Boss guides
What each boss does and how to beat it, from the island to the dungeons. Dungeon numbers are at key 1 and the Scrap King's at his level; the boss's own section on its page gives them by key.
The bosses
- The island: The Scrap King
- The Wreck: The Wreck Captain
- The Orchard: The Gilded Weaver (the Orchard)
- The Gloamhollow: The Duskwing · Vesperine, the Lampwright · The Gilded Weaver (the Gloamhollow)
Most moves show their shape on the ground before they land: learn the shapes and step out.
The Scrap King
The Salvage Yard, level 9. The island's one boss. He stands in the Yard only while the quest The Scrap King still needs him.
The Captain's body and moves, on dry land: a crew fight. He calls help as he weakens.
- Health
- 15,287 (level 9)
- Calls help
- 60% health: 2 Wreckers · 30% health: 2 Wrecker Slingers
- Faster
- below 30% health
- Hard enrage
- 3:20 into the fight: far harder hits and faster attacks from then on
Damage is at his level, before your armour.
What it does
His quick blow on the one he fights, with no ground warning: the tank's to take.
Look for: None: a quick blow, nothing shows on the ground · Does: 28 damage · Comes: On the one he fights
He roars and sweeps a wide arc in front of him. Only the tank stands there.
Look for: A 120° cone, 3.4 m long, in front of him, turning with the one he fights; 2 s to get clear (he holds it drawn back), and he roars first · Does: 27 damage
A small circle under the one he fights. Step out before it lands or be stunned.
Look for: A circle of 1.6 m under the one he fights; 2 s to get clear (he holds it drawn back) · Does: 19 damage and stunned 1.4 s
A bottle thrown at the one he wants when they stand out of reach. Step out of the circle or be poisoned.
Look for: A circle of 2.2 m where it lands; 2 s to get clear (he holds it drawn back) · Does: 8 damage and poisoned: 5 a second for 6 s · Comes: When the one he wants is out of reach
His answer to a crowd: a ring round him that throws back whoever is in it. Get out of it.
Look for: A ring of 4.5 m around him; 2.5 s to get clear (he holds it drawn back) · Does: 38 damage and knocked back · Comes: Mostly when the crew crowds him
At 60% health: 2 Wreckers. At 30% health: 2 Wrecker Slingers.
How to beat it
- Skull Crack: The tank steps out of the Skull Crack: a 1.6 m circle under the one he fights, 2 s to leave it, and 1.4 s of stun if it lands.
- Cleave · Chop: Keep his back to the crew. The Cleave is a 120° cone, 3.4 m long, that follows the tank for 2 s; the Chop has no ground warning. Both are the tank's to take.
- Slam: Don't bunch on him. A crowd gets the Slam, a 4.5 m ring around him that throws back everyone inside, with 2.5 s to leave it.
- Rotgut: The Rotgut is for the one he is after, when they stand out of his reach (up to 9 m away) and don't run from him: a 2.2 m circle with 2 s to step out of it, then poison for 6 s.
- Calls help: At 60% health he calls 2 Wreckers, and at 30% 2 Wrecker Slingers. They appear around him and go for whoever he is fighting: kill them before they pile on the tank, the slingers first: they throw from up to 13 m away.
- Enrage: At 30% health he fights faster, just as the slingers arrive. Don't try to kite him in circles: he runs faster than you. At 3:20 into the fight he hits far harder and faster for good.
His attacks by level: The Scrap King.
The Wreck Captain
The Wreck: the hold.
He hooked the biggest fish the island ever saw, then steered for a light the Wreckers had lit on the rocks. The ship broke, and he never let go of the line. He waits in the hold with what is left of his crew.
- Health at key 1
- 70,000 (the same for any crew)
- Hard enrage
- 11:15 into the fight: far harder hits and faster attacks from then on
- Faster
- below 30% health
What it does
His quick blow on the one he fights, with no ground warning: the tank's to take.
Look for: None: a quick blow, nothing shows on the ground · Does: 36 damage · Comes: On the one he fights
He roars and sweeps a wide arc in front of him. Only the tank stands there.
Look for: A 120° cone, 3.4 m long, in front of him, turning with the one he fights; 2 s to get clear (he holds it drawn back), and he roars first · Does: 45 damage
A small circle under the one he fights. Step out before it lands or be stunned.
