Hellruler Play

The Hoard-Tyrant

Boss · The Gilded Crush · band C, The Nine Circles

The Hoard-Tyrant, boss of The Gilded Crush in Hellruler

Where The Hoard-Tyrant waits

The Hoard-Tyrant holds the gates at depths 11,600, 11,900, 12,200, 12,500, 12,800, 13,100 and onward in The Gilded Crush, sharing the zone's 100-depth gate rhythm with The Coffer-King and The Squanderer.

What The Hoard-Tyrant is

The Hoard-Tyrant 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 Hoard-Tyrant 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 11,600 · boss
Health2,691,620,734
Hit · swing9,034,371 / 1.25s
Armor9,754,082
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 11,900 · boss
Health2,838,501,205
Hit · swing9,527,426 / 1.25s
Armor10,286,357
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 12,200 · boss
Health2,989,428,267
Hit · swing10,034,066 / 1.25s
Armor10,833,297
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 12,500 · boss
Health3,144,409,239
Hit · swing10,554,315 / 1.25s
Armor11,394,928
Fire res50%
Lightning res50%
Cold res75%
Chaos res30%
Dodge0%
Barrier0

What those modifiers do

THICK-SKINNED
Overwhelm and armor you ignore count at half
WITHERING
every blow leaves damage over time on you: 15% of the blow each second for 4 s
DENSE
takes 60% less from damage over TIME, and double from hits
OF FLAMING DEATH
leaves a pool of fire where it falls
DEADLY
+20% critical strike chance
CORRUPTING
a third of its damage is chaos
OF THE EXECUTIONER
you recover half as much within 4.5 tiles of it
RETALIATING
strikes back at once when one blow takes more than 8% of its health and you stand within 2.5 tiles
OF CHILLING DEATH
leaves a pool of frost where it falls
BURNING
+35% ignite chance; a quarter of its physical damage becomes fire
ENRAGED
builds 2 Rage with every blow it lands, up to 50; each point is 1% more damage
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
REGENERATING
Heals 1% of its maximum health every second
SUNDERING
every blow cuts your armor by 30% for 4 s
FROSTBOUND
+75% cold resistance (capped at 75%)
OF PRECISION
the pack within 4.5 tiles crits 15% more often
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
OF HASTE
the pack within 4.5 tiles moves and swings 30% faster

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 Hoard-Tyrant leads with 1,614,972,440 health, against 1,578,800,896 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 Hoard-Tyrant — play free