Hellruler Play

The Choking Sullen

Boss · The Styx Marshes · band C, The Nine Circles

The Choking Sullen, boss of The Styx Marshes in Hellruler

Where The Choking Sullen waits

The Choking Sullen holds the gates at depths 13,800, 14,100, 14,400, 14,700, 15,000, 15,300 in The Styx Marshes, sharing the zone's 100-depth gate rhythm with The Sunken Fury and The Iron-Mired King.

What The Choking Sullen is

The Choking Sullen is a Wight: it swings an axe, and the body asks for burst damage — it heals as it fights. 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 Choking Sullen 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 13,800 · boss
Health3,863,009,416
Hit · swing12,966,572 / 1.25s
Armor13,999,040
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 14,100 · boss
Health4,039,727,833
Hit · swing13,559,798 / 1.25s
Armor14,639,444
Fire res50%
Lightning res75%
Cold res50%
Chaos res30%
Dodge0%
Barrier1,009,931,958
Depth 14,400 · boss
Health4,220,542,695
Hit · swing14,166,776 / 1.25s
Armor15,294,693
Fire res50%
Lightning res50%
Cold res75%
Chaos res30%
Dodge0%
Barrier0
Depth 14,700 · boss
Health4,405,460,189
Hit · swing14,787,528 / 1.25s
Armor15,964,810
Fire res50%
Lightning res50%
Cold res75%
Chaos res30%
Dodge0%
Barrier0

What those modifiers do

THICK-SKINNED
Overwhelm and armor you ignore count at half
OF CHILLING DEATH
leaves a pool of frost where it falls
DEADLY
+20% critical strike chance
REGENERATING
Heals 1% of its maximum health every second
LUCKY
15% of its blows land twice over
OF FRENZY
gains a Frenzy charge on every hit it lands: 4% more damage, +15% attack speed and +5% movement each, up to 3
STORMSHIELDED
+75% lightning resistance (capped at 75%)
BARRIERED
Opens behind a barrier worth 25% of its health
OF POWER
gains a Power charge on every hit it lands: +200% critical chance each, up to 3
ENRAGED
builds 2 Rage with every blow it lands, up to 50; each point is 1% more damage
FROSTBOUND
+75% cold resistance (capped at 75%)
WITHERING
every blow leaves damage over time on you: 15% of the blow each second for 4 s
OF THE EXECUTIONER
you recover half as much within 4.5 tiles of it
OVERWHELMING
ignores 30 points of your armor
SHOCKING
+35% shock chance; a quarter of its physical damage becomes lightning
OF ENDURANCE
gains an Endurance charge every second while hit recently: +15% physical reduction and +15% to the elements each, up to 3
ETHEREAL
takes 60% less from HITS, and double from damage over time
OF DAMAGING
the pack within 4.5 tiles hits 25% harder

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 Choking Sullen leads with 2,317,805,650 health, against 1,956,963,114 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 Choking Sullen — play free