Look for: A circle of 1.6 m under the one he fights; 2 s to get clear (he holds it drawn back) · Does: 32 damage and stunned 1.4 s
A bottle thrown at the one he wants when they stand out of reach. Step out of the circle or be poisoned.
Look for: A circle of 2.2 m where it lands; 2 s to get clear (he holds it drawn back) · Does: 13 damage and poisoned: 8 a second for 6 s · Comes: When the one he wants is out of reach
His answer to a crowd: a ring round him that throws back whoever is in it. Get out of it.
Look for: A ring of 4.5 m around him; 2.5 s to get clear (he holds it drawn back) · Does: 64 damage and knocked back · Comes: Mostly when the crew crowds him
A heavy anchor on whoever stands farthest from him. Get out of the wide circle and keep the others clear.
Look for: A circle of 3 m under them; 2.5 s to get clear (he holds it drawn back) · Does: 264 damage to whoever it lands on · Comes: From key 6, at whoever stands farthest away
Dirty water pools under some of the crew and eats your health while you stand in it. Walk out.
Look for: He roars and holds it up for 2 s, then the water rises under the crew · Does: 2 pools of 2.6 m for 10 s, each taking 1.4% of your health a second · Comes: From key 10
On a clock while he fights: crabs from the shallows, then warriors from the hold.
Does: 0:50: 6 Shore Crabs, 2:30: 2 Drowned Warriors, 4:10: 8 Shore Crabs, 5:50: 2 Drowned Warriors and 2 Drowned Skeletons, 7:30: 10 Shore Crabs and 9:10: 3 Drowned Warriors · Comes: From 0:50, every few minutes
He calls his whole crew; while any of them stands, your blows barely scratch him. Kill them first.
Does: 2 Drowned Warriors and 3 Drowned Skeletons; he takes 90% less damage while any of them stands · Comes: From key 14, at 50% health
Wounded, he fights faster. Kill him before the enrage: he hits far harder from then on.
Does: Far more damage, and faster blows · Comes: Below 30% health he fights faster; at 11:15 into the fight
How to beat it
- Skull Crack: The tank steps out of the Skull Crack. It is a 1.6 m circle under the one he fights, it lands 2 s after it shows, and it stuns 1.4 s.
- Cleave · Chop: Keep his back to the crew. The Cleave is a 120° cone, 3.4 m long, that turns with the tank for 2 s after he roars, and the Chop is a quick blow with no ground warning: both are the tank's to take.
- Slam: Don't bunch on him. When the crew crowds him he answers with the Slam: a 4.5 m ring around him, 2.5 s to leave it, and it throws back everyone inside. While you stay bunched he waits 10 s between Slams.
- Rotgut: The Rotgut is for the one he is after, when they stand out of his reach (up to 9 m away) and don't run from him: a 2.2 m circle, 2 s to step out of it, then poison for 6 s. Step out of the circle and it costs you nothing.
- Anchor Drop · Bilge Flood: At higher keys the crew is hit from afar. From key 6 the Anchor Drop lands on whoever stands farthest from him (a 3 m circle, 2.5 s to get clear): if that is you, move, and keep the rest of the crew out of it. From key 10 a one-shot is more than a full health bar for a damage dealer or a healer, and from key 19 for a tank too. From key 10 the Bilge Flood puts 2 pools of 2.6 m under the crew for 10 s: walk out of them.
- The Drowned Crew · All Hands: His adds come on a clock, 6 waves from 0:50 to 9:10, whether you are ready or not: kill each wave before the next, and let the tank pick them up. From key 14, at 50% health, he calls 2 Drowned Warriors and 3 Drowned Skeletons and takes 90% less damage while any of them stands: kill them first.
- Enrage: Below 30% health he fights faster. At 11:15 into the fight he hits far harder and faster for good, so the kill, the adds and the dodging all have to fit before then.
Every number by key: The Wreck Captain, in the Wreck.
The Gilded Weaver (the Orchard)
The Overgrown Orchard: the clearing.
A golden orb-weaver the size of a cart, and the reason the fruit rots on the branch. She has three moods, and she lets you know when she changes.
- Health at key 1
- 70,000 (the same for any crew)
- Hard enrage
- 10:00 into the fight: far harder hits and faster attacks from then on
- Phases
- Phase 1: 100% → 60% · Phase 2: 60% → 30% (the Brood) · Phase 3: 30% → 0% (faster)
- Turns
- 60%: The Canopy · 30%: The Canopy
What it does
Her quick bite on the one she fights, with no ground warning: the tank's to take.
