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The Lake Warden

Boss

  • Lv 68
  • Attacks on sight
  • Frostmere

Where it lives

Frostmere

It lives in The Glass Deep.

Fight

Health 111,104

The fight (tap to show)
  • Mechanic damage

    This boss's marks deal a fixed amount set for its level (68), in place of the blow multiples below: a move you could dodge 1,061 damage, a hazard 928 damage, its signature failed 1,459 damage, burning ground 318 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.

  • Ice Spears

    It marks lanes from itself through the party (1/2/3 for 1, 2–3 and 4–5 players), 1.5 tiles wide; 1.8 s later it strikes down them, hitting everyone inside for 1.8 × a normal blow.

    WhenIn turn: Ice Spears; one move every 12 s, the first 9 s into the fight.

    EnragedMoves every 9 s.

    TipStep sideways out of your lane (0.8 tiles is enough): running along it doesn't help.

  • Slide and Ram

    While its Ice Shield stands (3/3/4 layers) 70% of every blow does not pass. A layer breaks only under one who slid over the ice for 1 s at 85% of a walk or faster and comes within 1.5 tiles of it: the rammer bounces 2 tiles back and reels 0.6 s (one ram each every 6 s). Every layer broken, it kneels 8 s and takes 35% more; its maul stops.

    WhenThe shield freezes whole again every 30 s, warned 3 s ahead; below 25% every 20 s, with 2 layers.

    TipPick a lane round the pillars, build speed and run straight into it: a white snow line behind you says you're fast enough.

  • The Maul

    Its maul (2 × a normal blow within 4 tiles) throws whoever it hits 3 tiles back; on the ice they slide on at a walk's pace.

    When5 s into the fight, then every 12 s.

    EnragedEvery 9 s.

    TipLet it throw you onto the ice: that's your next run's start.

  • The Lake Wakes

    Black water cracks the ice: whoever slides into a crack (1.3 tiles wide) trips, the slide gone, no ram.

    WhenAt 50% health.

    TipPick a run that crosses no black water.

  • Rage

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

    WhenAt 25% of its health; it lasts to the end of the fight.

    EnragedMoves every 9 s.

    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.