The Sluicewarden winding up an attack, as the game draws him.

The Drowned Ossuary · boss guide · floor 10

How to beat The Sluicewarden

Every attack is drawn on the floor first. The shortest wind-up is 0.8 s; the longest dodge from a standing start is 0.6 s. Watch the ground, not him.

Play

The Sluicewarden: 1830 HP on floor 10. His codex page.

His rhythm

He steps out 1.5 s into floor 10 and draws his first attack 1.67 s later. Each attack sits on the ground for its whole wind-up while he stands still, lands, and then he rests 1.6 s before the next one (1 s below half HP, 0.67 s after his chain hauled you in). Below half HP he gets faster, and some shapes grow: the numbers for that phase are given with each attack. The rest after a landing is your window to hit him.

The waves do not stop while he lives. On floor 10 they are 26% husks, 23% skitters, 17% knitbones and 17% lidbearers and a few others, so clear a lane before you commit to him.

Anchor slam

What you see: a ring of 1.8 tiles radius on the spot you stand on (2.2 below half HP), drawn on the ground for its whole wind-up of 1 s, 0.8 s below half HP. Damage: 47 on floor 10 (22 before the floor’s multiplier). How often: 75% of his attacks when you are within 3.5 tiles of him, 35% when you are further off.

How to dodge: It is centred where you stood when it was drawn, so walk straight out: 2.14 tiles from the centre (its radius plus your own 0.34) takes 0.51 s at full stick (0.6 s for the wider ring below half HP), against a 1 s, 0.8 s below half HP wind-up.

Chain drag

What you see: a chain line 9 tiles long and 1.1 wide, from him toward you, drawn on the ground for its whole wind-up of 0.9 s. Damage: 17 on floor 10 (8 before the floor’s multiplier). How often: 25% of his attacks when you are within 3.5 tiles of him, 65% when you are further off.

How to dodge: It runs straight from him through where you stood, so step sideways: clearing its 1.1-tile width plus your body takes 0.21 s, well inside the 0.9 s wind-up. Walking away along the line does not work unless you get past its 9-tile end. If it catches you it hauls you along the chain to just outside his reach (0.5 tiles from his edge), and his next attack comes after only 0.67 s: almost always the slam.

What helps

The reward

Always a rare item and three magic items, each rolled with magic and rare odds ×1.8 so any of them can come out better, 10 coins of 35 on floor 10, a 50% chance of a unique and a 13% chance of a set piece. A boss floor is a camp: its portal offers Return, so you can bank everything you carry.