Look for: None: a quick blow, nothing shows on the ground · Does: 26 damage · Comes: On the one she fights
A bite in a cone in front of her. Only the tank stands there.
Look for: A 63° cone, 3.4 m long, in front of her, turning with the one she fights; 1.5 s to get clear · Does: 41 damage
Venom spat at the one she wants when they stand out of reach. Step out of the circle or be poisoned.
Look for: A circle of 2.4 m where it lands; 2 s to get clear · Does: 13 damage and poisoned: 10 a second for 6 s · Comes: When the one she wants is out of reach
Her answer to a crowd: every leg sweeps around her and throws back whoever is close. Give her room.
Look for: A ring of 4.4 m around her; 2.5 s to get clear · Does: 64 damage and knocked back · Comes: Mostly when the crew crowds her
A long thin line of silk at someone other than the tank. Step sideways out of it or be webbed.
Look for: A 26° cone, 12 m long, in front of her; 2.5 s to get clear · Does: 10 damage and webbed 2.5 s · Comes: Every 18 s, then 15 s, then 12 s as she weakens
She climbs out of reach and marks one of you with a circle that follows you. Lead it away from the crew. When it locks, roll, blink, leap or sprint out: walking is too slow. She lands on whoever is inside, then lies stunned.
Look for: A circle of 3.2 m follows one of the crew for 3 s, then holds still for 0.8 s · Does: 32% of the marked one's health, 8% to anyone else under her, knocked back, then she is stunned 1.8 s · Comes: At 60% and 30% health
Each climb drops egg sacs round her tree. Break them before they hatch: each hatchling she eats makes her hit harder.
Does: 3 Egg Sacs, each hatches after 11.25 s into 2 hatchlings, a hatchling that reaches her gives +10% damage for 60 s, up to 3 at once · Comes: At 60% and 30% health
Where she lands, a slowing web stays for the rest of the fight: fight her away from it.
Look for: Where she lands, the ground within 3 m · Does: 40% slower inside, for the rest of the fight · Comes: At 60% and 30% health
After her first climb, spiderlings keep dropping around her. The tank gathers them; the crew kills them together.
Does: 3 Orchard Spiderlings · Comes: From phase 2, every 40 s
In her last third she moves and strikes faster, and Web Spray comes more often.
Comes: From phase 3
Kill her before the enrage: she hits far harder from then on.
Does: Far more damage, and faster blows · Comes: At 10:00 into the fight
How to beat it
- The Canopy: At 60% and 30% health she climbs out of reach and marks one of you. The circle (3.2 m) follows you for 3 s, then holds still 0.8 s before she lands. If it is you, lead it away from the crew, and when it locks roll, blink, leap or sprint out: running alone won't clear it in time.
- The Canopy: Stay out of other people's circles. Her landing takes 32% of the marked one's health and 8% from anyone else under her. She then lies stunned 1.8 s: that is the moment to hit her with everything.
- Egg Sacs: Break the egg sacs. Each climb drops 3 of them, and each hatches 11.25 s later into 2 hatchlings that walk to her. One that reaches her gives her +10% damage for 60 s, up to 3 at once.
- The Brood: From her first climb, 3 spiderlings drop around her every 40 s. The tank gathers them and the crew kills them together.
- Web Spray: The Web Spray goes at someone other than the tank: a thin 26° cone, 12 m long, with 2.5 s to see it. Step sideways out of the line or be webbed 2.5 s. It comes every 18 s, then 15 s, then 12 s.
- Web Patch · Leg Sweep: Where she lands, a web stays for the rest of the fight (3 m, 40% slower inside): fight her away from it. While she lies stunned there, the tank takes the spot that turns her away from the crew when she wakes. Give her room too: the Leg Sweep is a 4.4 m ring that throws back anyone close, and she uses it most when the crew crowds her.
- Frenzy · Enrage: Below 30% health she moves and strikes 15% faster, and the Web Spray comes more often. The hard enrage is at 10:00: she hits far harder and faster from then on, so be done before it.
Every number by key: The Gilded Weaver, in the Orchard.
The Duskwing
The Gloamhollow: the Moonpool.
A great moth over the Moonpool, grey-violet with a pale skull across its back and six metres of wing. Light draws it, and where it settles the light goes out under its wings.
