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The Coil Warden

Boss

  • Lv 92
  • Attacks on sight
  • The Thunder Moors

Where it lives

The Thunder Moors

It lives in The Galvanic Spire.

Fight

Health 276,928

The fight (tap to show)
  • Mechanic damage

    This boss's marks deal a fixed amount set for its level (92), in place of the blow multiples below: a move you could dodge 2,058 damage, a hazard 1,801 damage, its signature failed 2,830 damage, burning ground 618 damage a second. More levels and better gear mean more health, so the same hit takes a smaller part of it. Armour, shields and barriers turn aside at most 20% of it.

  • Chain Path

    His Coil Shield turns 60% of every blow. 8 s in, then every 18 s, a coil charges for 3 s (gold sparks) and throws chain lightning: the nearest of you, then every 0.3 s the nearest one not yet struck within 3 tiles; each link 0.5 × and one Charge. Two of you closer than 1 tile short it: 1.5 × each, the chain stops. If its last link has him within 3 tiles, it leaps to him: CURRENT HIT!, the shield is off for 10 s, he reels 3 s and takes 25% more. From 50% both coils charge at once; from 25% he walks slowly while they charge.

    When8 s into the fight, then every 18 s.

    TipWhile it charges every client draws the path the chain will take: stand 3 tiles apart in a line from the coil to him. Alone: one coil, and it leaps to him within 4 tiles of you.

  • Current Line

    A strip 1.3 tiles wide between the two coils, marked 2.5 s ahead, then live for 3 s: 0.5 × lightning every 0.5 s to whoever stands in it.

    When14 s into the fight, then every 20 s.

    EnragedEvery 16 s.

    TipStep off the line between the coils.

  • Arc Leap

    He goes as lightning to the coil farther from him: the strip from him to it, 1.5 tiles wide, and the landing circle, 2.3 tiles round, marked 2.5 s; then he is there: 0.8 × lightning and 1 Charged stacks in the strip, 1 × in the circle. Never over a charge or while his shield is open; the next coil to charge is the one he left.

    When11 s into the fight, then every 17 s.

    EnragedEvery 14 s.

    TipOut of the strip and the circle; the tank runs after him, and the chain's path must now span the hall.

  • Rage

    It flushes red and rages: its normal blows come 1.3× as often, and all its blows are 15% harder.

    WhenAt 20% of its health; it lasts to the end of the fight.

    TipThe last part is the most dangerous: save your strong skills and potions for it, and dodging the marks matters more than ever.

Drops

Chest and signature (tap to show)

Quests

No quest asks for it.