HeartShard Wiki Türkçe Play now

The Wild Flats

World boss

  • Levels 20–20
  • Sized for 5–40 players
  • Crownroad Heights

The giant boar of the uplands. Three times a day it rises from its muddy wallow; its tusks stand as tall as a man, and its charge overturns a cart. The whole valley brings it down together.

Getting in

Wakes at The Wild Flats, east of Shepherd's Fold.

Loot and the daily lock

Everyone who did at least 2% of the fight gets a chest of their own, once a day for each boss (the day turns at 04:00), however far above it your level is. A chest left unopened goes into the bag after 10 minutes.

Bosses

Grindtusk

Lv 20 · Health 46,500–372,000

Chest: see the boss's page

The fight (tap to show)
  • Mechanic damage

    This boss's marks deal a fixed amount set for its level (20), in place of the blow multiples below: a move you could dodge 230 damage, a hazard 201 damage, its signature failed 316 damage, burning ground 69 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.

  • Ground Stomp

    It draws a red ring round itself (radius 3.8 tiles); 1.8 s later it hits everyone inside for 2.4 × a normal blow. It stands still while the mark lasts.

    WhenIn turn: Ground Stomp and Charge; one move every 8 s, the first 5 s into the fight.

    EnragedMoves every 6 s. The ring grows (radius 4.8 tiles).

    TipAs soon as the ring appears, move away from the boss: walking, you cover 6.3 tiles in 1.8 s, enough even from right beside it. Then come back and keep hitting.

  • Charge

    It lowers its head and marks a lane through the player farthest from it (2.3 tiles wide, 8–14 tiles long); 1.6 s later it runs the lane (17.5 tiles a second) and hits everyone in its path for 3 × a normal blow.

    WhenIn turn: Ground Stomp and Charge; one move every 8 s, the first 5 s into the fight.

    EnragedMoves every 6 s. It runs faster (21.9 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; 1.1 tiles sideways is enough.

  • Loose Earth

    Its stomps and charges churn the ground: patches of loose earth 2.5 tiles across are left behind. For 14 s, whoever walks on one is slowed to 50% of their pace.

    WhenAfter every stomp and charge.

    TipDon't fight standing on loose earth: slowed, you won't get out of the next ring or lane in time.

  • The Herd

    It calls its Tuskers: 2 come running in from the edge of the flats, one more for every 8 players in the fight (at most 6), each at someone else.

    WhenFrom 65% of its health, then every 45 s.

    TipBring the Tuskers down quickly: they charge too. Whoever holds a mud pool stays in it and lets the others deal with them.

  • Mud Pools

    Mud pools rise round it, where it stands, and fill in 9 s. Each needs players standing in it when it fills: one each up to 9 players in the fight, two from 10, three from 15 (a smaller crowd gets fewer pools). An unheld pool bursts (2 times its blow to everyone near) and it drinks back 3% of its health. All held: it is stuck in the mud for 5 s.

    WhenFrom 65% of its health, then every 30 s.

    TipSplit up as they rise. The number over each pool is how many stand in it and how many it needs; green means enough.

  • Stampede

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

    WhenFrom 35% of its health.

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

  • The Last Charge

    It runs back to its wallow and, 7 s later, tramples the whole flats. Only the shadows behind the rocks are safe (painted blue on the ground); everyone else takes 316 damage.

    WhenAt 15% of its health, once. It can't fall before.

    TipRun behind the nearest rock, on its far side from the wallow (a blue arrow at your feet points to it). Afterwards it stands spent for 6 s: hit it hard.

  • Hard enrage

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

    When15:00 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 1.4× as often, and all its blows are 30% harder.

    WhenAt 35% of its health; it lasts to the end of the fight.

    EnragedMoves every 6 s.

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