Hellruler Play

The Crimson Warden

Boss · The Phlegethon · band C, The Nine Circles

The Crimson Warden, boss of The Phlegethon in Hellruler

Where The Crimson Warden waits

The Crimson Warden holds the gates at depths 17,600, 17,900, 18,200, 18,500, 18,800, 19,100 and onward in The Phlegethon, sharing the zone's 100-depth gate rhythm with The Boiling Tyrant and The Flayed Colossus.

What The Crimson Warden is

The Crimson Warden is a Knight: it swings a sword, and the body asks for fast builds beware: the more you swing, the more it hits back — and it wards off blows from afar. 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 Crimson Warden 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 17,600 · boss
Health6,085,390,451
Hit · swing21,502,126 / 1.25s
Armor44,105,309
Fire res50%
Lightning res50%
Cold res50%
Chaos res75%
Dodge0%
Barrier0
Depth 17,900 · boss
Health6,634,707,477
Hit · swing22,270,982 / 1.25s
Armor24,043,307
Fire res75%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 18,200 · boss
Health6,867,907,365
Hit · swing23,053,827 / 1.25s
Armor24,888,392
Fire res50%
Lightning res50%
Cold res75%
Chaos res30%
Dodge0%
Barrier0
Depth 18,500 · boss
Health7,105,278,707
Hit · swing23,850,675 / 1.25s
Armor25,748,595
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
ARMORED
Armour ×1.9, at the cost of 5% of its health
DENSE
takes 60% less from damage over TIME, and double from hits
ROTPROOF
+75% chaos resistance (capped at 75%)
OF CHILLING DEATH
leaves a pool of frost where it falls
MANGLING
+35% chance to cause bleeding
PIERCING
penetrates 25% of your resistances
FIREPROOF
+75% fire resistance (capped at 75%)
VENOMOUS
+35% chance to poison you
SHOCKING
+35% shock chance; a quarter of its physical damage becomes lightning
OF POWER
gains a Power charge on every hit it lands: +200% critical chance each, up to 3
FROSTBOUND
+75% cold resistance (capped at 75%)
REGENERATING
Heals 1% of its maximum health every second
CORRUPTING
a third of its damage is chaos
THICK-SKINNED
Overwhelm and armor you ignore count at half
OF FLAMING DEATH
leaves a pool of fire where it falls
DEADLY
+20% critical strike chance
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 Crimson Warden leads with 3,651,234,271 health, against 3,757,551,703 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 Crimson Warden — play free