Hellruler Play

The Chainbreaker

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

The Chainbreaker, boss of The Heart of Hell in Hellruler

Where The Chainbreaker waits

The Chainbreaker holds the gates at depths 100,700, 101,600, 102,500 in The Heart of Hell, sharing the zone's 100-depth gate rhythm with The Adversary and The First Fallen and The Obsidian Bulwark and The Crowned Furnace and The Glutton of Glory and The Gilt Colossus and The Throne's Headsman and The Last Seraph.

What The Chainbreaker is

The Chainbreaker is a Brute: it swings a mace, and the body asks for the guard shell, armor against a heavy blow, stalling — it wards off blows from afar and hooks you in. 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 Chainbreaker 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 100,700 · boss
Health238,506,565,751
Hit · swing800,691,712 / 1.25s
Armor864,316,218
Fire res50%
Lightning res50%
Cold res50%
Chaos res75%
Dodge0%
Barrier0
Depth 101,600 · boss
Health230,791,768,247
Hit · swing815,571,022 / 1.25s
Armor1,672,717,625
Fire res75%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 102,500 · boss
Health247,412,932,038
Hit · swing830,591,639 / 1.25s
Armor896,591,710
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0

What those modifiers do

THICK-SKINNED
Overwhelm and armor you ignore count at half
ENRAGED
builds 2 Rage with every blow it lands, up to 50; each point is 1% more damage
WITHERING
every blow leaves damage over time on you: 15% of the blow each second for 4 s
OF DISCIPLINE
every body that steps within 4.5 tiles gains a shell of 20% of its health
ROTPROOF
+75% chaos resistance (capped at 75%)
OF SHOCKING DEATH
leaves a pool of lightning where it falls
OF THE EXECUTIONER
you recover half as much within 4.5 tiles of it
EXPOSING
every blow cuts your resistances by 15 for 4 s
LUCKY
15% of its blows land twice over
FIREPROOF
+75% fire resistance (capped at 75%)
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
ARMORED
Armour ×1.9, at the cost of 5% of its health
DEADLY
+20% critical strike chance
OF HASTE
the pack within 4.5 tiles moves and swings 30% faster
SUNDERING
every blow cuts your armor by 30% for 4 s
OF CHILLING DEATH
leaves a pool of frost where it falls

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 Chainbreaker leads with 143,103,939,451 health, against 139,920,976,539 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 Chainbreaker — play free