- Health at key 1
- 39,000 (for a crew of five)
- Hard enrage
- 5:00 into the fight: far harder hits and faster attacks from then on
- Phases
- Phase 1: 100% → 50% · Phase 2: 50% → 0% (the Dive)
- Turns
- 50%: The Moon Goes In
What it does
Its quick blow of a wing on the one it fights, with no ground warning: the tank's to take.
Look for: None: a quick blow, nothing shows on the ground · Does: 19 damage · Comes: On the one it fights
A wide gust at the one it fights. Only the tank stands in front.
Look for: A 115° cone, 5 m long, in front of it, turning with the one it fights; 1.5 s to get clear · Does: 38 damage and knocked back · Comes: On the one it fights, and more when the crew crowds it
A slowing cloud thrown at one of the crew; it lingers. Step out before it lands.
Look for: A circle of 3 m where it lands; 2 s to get clear · Does: 10 damage, 40% slower for 1.5 s and the cloud stays 6 s and hurts 2 a second · Comes: Every 20 s
Settled on a lamp, it is laid open: hit it hard. When it lifts off, that lamp is dark.
Look for: It flies to the lamp with the most of the crew in its light · Does: It takes 25% more damage while settled, for 6 s · Comes: Every 35 s, then 30 s as it weakens
Kill each by a dark lamp to light it again; left alone, they flare.
Does: 3 Lanternwisps · Comes: Every 30 s
It grows stronger while every lamp is dark: light one.
Does: +10% damage each time · Comes: While every lamp in the room is dark, every 10 s
It spirals up out of reach; the lit lamps stay lit. Use the moment to gather the wisps.
Does: It is out of reach for 8 s · Comes: At 50% health
It dives on the lit lamp with the most of you near it. Spread out over the lamps.
Look for: A circle of 4 m on a lit lamp; 2.5 s to get clear · Does: 264 damage to everyone inside, knocked back, then it is stunned 1.2 s · Comes: From phase 2, every 25 s
Kill it before the enrage: it hits far harder from then on.
Does: Far more damage, and faster blows · Comes: At 5:00 into the fight
How to beat it
- Smother: Save your burst for the Smother. It comes every 35 s, then 30 s: it flies to the lit lamp with the most of the crew in its light and settles for 6 s, taking 25% more damage, so hit it with everything. When it lifts off, that lamp is dark.
- Wisps from the Pool · Moonless: Light the lamps again. 3 Lanternwisps rise every 30 s: kill one within 6 m of a dark lamp and the lamp lights; left alone, they flare. While every lamp is dark it gains +10% damage every 10 s, so never let the last one go out.
- Dive: From 50% health it dives every 25 s on the lit lamp with the most of the crew near it. The ring is 4 m and shows 2.5 s before it lands: leave it, and spread over the lamps so fewer of you are inside it. From key 10 a one-shot is more than a full health bar for a damage dealer or a healer, and from key 19 for a tank too.
- Scale Dust: Step out of the Scale Dust: a 3 m circle thrown at one of the crew, 2 s to leave it. The cloud stays 6 s and slows anyone in it by 40%, so don't stand in an old one.
- The Moon Goes In: At 50% health it spirals up out of reach for 8 s. Nothing can hit it, so use the time to kill the wisps and relight the lamps.
- Wingbuffet: Keep it facing away from the crew. The Wingbuffet is a 115° cone, 5 m long, with 1.5 s to see it and a knock-back, and it comes more often when the crew crowds it.
- Enrage: The hard enrage is at 5:00: it hits far harder and faster from then on. The Smother windows are where the damage is, so don't waste one.
Every number by key: The Duskwing, in the Gloamhollow.
Vesperine, the Lampwright
The Gloamhollow: the Lamp Hall.
She lit the Orchard's lamps for years, taught Moth everything he knows, then went down into the Hollow to keep its lights. She is tired of watching the wood burn them out, and she means to keep every one.
- Health at key 1
- 40,300 (for a crew of five)
- Hard enrage
- 6:00 into the fight: far harder hits and faster attacks from then on
- Phases
- Phase 1: 100% → 60% · Phase 2: 60% → 30% (the Kept Lights) · Phase 3: 30% → 0% (Last Light)
- Turns
- 60%: The Gathering · 30%: Last Light
What it does
Her quick blow of the pole on the one she fights, with no ground warning: the tank's to take.
