373
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier14,445,014,436
Depth 84,900 · boss
Health167,527,587,371
Hit · swing562,405,509 / 1.25s
Armor607,097,800
Fire res50%
Lightning res50%
Cold res50%
Chaos res75%
Dodge0%
Barrier14,658,663,895

What those modifiers do

MANGLING
+35% chance to cause bleeding
OF FRENZY
gains a Frenzy charge on every hit it lands: 4% more damage, +15% attack speed and +5% movement each, up to 3
BURNING
+35% ignite chance; a quarter of its physical damage becomes fire
OF THE EXECUTIONER
you recover half as much within 4.5 tiles of it
REGENERATING
Heals 1% of its maximum health every second
RETALIATING
strikes back at once when one blow takes more than 8% of its health and you stand within 2.5 tiles
OF PRECISION
the pack within 4.5 tiles crits 15% more often
ENRAGED
builds 2 Rage with every blow it lands, up to 50; each point is 1% more damage
OF HASTE
the pack within 4.5 tiles moves and swings 30% faster
BARRIERED
Opens behind a barrier worth 25% of its health
OVERWHELMING
ignores 30 points of your armor
DEADLY
+20% critical strike chance
DENSE
takes 60% less from damage over TIME, and double from hits
OF FLAMING DEATH
leaves a pool of fire where it falls
OF SHOCKING DEATH
leaves a pool of lightning where it falls
WITHERING
every blow leaves damage over time on you: 15% of the blow each second for 4 s
ROTPROOF
+75% chaos resistance (capped at 75%)
LUCKY
15% of its blows land twice over

Modifiers are rolled per depth and are the same for every player. Bosses always carry at least 3 and never a pace modifier (SWIFT, BRUTE), so a boss's swing rhythm is its own; of the seals only the walls — BLOODLESS, INERT, ASHEN, ETHEREAL, DENSE — ride a boss. The full list is in Enemy modifiers.

At its first gate Herald of the Black Dawn leads with 96,154,750,634 health, against 42,734,380,065 for the leader one floor above, and swings every 1.25s.

What a gate floor is

A gate is a floor like any other, with the boss leading its last pack. Nothing below it opens until the floor is cleared. A lost floor costs nothing; you can fight it again. How a floor is fought is under Combat.

Fight Herald of the Black Dawn — play free