The Frozen General
Boss · Cocytus · band C, The Nine Circles

Where The Frozen General waits
The Frozen General holds the gates at depths 21,700, 22,000, 22,300, 22,600, 22,900, 23,200 and onward in Cocytus, sharing the zone's 100-depth gate rhythm with The First Traitor and The Count in the Ice.
What The Frozen General is
The Frozen General 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 Frozen General 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.
What those modifiers do
WITHERING- every blow leaves damage over time on you: 15% of the blow each second for 4 s
OF HINDERING- you move 30% slower within 4.5 tiles of it
FIREPROOF- +75% fire resistance (capped at 75%)
OF THE EXECUTIONER- you recover half as much within 4.5 tiles of it
OF CHILLING DEATH- leaves a pool of frost where it falls
DENSE- takes 60% less from damage over TIME, and double from hits
MANGLING- +35% chance to cause bleeding
EXPOSING- every blow cuts your resistances by 15 for 4 s
OF FLAMING DEATH- leaves a pool of fire where it falls
BARRIERED- Opens behind a barrier worth 25% of its health
ETHEREAL- takes 60% less from HITS, and double from damage over time
PIERCING- penetrates 25% of your resistances
OF HASTE- the pack within 4.5 tiles moves and swings 30% faster
DRAINING- you recover half as much: leech, regen, recoup
OF FRENZY- gains a Frenzy charge on every hit it lands: 4% more damage, +15% attack speed and +5% movement each, up to 3
BURNING- +35% ignite chance; a quarter of its physical damage becomes fire
VAMPIRIC- heals 1.5% of its maximum health with every blow it lands
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 Frozen General leads with 5,938,807,499 health, against 4,750,591,191 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 Frozen General — play free