Look for: None: a quick blow, nothing shows on the ground · Does: 20 damage · Comes: On the one she fights
Her pole, swung in an arc at the one she fights. Only the tank stands in front.
Look for: A 69° cone, 3.4 m long, in front of her, turning with the one she fights; 1.5 s to get clear (she holds it drawn back) · Does: 42 damage · Comes: On the one she fights, and more when the crew crowds her
Never on the tank. Carry it away from the others, somewhere the crew won't stand: where it bursts stays Gloam. Two at once in Last Light.
Look for: A circle of 7 m follows one of the crew for 6 s · Does: 264 damage to each one inside when shared, 15% of their health to a carrier alone, the ground within 5 m of where it burst stays Gloam for 12 s · Comes: Every 20 s, then 15 s as she weakens
She puts out the lit brazier with the most of you by it; the safe floor shrinks.
Look for: The ground within 12 m of the brazier · Does: The ground turns to Gloam until a wisp lights the brazier again, a Gloam stack there costing 0.8% of your health a second · Comes: Every 25 s
Her wardens walk the rim putting out every brazier they pass. Pull them apart and kill them before the hall goes dark.
Does: She is out of reach for 12 s, 2 Thornwardens (while two stand within 8 m of each other they take 50% less damage) · Comes: At 60% health
Wisps go for whoever is farthest from her. Kill them before they flare; one killed by a dark brazier lights it.
Does: 2 Lanternwisps · Comes: From phase 2, every 20 s
The dark spreads from every dead brazier; only a lit one holds it back. Pulses hit the whole crew, harder each time, and Kindles come faster: a race.
Does: 2% of everyone's health a pulse, 1% more each time, while the dark spreads from every dark brazier, 1.5 m a second, out to 24 m · Comes: At 30% health, every 3 s
Kill her before the enrage: she hits far harder from then on.
Does: Far more damage, and faster blows · Comes: At 6:00 into the fight
How to beat it
- Kindle: Carry the Kindle away from the others. It comes every 20 s, then 15 s, follows one of the crew (never the tank) for 6 s and bursts in a 7 m ring. Alone, the carrier takes 15% of their health; if two or more stand in it, each takes a one-shot. From key 10 a one-shot is more than a full health bar for a damage dealer or a healer, and from key 19 for a tank too.
- Kindle: Where a Kindle bursts, the ground within 5 m stays Gloam for 12 s: carry it somewhere the crew won't need to stand, and kill a wisp inside the patch to clear it.
- Snuff: Mind the braziers. She puts out the lit one with the most of the crew by it every 25 s until Last Light, and the ground within 12 m turns to Gloam until a wisp is killed within 6 m of it. Don't all stand at one brazier.
- The Gathering: At 60% health she is out of reach for 12 s and calls 2 Thornwardens. They walk the rim and put out every brazier they pass until someone hits or taunts one. Take both with the tank, pull them apart (they take 50% less damage while within 8 m of each other) and kill them before the hall goes dark.
- The Kept Lights: Until Last Light, 2 Lanternwisps leave her lamp-tree every 20 s for the two of the crew farthest from her. Kill them before they flare; one killed by a dark brazier lights it, so use them to light every brazier you can before 30%.
- Last Light: At 30% health it is a race. A pulse every 3 s hits the whole crew for 2% of their health, 1% more each time, and the dark spreads 1.5 m a second from every dark brazier, out to 24 m. Only a lit brazier's 12 m of light holds it back, and no more of her wisps come to light one: fight in the light of the braziers still burning and spend everything you have. The Kindle now comes every 15 s on two of the crew at once, so the carriers keep apart from each other too.
- Hook Pole · Enrage: Her Hook Pole is a 69° cone, 3.4 m long, aimed at the tank (1.5 s to see it): keep her back to the crew. The hard enrage is at 6:00: she hits far harder and faster from then on.
Every number by key: Vesperine, the Lampwright, in the Gloamhollow.
The Gilded Weaver (the Gloamhollow)
The Gloamhollow: the Golden Loom. The same fight as in the Orchard, with the Gloamhollow's numbers.
A golden orb-weaver the size of a cart. She has three moods, and she lets you know when she changes.
