
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.
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
- Anvil Drop: an attack that lands during the 0.3 s the Warrior is in the air misses him. It fires on its own at packs; switch skills to Tap to fire in Settings to time it.
- Move speed shortens every dodge time above: the Warrior walks 4.2 tiles a second before Light Step and gear.
- You have 120 life before gear; on floor 10 his heaviest hit is 47, so 2 mistakes is what a bare Warrior can afford.
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.