Hellruler Play

The Last Herald

Boss · The Last Stair · band D, The Foundations

The Last Herald, boss of The Last Stair in Hellruler

Where The Last Herald waits

The Last Herald holds the gates at depths 91,900, 92,500, 93,100, 93,700, 94,300 in The Last Stair, sharing the zone's 100-depth gate rhythm with The Throneguard and The Lord Chamberlain and The Hundredth Step and The Glutton of Crowns and The Attainder.

What The Last Herald is

The Last Herald is a Herald: it swings a wand, and the body asks for Recoup and Life Steal, elemental defense — kill it first: its chant shields its pack from the elements. 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 Last Herald 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 91,900 · boss
Health197,382,971,584
Hit · swing662,634,087 / 1.25s
Armor715,289,759
Fire res50%
Lightning res50%
Cold res75%
Chaos res30%
Dodge0%
Barrier17,271,010,014
Depth 92,500 · boss
Health190,056,581,623
Hit · swing671,619,761 / 1.25s
Armor1,377,479,782
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier16,629,950,892
Depth 93,100 · boss
Health202,754,744,423
Hit · swing680,667,868 / 1.25s
Armor734,756,352
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier17,741,040,137
Depth 93,700 · boss
Health205,468,533,643
Hit · swing689,778,432 / 1.25s
Armor744,590,765
Fire res50%
Lightning res50%
Cold res50%
Chaos res75%
Dodge22%
Barrier17,978,496,694

What those modifiers do

FROSTBOUND
+75% cold resistance (capped at 75%)
DRAINING
you recover half as much: leech, regen, recoup
WITHERING
every blow leaves damage over time on you: 15% of the blow each second for 4 s
OF DAMAGING
the pack within 4.5 tiles hits 25% harder
OF DISCIPLINE
every body that steps within 4.5 tiles gains a shell of 20% of its health
CORRUPTING
a third of its damage is chaos
ARMORED
Armour ×1.9, at the cost of 5% of its health
OF SHOCKING DEATH
leaves a pool of lightning where it falls
LUCKY
15% of its blows land twice over
ETHEREAL
takes 60% less from HITS, and double from damage over time
MANGLING
+35% chance to cause bleeding
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 PRECISION
the pack within 4.5 tiles crits 15% more often
RETALIATING
strikes back at once when one blow takes more than 8% of its health and you stand within 2.5 tiles
OF ENDURANCE
gains an Endurance charge every second while hit recently: +15% physical reduction and +15% to the elements each, up to 3
SHOCKING
+35% shock chance; a quarter of its physical damage becomes lightning
EVASIVE
+22% chance to dodge your hits
ROTPROOF
+75% chaos resistance (capped at 75%)
BURNING
+35% ignite chance; a quarter of its physical damage becomes fire
THICK-SKINNED
Overwhelm and armor you ignore count at half
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 Last Herald leads with 118,429,782,950 health, against 90,004,607,912 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 Last Herald — play free