Hellruler Play

The Pyre Marshal

Boss · The Watchfires · band A, The Land of the Dead

The Pyre Marshal, boss of The Watchfires in Hellruler

Where The Pyre Marshal waits

The Pyre Marshal holds the gate at depth 800 in The Watchfires.

What The Pyre Marshal is

The Pyre Marshal 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. Its signature: every blow leaves three stacks of fire Exposure on you. A named boss keeps 2 rolled modifiers beside it.

The Pyre Marshal 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 800 · boss
Health9,550,823
Hit · swing27,478 / 1.25s
Armor36,663
Fire res40%
Lightning res40%
Cold res40%
Chaos res25%
Dodge0%
Barrier835,697

What those modifiers do

OF POWER
gains a Power charge on every hit it lands: +200% critical chance each, up to 3
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 Pyre Marshal leads with 5,730,494 health, against 4,570,900 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 Pyre Marshal — play free