Hellruler Play

The Iron Sovereign

Boss · Dis, the Burning City · band C, The Nine Circles

The Iron Sovereign, boss of Dis, the Burning City in Hellruler

Where The Iron Sovereign waits

The Iron Sovereign holds the gates at depths 15,600, 15,900, 16,200, 16,500, 16,800, 17,100 and onward in Dis, the Burning City, sharing the zone's 100-depth gate rhythm with The Tomb-Crowned and Warden of the Red Walls.

What The Iron Sovereign is

The Iron Sovereign 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 Iron Sovereign 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 15,600 · boss
Health4,984,888,450
Hit · swing16,732,624 / 1.25s
Armor18,064,581
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 15,900 · boss
Health5,186,275,866
Hit · swing17,408,668 / 1.25s
Armor18,794,382
Fire res50%
Lightning res50%
Cold res75%
Chaos res30%
Dodge0%
Barrier0
Depth 16,200 · boss
Health5,391,795,033
Hit · swing18,098,584 / 1.25s
Armor19,539,157
Fire res50%
Lightning res75%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 16,500 · boss
Health5,601,451,445
Hit · swing18,802,388 / 1.25s
Armor20,298,924
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0

What those modifiers do

REGENERATING
Heals 1% of its maximum health every second
DENSE
takes 60% less from damage over TIME, and double from hits
BURNING
+35% ignite chance; a quarter of its physical damage becomes fire
OF CHILLING DEATH
leaves a pool of frost where it falls
VAMPIRIC
heals 1.5% of its maximum health with every blow it lands
OVERWHELMING
ignores 30 points of your armor
FROSTBOUND
+75% cold resistance (capped at 75%)
RETALIATING
strikes back at once when one blow takes more than 8% of its health and you stand within 2.5 tiles
MANGLING
+35% chance to cause bleeding
ETHEREAL
takes 60% less from HITS, and double from damage over time
PIERCING
penetrates 25% of your resistances
STORMSHIELDED
+75% lightning resistance (capped at 75%)
OF HINDERING
you move 30% slower within 4.5 tiles of it
EXPOSING
every blow cuts your resistances by 15 for 4 s
DEADLY
+20% critical strike chance
OF FLAMING DEATH
leaves a pool of fire where it falls
OF THE EXECUTIONER
you recover half as much within 4.5 tiles of it
CHILLING
Turns 30% of its physical damage into cold
OF ENDURANCE
gains an Endurance charge every second while hit recently: +15% physical reduction and +15% to the elements each, up to 3

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 Iron Sovereign leads with 2,990,933,070 health, against 2,392,427,550 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 Iron Sovereign — play free