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Warden of the Red Walls

Boss · Dis, the Burning City · band C, The Nine Circles

Warden of the Red Walls, boss of Dis, the Burning City in Hellruler

Where Warden of the Red Walls waits

Warden of the Red Walls holds the gates at depths 15,800, 16,100, 16,400, 16,700, 17,000, 17,300 in Dis, the Burning City, sharing the zone's 100-depth gate rhythm with The Iron Sovereign and The Tomb-Crowned.

What Warden of the Red Walls is

Warden of the Red Walls is a Knight: it swings a sword, and the body asks for fast builds beware: the more you swing, the more it hits back — and it wards off blows from afar. 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.

Warden of the Red Walls 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 15,800 · boss
Health5,118,687,918
Hit · swing17,181,780 / 1.25s
Armor18,549,452
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 16,100 · boss
Health5,322,829,219
Hit · swing17,867,069 / 1.25s
Armor19,289,234
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 16,400 · boss
Health5,531,105,946
Hit · swing18,566,242 / 1.25s
Armor20,044,001
Fire res75%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier1,382,776,487
Depth 16,700 · boss
Health5,743,523,523
Hit · swing19,279,317 / 1.25s
Armor20,813,774
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0

What those modifiers do

OF THE EXECUTIONER
you recover half as much within 4.5 tiles of it
OF FRENZY
gains a Frenzy charge on every hit it lands: 4% more damage, +15% attack speed and +5% movement each, up to 3
CHILLING
Turns 30% of its physical damage into cold
OF CHILLING DEATH
leaves a pool of frost where it falls
OF HINDERING
you move 30% slower within 4.5 tiles of it
CORRUPTING
a third of its damage is chaos
OF HASTE
the pack within 4.5 tiles moves and swings 30% faster
DEADLY
+20% critical strike chance
THICK-SKINNED
Overwhelm and armor you ignore count at half
SUNDERING
every blow cuts your armor by 30% for 4 s
FIREPROOF
+75% fire resistance (capped at 75%)
VAMPIRIC
heals 1.5% of its maximum health with every blow it lands
DENSE
takes 60% less from damage over TIME, and double from hits
BARRIERED
Opens behind a barrier worth 25% of its health
OF PRECISION
the pack within 4.5 tiles crits 15% more often
EXPOSING
every blow cuts your resistances by 15 for 4 s
OF POWER
gains a Power charge on every hit it lands: +200% critical chance each, up to 3

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 Warden of the Red Walls leads with 3,071,212,751 health, against 1,637,764,594 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 Warden of the Red Walls — play free