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PvE · Weekly boss · The Infernal Circles

The boss fight: the Lord of Hell

A demon who does more than hit you: he draws the fight under your feet. Every turn, he traces fire circles around your heroes. Seal them at the cost of your blood, or they open into rifts that spit out Imps and leave blazes where he comes back to regenerate.

In short

The Lord of Hell

He starts at the top of the arena, in front of a lava pit, and your heroes at the bottom. He has neither a court nor a shield: nothing protects him, and all your hits land from the very first turn. His strength lies elsewhere. He does not just strike the nearest hero: he covers the arena in fire circles, and every circle you let open gives him one more Imp and one more blaze. A fight against him is won by deciding, every turn, which circles to seal and which to let burn.

His HP depend on the size of the group (the sheet below gives them solo, for two and for three), like those of his Imps. He keeps 4 MP every turn and partly resists AP and MP removal.

The Lord of Hell, two Imps, a fire circle and a blaze, facing three heroes
The Lord of Hell among his Imps, a fire circle charging up and a blaze already open, facing three heroes.
FighterHP soloHP duoHP trioAPMPRole
Lord of Hell10 00010 00010 000124Boss
Imp11014017066Summon

His spells

SpellAPRangePer turnEffect
Infernal Circle2self1He draws a fire circle (a 3 × 3 square of tiles) 3 to 5 tiles from a hero. At the start of his 2nd turn after that, the circle opens: a rift spits out an Imp and the circle becomes a blaze until the end of the fight. A hero who ends their turn in the circle seals it — it disappears — but the seal burns them: 70 to 90 damage. Two circles per turn below 50% of his HP.
Infernal Claws412105 to 130 melee damage. Twice per turn, never twice on the same target.
Fire Lance42 – 6170 to 85 damage from 2 to 6 tiles, in line of sight. Once per turn.
Ember Leap21 – 71He vanishes into the flames and comes out on a free blaze, up to 7 tiles away, without line of sight. One turn in three.
Infernal Circle: a fire circle traced near the Arcanist
Infernal Circle: a fire circle traced near a hero — one tile and the four around it.
Infernal Claws: the Warrior clawed in melee, with two Imps backing him
Infernal Claws: with two living Imps, the pact makes him stronger — 143 damage to the Warrior.
Fire Lance: its range, in line of sight
Fire Lance: a hero in sight, 2 to 6 tiles away.
Fire Lance: the Arcanist hit over the lava
The lance flies over the lava: 79 damage to the Arcanist.
Ember Leap: only free blazes are within his reach
Ember Leap: he can only target a free blaze tile, without line of sight.
Ember Leap: he comes out of the blaze, near the Warrior
He vanishes into the flames and comes out on the blaze, next to the Warrior.

His Imps

SpellAPRangePer turnEffect
Burning Scratch31222 to 30 melee damage. Twice per turn. Imps rush the hero with the fewest HP.
Burning Scratch: an Imp claws the Warrior
Burning Scratch: 27 damage to the Warrior, and it has a second one to give.

Fire circles and rifts

A fire circle is a tile and the four tiles touching it. It charges at the start of each of the Lord’s turns. At the start of his 2nd turn after, it opens: a rift spits out an Imp, the circle becomes a blaze for the rest of the fight, and any hero still standing in it burns. So you have two of your turns to react. One circle per Infernal Circle at the start of the fight (1), then 2 in phase 2: the pace doubles just when you have the least room.

A charged fire circle, ready to open
The charge: the circle has charged once; nobody has sealed it.
The rift: an Imp comes out of the circle turned blaze
The rift, at the start of his turn: an Imp comes out of it, and the circle becomes a blaze.

The seal

A hero who ends their turn on one of a circle’s five tiles seals it: the circle vanishes at once, with no rift, no Imp and no blaze. The price: the seal burns them, 70 to 90 damage. You just have to step into the circle and stay there; crossing a circle without stopping does nothing, either way. Only your heroes seal: your summons and your charges cannot. This fire has no caster, but your resistances and protections reduce it like any hit.

The Warrior ends his turn in the circle and seals it
The seal: the Warrior ends his turn in the circle — the circle vanishes, and the seal burns him: 81 damage.

The blazes

A blaze never goes out. Entering it burns — walking in or pushed in: 30 to 40 damage, only once per turn, even if you cross several tiles of fire. Ending your turn in it burns again, harder: 50 to 65 damage. Your summons burn like your heroes; the Lord and his Imps, never. Every blaze shrinks the space where you can stand, and that is where he comes back to heal.

The Warrior walks into a blaze and burns
The blaze: the Warrior walks in — 36 damage, once for this turn.

