Infernal Lord
Defeat its body, then survive the heart as it burns itself out.
Public rules and forms
Defeat the body, then face a Heart that loses 40 HP each enemy phase and attacks 4 times for 24.
- Body: 320 HP · 1 × 20 damage per normal hit.
- Inferno can hit EVERY hero for 20 and apply 3 Burn for 3 turns.
- Heart: a new 160-HP pool · 4 × 24 damage per normal hit · loses 40 HP each eligible enemy phase.
- Burns out within 4 eligible enemy phases; player damage and DoTs can finish it sooner.
- Damage beyond the body’s remaining HP does not carry into the Heart.
The Heart keeps the body’s combat identity and statuses. Rebirth is not victory. It acts in the next full enemy phase: the upcoming phase after a player-turn rebirth, or the following full phase after an enemy-phase rebirth.
The Heart loses HP before attacking, even under Freeze or Sleep. It does not attack on the boundary that burns it out, so an undamaged Heart has at most 3 attacking boundaries. Its badge uses ceil(current HP / self-loss) as an upper bound, not a promise of remaining attacks.
Victory and rewards occur once, on final extinction.
Hits can strike the same living hero; Taunt applies independently to normal hits. Armor and Frost Shield absorb normal hits. Evade and on-hit reactions resolve per hit. A burst resolves together: Freeze or Sleep applied during it stops the next action. A form change or the attacker’s death ends its current burst. Normal hit values are before visible status modifiers.
These are permanent public rules, not a preview of an enemy card, next target or authored rotation.
Values above are Surface values. Depth scales HP pools and Heart self-loss together; attack counts, per-hit damage, storm damage and clocks stay unchanged. Current split HP is the actual remaining pool.
Counter Strategies
- ✓ Protect the party before the heart emerges
- ✓ Defense or damage can finish the heart