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The Last Seraph

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

The Last Seraph, boss of The Heart of Hell in Hellruler

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.

Depth 100,900 · boss
Health239,487,848,944
Hit · swing803,986,018 / 1.25s
Armor867,872,258
Fire res50%
Lightning res75%
Cold res50%
Chaos res30%
Dodge0%
Barrier25,146,224,139
Depth 101,800 · boss
Health243,929,338,130
Hit · swing818,896,723 / 1.25s
Armor883,967,627
Fire res50%
Lightning res50%
Cold res50%
Chaos res75%
Dodge0%
Barrier25,612,580,504
Depth 102,700 · boss
Health248,412,923,471
Hit · swing833,948,752 / 1.25s
Armor900,215,546
Fire res50%
Lightning res50%
Cold res75%
Chaos res30%
Dodge0%
Barrier26,083,356,964

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