Hellruler Play

The Frozen General

Boss · Cocytus · band C, The Nine Circles

The Frozen General, boss of Cocytus in Hellruler

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.

Depth 21,700 · boss
Health9,898,012,499
Hit · swing33,225,852 / 1.25s
Armor35,869,092
Fire res75%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 22,000 · boss
Health10,184,386,930
Hit · swing34,187,212 / 1.25s
Armor36,906,875
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier2,546,096,733
Depth 22,300 · boss
Health10,474,988,537
Hit · swing35,162,764 / 1.25s
Armor37,959,977
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 22,600 · boss
Health10,769,821,302
Hit · swing36,152,520 / 1.25s
Armor39,028,412
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier2,692,455,326

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