Hellruler Play

The Great Bellows

Boss · The Furnace Roots · band D, The Foundations

The Great Bellows, boss of The Furnace Roots in Hellruler

Where The Great Bellows waits

The Great Bellows holds the gates at depths 57,900, 58,500, 59,100, 59,700, 60,300 in The Furnace Roots, sharing the zone's 100-depth gate rhythm with The Stoker of Hell and The Boilerlord and Warden of the Firebox and The Slagfather and The Gaugewright.

What The Great Bellows is

The Great Bellows 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 Great Bellows 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 57,900 · boss
Health75,824,141,730
Hit · swing254,545,477 / 1.25s
Armor274,776,657
Fire res50%
Lightning res50%
Cold res50%
Chaos res75%
Dodge0%
Barrier0
Depth 58,500 · boss
Health73,588,214,672
Hit · swing260,041,533 / 1.25s
Armor533,347,905
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 59,100 · boss
Health79,116,473,719
Hit · swing265,598,214 / 1.25s
Armor286,707,632
Fire res50%
Lightning res50%
Cold res50%
Chaos res75%
Dodge0%
Barrier0
Depth 59,700 · boss
Health76,750,252,119
Hit · swing271,215,559 / 1.25s
Armor556,265,515
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge22%
Barrier0

What those modifiers do

ROTPROOF
+75% chaos resistance (capped at 75%)
PIERCING
penetrates 25% of your resistances
OF DAMAGING
the pack within 4.5 tiles hits 25% harder
EXPOSING
every blow cuts your resistances by 15 for 4 s
CORRUPTING
a third of its damage is chaos
DEADLY
+20% critical strike chance
OF FRENZY
gains a Frenzy charge on every hit it lands: 4% more damage, +15% attack speed and +5% movement each, up to 3
ENRAGED
builds 2 Rage with every blow it lands, up to 50; each point is 1% more damage
ARMORED
Armour ×1.9, at the cost of 5% of its health
DRAINING
you recover half as much: leech, regen, recoup
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
OF HINDERING
you move 30% slower within 4.5 tiles of it
OVERWHELMING
ignores 30 points of your armor
EVASIVE
+22% chance to dodge your hits
OF DISCIPLINE
every body that steps within 4.5 tiles gains a shell of 20% of its health

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 Great Bellows leads with 45,494,485,038 health, against 44,481,904,565 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 Great Bellows — play free