Hellruler Play

The Cinder Sovereign

Boss · The Black Sun · band D, The Foundations

The Cinder Sovereign, boss of The Black Sun in Hellruler

Where The Cinder Sovereign waits

The Cinder Sovereign holds the gates at depths 83,400, 84,000, 84,600, 85,200, 85,800 in The Black Sun, sharing the zone's 100-depth gate rhythm with Herald of the Black Dawn and The Eclipse Tyrant and The Gnomon and The Black Idol and The Devourer of Noon.

What The Cinder Sovereign is

The Cinder Sovereign 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 Cinder Sovereign 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 83,400 · boss
Health161,457,978,900
Hit · swing542,029,022 / 1.25s
Armor585,102,343
Fire res50%
Lightning res75%
Cold res50%
Chaos res30%
Dodge22%
Barrier0
Depth 84,000 · boss
Health163,871,958,617
Hit · swing550,133,074 / 1.25s
Armor593,850,285
Fire res50%
Lightning res50%
Cold res75%
Chaos res30%
Dodge0%
Barrier0
Depth 84,600 · boss
Health166,304,421,834
Hit · swing558,299,178 / 1.25s
Armor602,665,210
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge22%
Barrier0
Depth 85,200 · boss
Health168,755,376,916
Hit · swing566,527,363 / 1.25s
Armor611,547,147
Fire res75%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0

What those modifiers do

WITHERING
every blow leaves damage over time on you: 15% of the blow each second for 4 s
EVASIVE
+22% chance to dodge your hits
STORMSHIELDED
+75% lightning resistance (capped at 75%)
OF HASTE
the pack within 4.5 tiles moves and swings 30% faster
ETHEREAL
takes 60% less from HITS, and double from damage over time
REGENERATING
Heals 1% of its maximum health every second
CHILLING
Turns 30% of its physical damage into cold
VENOMOUS
+35% chance to poison you
FROSTBOUND
+75% cold resistance (capped at 75%)
BURNING
+35% ignite chance; a quarter of its physical damage becomes fire
OF PRECISION
the pack within 4.5 tiles crits 15% more often
THICK-SKINNED
Overwhelm and armor you ignore count at half
DENSE
takes 60% less from damage over TIME, and double from hits
SUNDERING
every blow cuts your armor by 30% for 4 s
RETALIATING
strikes back at once when one blow takes more than 8% of its health and you stand within 2.5 tiles
FIREPROOF
+75% fire resistance (capped at 75%)
OF FLAMING DEATH
leaves a pool of fire where it falls
MANGLING
+35% chance to cause bleeding

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 Cinder Sovereign leads with 96,874,787,340 health, against 51,665,270,728 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 Cinder Sovereign — play free