Hellruler Play

The Flayed Colossus

Boss · The Phlegethon · band C, The Nine Circles

The Flayed Colossus, boss of The Phlegethon in Hellruler

Where The Flayed Colossus waits

The Flayed Colossus holds the gates at depths 17,800, 18,100, 18,400, 18,700, 19,000, 19,300 in The Phlegethon, sharing the zone's 100-depth gate rhythm with The Crimson Warden and The Boiling Tyrant.

What The Flayed Colossus is

The Flayed Colossus 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 Flayed Colossus 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 17,800 · boss
Health6,557,900,329
Hit · swing22,013,144 / 1.25s
Armor23,764,968
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 18,100 · boss
Health6,789,710,814
Hit · swing22,791,323 / 1.25s
Armor24,605,018
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 18,400 · boss
Health7,025,691,133
Hit · swing23,583,502 / 1.25s
Armor25,460,180
Fire res75%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 18,700 · boss
Health7,265,846,119
Hit · swing24,389,696 / 1.25s
Armor26,330,470
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0

What those modifiers do

ENRAGED
builds 2 Rage with every blow it lands, up to 50; each point is 1% more damage
OF FLAMING DEATH
leaves a pool of fire where it falls
BURNING
+35% ignite chance; a quarter of its physical damage becomes fire
OF HINDERING
you move 30% slower within 4.5 tiles of it
MANGLING
+35% chance to cause bleeding
RETALIATING
strikes back at once when one blow takes more than 8% of its health and you stand within 2.5 tiles
OF PRECISION
the pack within 4.5 tiles crits 15% more often
VAMPIRIC
heals 1.5% of its maximum health with every blow it lands
ETHEREAL
takes 60% less from HITS, and double from damage over time
OF ENDURANCE
gains an Endurance charge every second while hit recently: +15% physical reduction and +15% to the elements each, up to 3
OF FRENZY
gains a Frenzy charge on every hit it lands: 4% more damage, +15% attack speed and +5% movement each, up to 3
OF DISCIPLINE
every body that steps within 4.5 tiles gains a shell of 20% of its health
OVERWHELMING
ignores 30 points of your armor
THICK-SKINNED
Overwhelm and armor you ignore count at half
OF DAMAGING
the pack within 4.5 tiles hits 25% harder
OF POWER
gains a Power charge on every hit it lands: +200% critical chance each, up to 3
FIREPROOF
+75% fire resistance (capped at 75%)
EXPOSING
every blow cuts your resistances by 15 for 4 s
WITHERING
every blow leaves damage over time on you: 15% of the blow each second 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 Flayed Colossus leads with 3,934,740,197 health, against 5,245,707,676 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 Flayed Colossus — play free