Hellruler Play

Malacoda

Boss · Malebolge · band C, The Nine Circles

Malacoda, boss of Malebolge in Hellruler

Where Malacoda waits

Malacoda holds the gates at depths 19,600, 19,900, 20,200, 20,500, 20,800, 21,100 and onward in Malebolge, sharing the zone's 100-depth gate rhythm with The Gilded Prior and Barbariccia the Hooked.

What Malacoda is

Malacoda is a Fiend: it swings a sword, and the body asks for the crit answer, a health pool, cheating death. 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.

Malacoda 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 19,600 · boss
Health8,011,406,219
Hit · swing26,892,525 / 1.25s
Armor29,032,281
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 19,900 · boss
Health8,268,306,649
Hit · swing27,754,936 / 1.25s
Armor29,963,254
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 20,200 · boss
Health8,529,404,774
Hit · swing28,631,440 / 1.25s
Armor30,909,439
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 20,500 · boss
Health8,794,704,992
Hit · swing29,522,050 / 1.25s
Armor31,870,852
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0

What those modifiers do

CORRUPTING
a third of its damage is chaos
THICK-SKINNED
Overwhelm and armor you ignore count at half
VAMPIRIC
heals 1.5% of its maximum health with every blow it lands
OVERWHELMING
ignores 30 points of your armor
MANGLING
+35% chance to cause bleeding
DRAINING
you recover half as much: leech, regen, recoup
OF POWER
gains a Power charge on every hit it lands: +200% critical chance each, up to 3
OF DAMAGING
the pack within 4.5 tiles hits 25% harder
OF FRENZY
gains a Frenzy charge on every hit it lands: 4% more damage, +15% attack speed and +5% movement each, up to 3
RETALIATING
strikes back at once when one blow takes more than 8% of its health and you stand within 2.5 tiles
OF SHOCKING DEATH
leaves a pool of lightning where it falls
OF CHILLING DEATH
leaves a pool of frost where it falls
BURNING
+35% ignite chance; a quarter of its physical damage becomes fire
LUCKY
15% of its blows land twice over
DEADLY
+20% critical strike chance
REGENERATING
Heals 1% of its maximum health every second

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 Malacoda leads with 4,806,843,731 health, against 6,408,445,519 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 Malacoda — play free