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
- Where — in the menu, the PvE selector, then the Waris boss or the weekly boss in USDC, solo, in a duo or in a trio.
- Him — 10,000 HP against a single hero, 4 MP, Claws in melee, a Fire Lance at range and an Ember Leap that brings him out of a blaze.
- Fire circles — a cross of five tiles traced near a hero; it opens at the start of his 2nd turn after.
- The seal — a hero who ends their turn inside a circle closes it, but the seal burns them.
- Rifts — an opened circle spits out an Imp and becomes a blaze until the end of the fight.
- The Infernal Pact — every living Imp makes him stronger, and on a blaze he regenerates.
- Brimstone Rain — below 50% of his HP, brimstone meteors fall on each of his turns.
- Limit — 50 turns at most: it’s the damage dealt that counts for the leaderboard.
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.

| Fighter | HP solo | HP duo | HP trio | AP | MP | Role |
|---|---|---|---|---|---|---|
| Lord of Hell | 10 000 | 10 000 | 10 000 | 12 | 4 | Boss |
| Imp | 110 | 140 | 170 | 6 | 6 | Summon |
His spells
| Spell | AP | Range | Per turn | Effect |
|---|---|---|---|---|
| Infernal Circle | 2 | self | 1 | He 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 Claws | 4 | 1 | 2 | 105 to 130 melee damage. Twice per turn, never twice on the same target. |
| Fire Lance | 4 | 2 – 6 | 1 | 70 to 85 damage from 2 to 6 tiles, in line of sight. Once per turn. |
| Ember Leap | 2 | 1 – 7 | 1 | He 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 — his most important spell, and it deals no damage on the spot. He traces the circle 3 to 5 tiles from a hero he can see, around a different hero each time: nobody escapes it for long. Never on a blaze or on another circle, and never more than 6 circles at once.
- Infernal Claws — 2 melee strikes per turn, never two on the same hero: alone against him, you only take one. They are his biggest damage, and the damage the pact swells.
- Fire Lance — his answer to a hero who stays away: up to 6 tiles, in line of sight, once per turn. A wall or an obelisk between you and him is enough to block it; lava is not.
- Ember Leap — he vanishes into the flames and comes out on a free blaze up to 7 tiles away, without line of sight. Without a blaze, he cannot cast it: every circle you let open gives him one more exit.






His Imps
| Spell | AP | Range | Per turn | Effect |
|---|---|---|---|---|
| Burning Scratch | 3 | 1 | 2 | 22 to 30 melee damage. Twice per turn. Imps rush the hero with the fewest HP. |
- Where they come from — a rift: every circle that opens spits one out, in the middle of the circle. He summons them no other way. Never more than 6 at once: a circle that opens while they are at full strength only leaves a blaze.
- Fragile — 110 HP solo, 140 HP for two, 170 HP for three: two or three hits are enough. They never vanish on their own.
- Fast — 6 MP and two Burning Scratches per turn. They rush the hero with the fewest HP: protect your most wounded hero, or use them as bait.
- Fire is their home — like their master, they fear neither blazes nor the brimstone rain.

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.


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 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 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.

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.


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.
| Phase | HP left | What changes |
|---|---|---|
| The Pact | 50 to 100% | 1 fire circle per Infernal Circle; the pact: +10% damage per living Imp, regeneration on a blaze |
| Brimstone Rain | below 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 |

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.

How to beat him
- Seal the circles that matter: a seal costs a few dozen HP once; a rift costs an Imp, a blaze for the whole fight and one more regeneration spot for him.
- Chase him off the blazes before his turn: push him, pull him, send him back. On a blaze at the start of his turn, he heals, and that healing is taken off your leaderboard score.
- Kill the Imps fast: they are fragile, and each one strengthens his Claws as long as it lives.
- Never end your turn on a blaze: it is the strongest burn, and in phase 2, that is where the brimstone falls.
- Prepare for phase 2: seal what you can before bringing him below half his HP, because afterwards he will trace two circles every turn.
- Look at the ground at the start of every turn: charged circles, lit brimstone crosses. Everything that is about to hurt you shows up one turn ahead.
Solo, duo, trio
- Solo — all his circles are traced around you, and you will not be able to seal them all: every seal burns you, and his Claws are waiting. Seal the ones that would bring a blaze close to him, let the others open far from him. His Imps only have their lowest HP and his Claw only hits you once per turn: bring down every Imp as soon as it comes out, then go back to him. The brimstone rain drops only three meteors.
- For two — his circles target one of you, then the other. Split the roles: one seals and kills the Imps, the other hits him and pushes him off the blazes. Swap roles when the hero who seals drops below half their HP: the Imps always pick the most wounded.
- For three — his Imps are sturdier and he regenerates more on a blaze: every rift weighs more. One hero seals, another handles the Imps, the third hits the Lord and keeps him out of the fire. In phase 2, five meteors fall on each of his turns: spread out from each other and from the blazes.
Tips by class
- Warrior — Taunt, cast in a straight line, tears him off his blaze and brings him next to you: do it before his turn. Warrior’s leap drops you into a distant circle without spending MP, over the lava. Celestial blade hits the cross where his Imps crowd together. As variants, Holy respite cast on a circle lets your group seal it without burning until your next turn, and Anchor keeps you in place against his roar.
- Brute — Quake pulls him two tiles towards the centre of its cross: enough to drag him off a blaze. Stoneskin, cast before you end your turn in a circle, cuts the seal’s burn just as much. Stomp hits the Imps next to you, and Intimidate, which pulls him one tile, also takes damage off him for his next two turns.
- Arcanist — his Imps all rush the same hero: Blast and Comet catch them together. Blink gets you out of a blaze before your turn ends, or drops you into a circle to seal without spending MP. Arcane mirror sends half of his Claws back at him. As a variant, Soothing chant heals the heroes who have just sealed and wounds the Imps in the area.
- Shade — under Shadow veil, he no longer sees you: no circle is traced around you, and the 2 MP you gain carry you to the circle to seal. Fear makes him flee in a straight line: aim at a tile out of the fire behind him. Your traps stop the Imps rushing a wounded ally, and Quick dagger finishes them off.
- Clockmaker — after an Ember Leap, Rewind sends him back to the tile he was on before that move: off the blaze, before he regenerates there. Reversal throws him to the other side of you: stand between him and a terrace with no fire. Careful with Winder: it would send him back to the tile where he started his turn, sometimes a blaze. As a variant, Breaker pushes him back two tiles.
- Artificer — Shove pushes him three tiles: out of any blaze. Grapeshot adds the missing tile. Your charges, laid on the Imps’ path, blow several of them up at once, and Roll drops you into a circle with one more MP. As a variant, Diving bell anchors you against his roar.
Common mistakes
- Letting every circle open: each rift adds an Imp, a blaze for the whole fight and one more place where he heals.
- Sealing with a hero on their last HP: the seal burns, and his Imps then rush the most wounded.
- Ending your turn on a blaze: the end-of-turn burn adds to the entry burn, and in phase 2 the brimstone falls there first.
- Leaving him on a blaze: he regenerates there at the start of his turn, and your leaderboard score loses just as much.
- Ignoring the Imps to hit the boss: each one strengthens his Claws, and together they finish off your wounded heroes.
- Staying in a lit brimstone cross: it falls at the start of his next turn, without exception.
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.