The Infernal Pact

His passive binds him to his Imps and his fire. Every living Imp gives him 10% more damage: with all six Imps, his Claws hit far harder than at the start. And if he starts his turn on a blaze while wounded, he regenerates: 80 HP solo, 200 HP for two, 340 HP for three. Those regained HP are taken off what your team took from him: the leaderboard counts the HP he has lost at the end. Killing the Imps and chasing him off the blazes before his turn is half the fight.

On his blaze, the Lord of Hell regenerates
The pact: he starts his turn on a blaze and recovers 340 HP (against three heroes).

Brimstone rain

In phase 2, at the start of each of his turns, he announces brimstone meteors: 2, plus 1 per living hero — 3 solo, 5 for three. Their five-tile crosses light up on the ground. At the start of his next turn, they crash down: 120 to 150 damage to everything not on his side, then new ones are announced. They fall on the blazes and all around them first, otherwise near your heroes: the more blazes you have left, the more the danger gathers around them.

Three brimstone crosses announced around the heroes
The warning: three crosses light up on the ground, on the Warrior and the Brute.
The brimstone meteors crash down on the Warrior and the Brute
The impact, at the start of his turn: 137 damage to the Warrior, 120 to the Brute — and more crosses are announced.

His phase 2

Below 50% of his HP, he moves from the “The Pact” phase to the “Brimstone Rain” phase, with a roar that pushes all your heroes back 2 tiles. Each Infernal Circle then traces two circles instead of one, and the brimstone rain begins. If you can choose the turn you push him over, pick one where no circle is waiting to be sealed and your heroes are not next to a blaze.

PhaseHP leftWhat changes
The Pact50 to 100%1 fire circle per Infernal Circle; the pact: +10% damage per living Imp, regeneration on a blaze
Brimstone Rainbelow 50%2 fire circles per Infernal Circle; the brimstone rain: on each of his turns, 2 meteors plus 1 per living hero, 120 to 150 damage
Phase 2: his roar pushes the three heroes back
Brimstone Rain: below half his HP, he roars and pushes the three heroes back 2 tiles.

The Infernal Circles

An obsidian arena split by lava, almost round. At the top, the Lord’s place, in front of a lava pit he has to walk around — or cross with an Ember Leap. Lava cracks cut the rest into terraces linked by passages two to three tiles wide, and four obelisks hold the central forecourt. Lava does not block line of sight: his Fire Lance goes over it. The obsidian pillars and the chained obelisks do block it; you can see over the braziers and lava rocks. Your heroes start at the bottom. There is a lot of open space: that is where he traces his circles, and where the blazes gain ground as the fight goes on.

The Infernal Circles: the obsidian arena, its lava cracks, its terraces and its obelisks
The Infernal Circles: the Lord at the top, in front of the lava pit; the terraces and the obelisk forecourt in the middle; the heroes at the bottom.

How to beat him

Solo, duo, trio

Tips by class

Common mistakes

The weekly boss

The Lord of Hell is the weekly boss from Sunday 15 November 2026 at noon: the Waris boss and the weekly boss in USDC are played against him. Win or lose, a boss’s loot gives no Waris, only crystal chances for every % of its HP your team takes off: a 0.3% chance of a Common Crystal in the Waris boss; 1.5% for a Common Crystal and 0.05% for a Legendary Crystal in the weekly boss in USDC. The leaderboard, the prize pool and the loot in detail are on the Loot page.

There is no defeat against a boss: bringing it down is a victory, falling before that counts neither as a defeat nor as a victory. Experience, like the loot, follows the share of its HP your team took off — minus the HP he regained on his blazes.

Frequently asked questions

Should you seal every fire circle?

No. Every seal burns the hero who places it. Seal first the circles close to him or to your lines, the ones that would give him a blaze to heal on or an Ember Leap exit near you. A circle far from everything can be left to open: it costs an Imp, to be killed right away.

How long do you have to seal a circle?

Two of your turns. The circle charges at the start of the Lord’s next turn and opens at the start of the one after. You have to end your turn inside it before it opens.

Do blazes go away?

No. A blaze stays until the end of the fight. The more there are, the less room you have, the more places he has to regenerate and exits for his Ember Leap, and the more the brimstone rain gathers around them.

Can you push the Lord of Hell off a blaze?

Yes. Pushes, pulls, place swaps and send-backs move him like any fighter. It is even the best answer to his regeneration: he only heals if he starts his turn on a blaze.

Does damage to the Imps count for the leaderboard?

No: only the HP the Lord has lost by the end of the fight count. But every living Imp makes him stronger and finishes off your wounded heroes: killing them fast protects your leaderboard score.

How do you avoid the brimstone rain?

The meteors show up one turn ahead: their crosses light up on the ground. Leave them before his next turn, and stay away from the blazes, where they fall first.