Hellruler Play

The Sunken Fury

Boss · The Styx Marshes · band C, The Nine Circles

The Sunken Fury, boss of The Styx Marshes in Hellruler

Where The Sunken Fury waits

The Sunken Fury holds the gates at depths 13,600, 13,900, 14,200, 14,500, 14,800, 15,100 and onward in The Styx Marshes, sharing the zone's 100-depth gate rhythm with The Iron-Mired King and The Choking Sullen.

What The Sunken Fury is

The Sunken Fury is a Brute: it swings a mace, and the body asks for the guard shell, armor against a heavy blow, stalling — it wards off blows from afar and hooks you in. 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 Sunken Fury 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 13,600 · boss
Health3,560,096,334
Hit · swing12,578,717 / 1.25s
Armor25,802,645
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 13,900 · boss
Health3,921,460,782
Hit · swing13,162,787 / 1.25s
Armor14,210,860
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 14,200 · boss
Health4,099,543,985
Hit · swing13,760,595 / 1.25s
Armor14,856,210
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 14,500 · boss
Health4,281,725,710
Hit · swing14,372,162 / 1.25s
Armor15,516,412
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0

What those modifiers do

OF CHILLING DEATH
leaves a pool of frost where it falls
OF PRECISION
the pack within 4.5 tiles crits 15% more often
DEADLY
+20% critical strike chance
ARMORED
Armour ×1.9, at the cost of 5% of its health
CORRUPTING
a third of its damage is chaos
THICK-SKINNED
Overwhelm and armor you ignore count at half
VAMPIRIC
heals 1.5% of its maximum health with every blow it lands
SUNDERING
every blow cuts your armor by 30% for 4 s
OF FLAMING DEATH
leaves a pool of fire where it falls
VENOMOUS
+35% chance to poison you
ETHEREAL
takes 60% less from HITS, and double from damage over time
LUCKY
15% of its blows land twice over
OF HINDERING
you move 30% slower within 4.5 tiles of it
PIERCING
penetrates 25% of your resistances
SHOCKING
+35% shock chance; a quarter of its physical damage becomes lightning
EXPOSING
every blow cuts your resistances by 15 for 4 s
ENRAGED
builds 2 Rage with every blow it lands, up to 50; each point is 1% more damage
OF FRENZY
gains a Frenzy charge on every hit it lands: 4% more damage, +15% attack speed and +5% movement each, up to 3
DENSE
takes 60% less from damage over TIME, and double from hits
WITHERING
every blow leaves damage over time on you: 15% of the blow each second for 4 s

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 Sunken Fury leads with 2,136,057,800 health, against 1,498,758,677 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 Sunken Fury — play free