- Health at key 1
- 36,400 (for a crew of five)
- Hard enrage
- 5:00 into the fight: far harder hits and faster attacks from then on
- Phases
- Phase 1: 100% → 60% · Phase 2: 60% → 30% (the Brood) · Phase 3: 30% → 0% (faster)
- Turns
- 60%: The Canopy · 30%: The Canopy
What it does
Her quick bite on the one she fights, with no ground warning: the tank's to take.
Look for: None: a quick blow, nothing shows on the ground · Does: 32 damage · Comes: On the one she fights
A bite in a cone in front of her. Only the tank stands there.
Look for: A 63° cone, 3.4 m long, in front of her, turning with the one she fights; 1.5 s to get clear · Does: 50 damage
Venom spat at the one she wants when they stand out of reach. Step out of the circle or be poisoned.
Look for: A circle of 2.4 m where it lands; 2 s to get clear · Does: 15 damage and poisoned: 11 a second for 6 s · Comes: When the one she wants is out of reach
Her answer to a crowd: every leg sweeps around her and throws back whoever is close. Give her room.
Look for: A ring of 4.4 m around her; 2.5 s to get clear · Does: 77 damage and knocked back · Comes: Mostly when the crew crowds her
A long thin line of silk at someone other than the tank. Step sideways out of it or be webbed.
Look for: A 26° cone, 12 m long, in front of her; 2.5 s to get clear · Does: 11 damage and webbed 2.5 s · Comes: Every 18 s, then 15 s, then 12 s as she weakens
She climbs out of reach and marks one of you with a circle that follows you. Lead it away from the crew. When it locks, roll, blink, leap or sprint out: walking is too slow. She lands on whoever is inside, then lies stunned.
Look for: A circle of 3.2 m follows one of the crew for 3 s, then holds still for 0.8 s · Does: 32% of the marked one's health, 8% to anyone else under her, knocked back, then she is stunned 1.8 s · Comes: At 60% and 30% health
Each climb drops egg sacs round her tree. Break them before they hatch: each hatchling she eats makes her hit harder.
Does: 3 Egg Sacs, each hatches after 11.25 s into 2 hatchlings, a hatchling that reaches her gives +10% damage for 60 s, up to 3 at once · Comes: At 60% and 30% health
Where she lands, a slowing web stays for the rest of the fight: fight her away from it.
Look for: Where she lands, the ground within 3 m · Does: 40% slower inside, for the rest of the fight · Comes: At 60% and 30% health
After her first climb, spiderlings keep dropping around her. The tank gathers them; the crew kills them together.
Does: 3 Spiderlings · Comes: From phase 2, every 40 s
In her last third she moves and strikes faster, and Web Spray comes more often.
Comes: From phase 3
Kill her before the enrage: she hits far harder from then on.
Does: Far more damage, and faster blows · Comes: At 5:00 into the fight
How to beat it
- The Canopy: At 60% and 30% health she climbs out of reach and marks one of you. The circle (3.2 m) follows you for 3 s, then holds still 0.8 s before she lands. If it is you, lead it away from the crew, and when it locks roll, blink, leap or sprint out: running alone won't clear it in time.
- The Canopy: Stay out of other people's circles. Her landing takes 32% of the marked one's health and 8% from anyone else under her. She then lies stunned 1.8 s: that is the moment to hit her with everything.
- Egg Sacs: Break the egg sacs. Each climb drops 3 of them, and each hatches 11.25 s later into 2 hatchlings that walk to her. One that reaches her gives her +10% damage for 60 s, up to 3 at once.
- The Brood: From her first climb, 3 spiderlings drop around her every 40 s. The tank gathers them and the crew kills them together.
- Web Spray: The Web Spray goes at someone other than the tank: a thin 26° cone, 12 m long, with 2.5 s to see it. Step sideways out of the line or be webbed 2.5 s. It comes every 18 s, then 15 s, then 12 s.
- Web Patch · Leg Sweep: Where she lands, a web stays for the rest of the fight (3 m, 40% slower inside): fight her away from it. While she lies stunned there, the tank takes the spot that turns her away from the crew when she wakes. Give her room too: the Leg Sweep is a 4.4 m ring that throws back anyone close, and she uses it most when the crew crowds her.
- Frenzy · Enrage: Below 30% health she moves and strikes 15% faster, and the Web Spray comes more often. The hard enrage is at 5:00: she hits far harder and faster from then on, so be done before it.
Every number by key: The Gilded Weaver, in the Gloamhollow.