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The Adversary

Boss · The Heart of Hell · band E, The Heart of Hell

The Adversary, boss of The Heart of Hell in Hellruler

Where The Adversary waits

The Adversary holds the gates at depths 100,100, 101,000, 101,900, 102,800 in The Heart of Hell, sharing the zone's 100-depth gate rhythm with The First Fallen and The Obsidian Bulwark and The Crowned Furnace and The Glutton of Glory and The Gilt Colossus and The Chainbreaker and The Throne's Headsman and The Last Seraph.

What The Adversary is

The Adversary 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.

The Adversary 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 100,100 · boss
Health235,575,179,559
Hit · swing790,850,636 / 1.25s
Armor853,693,262
Fire res50%
Lightning res50%
Cold res75%
Chaos res30%
Dodge0%
Barrier0
Depth 101,000 · boss
Health239,979,269,649
Hit · swing805,635,786 / 1.25s
Armor869,653,102
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 101,900 · boss
Health232,204,163,278
Hit · swing820,562,190 / 1.25s
Armor1,682,954,291
Fire res75%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 102,800 · boss
Health248,913,699,161
Hit · swing835,629,927 / 1.25s
Armor902,030,291
Fire res50%
Lightning res50%
Cold res50%
Chaos res75%
Dodge0%
Barrier0

What those modifiers do

BURNING
+35% ignite chance; a quarter of its physical damage becomes fire
ETHEREAL
takes 60% less from HITS, and double from damage over time
FROSTBOUND
+75% cold resistance (capped at 75%)
ENRAGED
builds 2 Rage with every blow it lands, up to 50; each point is 1% more damage
OF DISCIPLINE
every body that steps within 4.5 tiles gains a shell of 20% of its health
OF DAMAGING
the pack within 4.5 tiles hits 25% harder
OF FLAMING DEATH
leaves a pool of fire where it falls
MANGLING
+35% chance to cause bleeding
CHILLING
Turns 30% of its physical damage into cold
VAMPIRIC
heals 1.5% of its maximum health with every blow it lands
SHOCKING
+35% shock chance; a quarter of its physical damage becomes lightning
CORRUPTING
a third of its damage is chaos
OF SHOCKING DEATH
leaves a pool of lightning where it falls
DRAINING
you recover half as much: leech, regen, recoup
ARMORED
Armour ×1.9, at the cost of 5% of its health
DENSE
takes 60% less from damage over TIME, and double from hits
FIREPROOF
+75% fire resistance (capped at 75%)
ROTPROOF
+75% chaos resistance (capped at 75%)
OF POWER
gains a Power charge on every hit it lands: +200% critical chance each, up to 3
WITHERING
every blow leaves damage over time on you: 15% of the blow each second for 4 s

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 The Adversary leads with 141,345,107,735 health, against 244,993,121,898 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 The Adversary — play free