HeartShard Wiki Türkçe Play now

The Silent Captain

Boss

  • Lv 19
  • Attacks on sight
  • Crownroad Heights

Where it lives

Crownroad Heights

It lives in The Silent Hold.

Fight

Health 19,445

The fight (tap to show)
  • Mechanic damage

    This boss's marks deal a fixed amount set for its level (19), in place of the blow multiples below: a move you could dodge 202 damage, a hazard 177 damage, its signature failed 278 damage, burning ground 61 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.

  • The Oath

    It draws a red ring round itself (radius 3 tiles); 1.5 s later it hits everyone inside for 2 × a normal blow. It stands still while the mark lasts.

    WhenIn turn: Shield Rush and The Oath; one move every 7.5 s, the first 5 s into the fight.

    EnragedMoves every 5.5 s. The ring grows (radius 3.8 tiles).

    TipAs soon as the ring appears, move away from the boss: walking, you cover 5.3 tiles in 1.5 s, enough even from right beside it. Then come back and keep hitting.

  • Shield Rush

    It lowers its head and marks a lane through the player farthest from it (1.9 tiles wide, 5–11 tiles long); 1.3 s later it runs the lane (18.8 tiles a second) and hits everyone in its path for 2.2 × a normal blow.

    WhenIn turn: Shield Rush and The Oath; one move every 7.5 s, the first 5 s into the fight.

    EnragedMoves every 5.5 s. It runs faster (22.5 tiles a second).

    TipStanding far off doesn't help: it runs at the farthest one. Step to the side of the lane, not to its end; 0.9 tiles sideways is enough.

  • None Pass

    Its charge turn becomes 3 charges back to back, each marked 1.3 s ahead, each at another of its foes.

    WhenFrom 33% of its health.

    TipAs soon as one lane is run, look for the next: step aside, never run along it.

  • None Pass

    His sword in the roof (1.5 s) and the Watch's spears rise across it on a line through him; in its middle a gold gate (9 tiles / 10 tiles / 12 tiles wide: alone / 2–3 / 4–5) he keeps like a goalkeeper, sliding 4.7 tiles a second to the one nearest it, 0.5 s behind them; his shield throws back whoever comes within 1.5 tiles. Get 1/1/2 of you past him through the gate within 6 s (7 s alone): he reels 4 s and takes 25% more for 8 s. Through the spears: 1.2 blows and thrown back. None through: the spears come down on your side (1.4 blows) and his shield takes a notch (his blows 1.08× for the fight).

    When10 s into the fight, then every 22 s.

    EnragedEvery 17 s.

    TipSplit up and feint: he follows the one nearest the gate. A stun or the tank's taunt pins him 1.5 s; Shadow Step behind him counts.

  • The Watch's Ghost

    A Watch ghost keeps the gate with him (3.4 tiles a second; it throws back as he does): 1/2/3 of you must get past.

    WhenAt 66% health.

    TipTwo keepers: three ways through. One feints each, the rest go.

  • The Last Watch

    While the gate stands the spear line marches on your side (0.75 tiles a second); its spears bite 0.5 blows every 1 s and push you back.

    WhenAt 33% health.

    TipGet past early: your side only grows smaller.

  • The Watch Stands

    As each phase begins he drives his sword into the roof and is out of reach for 1.5 s; the bell tolls and the Watch's ghosts stand by him.

    WhenAt 66% and 33%

    TipBreathe, and get ready for the new rule.

  • Rushes 1-2-3

    His three rushes are marked at once and numbered; they fill and run in order, 0.5 s apart.

    WhenFrom 33%, in his turns

    TipRead the numbers: stand where the third will not come.

  • The Oath Ring

    His oath goes out as a ring from him to 8.1 tiles, with a gap 60° wide marked 2 s ahead; 2 blows to whoever it passes.

    WhenFrom 33%, in his turns (instead of the oath round him)

    TipStep into the gap before the ring reaches you.

  • The Watch's Banners

    Three fallen banners: the keep, the grave tunnels, the tower stair. Stand at one 2 s to raise it: no restless shade rises in its hall again; all three, and the Captain's gate is 2 tiles wider.

    WhenBefore the Captain, any time

    TipOptional: skip them and the fight is as it was.

  • Hard enrage

    Its time is up: it goes berserk, its blows 2 × as often and 200 % harder, to the end of the fight.

    When9:00 into the fight, whatever its health (its bar counts it down).

    TipBring it down before the time runs out.

  • Rage

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

    WhenAt 30% of its health; it lasts to the end of the fight.

    EnragedMoves every 5.5 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.