The Last Seraph
Boss · The Heart of Hell · band E, The Heart of Hell

Where The Last Seraph waits
The Last Seraph holds the gates at depths 100,900, 101,800, 102,700 in The Heart of Hell, sharing the zone's 100-depth gate rhythm with The Adversary and The First Fallen and The Obsidian Bulwark and The Crowned Furnace and The Glutton of Glory and The Gilt Colossus and The Chainbreaker and The Throne's Headsman.
What The Last Seraph is
The Last Seraph is a Mage: it swings a scepter, and the body asks for resistances, Maximum Resistances, breaking a Barrier — and it jails you where you stand while its pack closes. 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 Seraph 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.
What those modifiers do
STORMSHIELDED- +75% lightning resistance (capped at 75%)
DEADLY- +20% critical strike chance
BURNING- +35% ignite chance; a quarter of its physical damage becomes fire
MANGLING- +35% chance to cause bleeding
CHILLING- Turns 30% of its physical damage into cold
RETALIATING- strikes back at once when one blow takes more than 8% of its health and you stand within 2.5 tiles
ROTPROOF- +75% chaos resistance (capped at 75%)
LUCKY- 15% of its blows land twice over
ETHEREAL- takes 60% less from HITS, and double from damage over time
VAMPIRIC- heals 1.5% of its maximum health with every blow it lands
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 HASTE- the pack within 4.5 tiles moves and swings 30% faster
OF THE EXECUTIONER- you recover half as much within 4.5 tiles of it
FROSTBOUND- +75% cold resistance (capped at 75%)
SUNDERING- every blow cuts your armor by 30% for 4 s
SHOCKING- +35% shock chance; a quarter of its physical damage becomes lightning
PIERCING- penetrates 25% of your resistances
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 Seraph leads with 143,692,709,366 health, against 114,951,809,933 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 Seraph — play free