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The Great Pelt

Boss

  • Lv 15
  • Attacks on sight
  • Wolfwood

Where it lives

Wolfwood

It lives in The Wolf Den.

Fight

Health 12,869

The fight (tap to show)
  • Mechanic damage

    This boss's marks deal a fixed amount set for its level (15), in place of the blow multiples below: a move you could dodge 164 damage, a hazard 144 damage, its signature failed 226 damage, burning ground 49 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.

  • Stomp

    It draws a red ring round itself (radius 3.3 tiles); 1.6 s later it hits everyone inside for 2.2 × a normal blow. It stands still while the mark lasts.

    WhenIn turn: Stomp and Spirit Wolves and Ember Kick; one move every 7.5 s, the first 5 s into the fight.

    EnragedMoves every 5.5 s. The ring grows (radius 4 tiles).

    TipAs soon as the ring appears, move away from the boss: walking, you cover 5.6 tiles in 1.6 s, enough even from right beside it. Then come back and keep hitting.

  • Spirit Wolves

    It marks lanes from itself through the party (2/3/4 for 1, 2–3 and 4–5 players), 1.5 tiles wide; 1.7 s later spirit wolves run them and hit everyone they pass for 1.8 × a normal blow.

    WhenIn turn: Stomp and Spirit Wolves and Ember Kick; one move every 7.5 s, the first 5 s into the fight.

    EnragedMoves every 5.5 s.

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

  • The pack is one

    It shouts: "The pack is one!" 1/2/3 Wolfkin (level 14) come and attack the boss's target.

    WhenAt 75% and 30% of its health, once each.

    TipCut down the newcomers first: whoever holds the boss keeps holding it, the others turn on the helpers. Use your area skills here.

  • The Pelt's Spirit

    In its first phase its pelt's spirit leaps out as a Spirit Wolf with 6% of its health for 12 s, biting the nearest. Stand within 3 tiles of it and strike it not: its trust fills in 5 s/3.3 s/2.5 s (one/two/three by it). A blow aimed at it takes 35% of the trust off; area blows never touch it. Tamed, it turns on the Pelt for 10 s: it bites it (1% of its health each), its lanes run through it (2% each) and the Pelt takes 15% more. Neither tamed nor killed, it goes back into the pelt and heals it 3%.

    When12 s into the fight, then every 24 s.

    EnragedEvery 18 s.

    TipThe tank keeps the Pelt off the wolf; the healer and one more stand by it. Killing the wolf stops the heal, but gives nothing.

  • Shed Pelt

    Its pelt rises as the Great Spirit Wolf, a Spirit Wolf with 15% of its health: tamed as its spirits are, only slower (8 s/5.3 s/4 s with one/two/three by it). Every 15 s it calls it back ("Come back to me!", 3 s; skills from 1/2/3 players break it): through, the trust is lost and the wolf heals it 5%. Tamed, the wolf fights it to the end: its lanes run through the Pelt (3% each), the Pelt takes 20% more and its Wolfkin come no more. Neither tamed nor killed in 30 s, it goes back into the pelt and heals it 10%.

    WhenAt 50% health, the second phase; again if the wolf went back.

    TipTame it and break its call. Killing the wolf is the old way: the bond breaks and it reels 1.5 s, but there is no reward.

  • Ember Kick

    It kicks its fire: 3 circles 1.5 tiles round, under the party and near them, land in 1.6 s (1.6 blows) and burn the ground for 6 s.

    WhenOne of its turns.

    TipStep out of the circles, and off the burning ground.

  • 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.