Hellruler Play

The Count in the Ice

Boss · Cocytus · band C, The Nine Circles

The Count in the Ice, boss of Cocytus in Hellruler

Where The Count in the Ice waits

The Count in the Ice holds the gates at depths 21,800, 22,100, 22,400, 22,700, 23,000, 23,300 in Cocytus, sharing the zone's 100-depth gate rhythm with The First Traitor and The Frozen General.

What The Count in the Ice is

The Count in the Ice 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 Count in the Ice 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 21,800 · boss
Health9,993,001,204
Hit · swing33,544,729 / 1.25s
Armor36,213,319
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge22%
Barrier0
Depth 22,100 · boss
Health10,280,784,248
Hit · swing34,510,818 / 1.25s
Armor37,256,207
Fire res50%
Lightning res50%
Cold res50%
Chaos res75%
Dodge0%
Barrier0
Depth 22,400 · boss
Health10,044,156,012
Hit · swing35,491,104 / 1.25s
Armor72,797,394
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 22,700 · boss
Health10,869,039,827
Hit · swing36,485,598 / 1.25s
Armor39,387,967
Fire res75%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0

What those modifiers do

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
VAMPIRIC
heals 1.5% of its maximum health with every blow it lands
EVASIVE
+22% chance to dodge your hits
OF PRECISION
the pack within 4.5 tiles crits 15% more often
BURNING
+35% ignite chance; a quarter of its physical damage becomes fire
OF HASTE
the pack within 4.5 tiles moves and swings 30% faster
LUCKY
15% of its blows land twice over
OF THE EXECUTIONER
you recover half as much within 4.5 tiles of it
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%)
PIERCING
penetrates 25% of your resistances
VENOMOUS
+35% chance to poison you
DEADLY
+20% critical strike chance
OF SHOCKING DEATH
leaves a pool of lightning where it falls
REGENERATING
Heals 1% of its maximum health every second
ARMORED
Armour ×1.9, at the cost of 5% of its health
MANGLING
+35% chance to cause bleeding
CORRUPTING
a third of its damage is chaos
OF FRENZY
gains a Frenzy charge on every hit it lands: 4% more damage, +15% attack speed and +5% movement each, up to 3
FIREPROOF
+75% fire resistance (capped at 75%)
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 Count in the Ice leads with 5,995,800,722 health, against 6,235,038,572 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 Count in the Ice — play free