Hellruler Play

The Throne's Headsman

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

The Throne's Headsman, boss of The Heart of Hell in Hellruler

Where The Throne's Headsman waits

The Throne's Headsman holds the gates at depths 100,800, 101,700, 102,600 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 Last Seraph.

What The Throne's Headsman is

The Throne's Headsman is a Fiend: it swings a sword, and the body asks for the crit answer, a health pool, cheating death. 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 Throne's Headsman 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 100,800 · boss
Health238,996,947,656
Hit · swing802,337,993 / 1.25s
Armor866,093,297
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 101,700 · boss
Health231,262,072,890
Hit · swing817,233,000 / 1.25s
Armor1,676,126,269
Fire res75%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 102,600 · boss
Health247,912,667,774
Hit · swing832,269,323 / 1.25s
Armor898,402,686
Fire res50%
Lightning res50%
Cold res75%
Chaos res30%
Dodge0%
Barrier0

What those modifiers do

MANGLING
+35% chance to cause bleeding
RETALIATING
strikes back at once when one blow takes more than 8% of its health and you stand within 2.5 tiles
SUNDERING
every blow cuts your armor by 30% for 4 s
DRAINING
you recover half as much: leech, regen, recoup
OVERWHELMING
ignores 30 points of your armor
CHILLING
Turns 30% of its physical damage into cold
OF FLAMING DEATH
leaves a pool of fire where it falls
FIREPROOF
+75% fire resistance (capped at 75%)
ARMORED
Armour ×1.9, at the cost of 5% of its health
OF DISCIPLINE
every body that steps within 4.5 tiles gains a shell of 20% of its health
REGENERATING
Heals 1% of its maximum health every second
OF FRENZY
gains a Frenzy charge on every hit it lands: 4% more damage, +15% attack speed and +5% movement each, up to 3
PIERCING
penetrates 25% of your resistances
FROSTBOUND
+75% cold resistance (capped at 75%)
DENSE
takes 60% less from damage over TIME, and double from hits
BURNING
+35% ignite chance; a quarter of its physical damage becomes fire

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 Throne's Headsman leads with 143,398,168,594 health, against 114,716,179,808 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 Throne's Headsman — play free