The Avatar of the Forgotten King is an event boss that drops the entrance to The Shatters, and has a very small chance of dropping the Tablet of the King’s Avatar.
Charged with guarding the only entrance to The Shatters. Within is a dark power which once sought to take over Oryx’s Realm. (Steam Trading Card: Avatar of the Forgotten King)
Immune to Daze
Immune to Paralyze
Immune to Stasis
Immune to Stun
Level 20 Quest
Counts toward God Kills
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Confused for 4s
Unstable for 4s
Unstable for 4s
The Avatar is battled in its own special setpiece that has four pools of Pure Evil in the corners that deal damage on contact. There are also 4 Killer Pillars in the corners that activate during Phase 4. The boss does not move.
Has the Armored status effect activated most of the time (~81%), resulting in 180 defense. Only during the time when it’s flashing red (once it stops firing shots), the Avatar is not Armored.
When not in a phase, the Avatar will use the following attacks in order:
- Firing thick waves of Fire Spinners in 3 directions around it
- A 6-armed counterclockwise-rotating spiral of Fire Bullets
- Two 8-armed spirals of Fire Spinners (one rotating clockwise and one counterclockwise)
- Another 6-armed spiral of Fire Bullets, this time rotating clockwise before changing direction
After these attacks, the Avatar will flash red and stop shooting for about 3 seconds, allowing players to attack it.
Avoid the confuse stars at all times (unless you have mastered confuse controls) as this can result in walking into the avatar and insta popping your character.
While not in any phase, the Avatar might shout one of these taunts:
“Foolish whelps…leave me be…”
“I must gather my strength..”
“LEAVE THIS PLACE!”
The Boss will enter these phases in order at certain HP intervals, approximately every time it loses 1/5 HP. During a phase, the Avatar is invulnerable until all its summons are destroyed.
Phase 1: Shades of the Avatar
Taunt: “Be consumed by shadow!”
The Boss summons 8 Shades of the Avatar around it that remain stationary and fire at nearby players while healing each other frequently for large amounts of health.
Phase 2: Eyes of the Avatar
Taunt: “EYE see you!”
The Boss spawns a large group of Eyes of the Avatar that orbit the boss while firing aimed white bullets. An important note is that the Eyes must be all killed within 10 seconds, otherwise they will respawn.
Phase 3: Blobombs
Taunt: “You shall be food for the ether. Blobs, attack!”
The Avatar summons several waves of Blobombs from the pools around his arena that chase players and attempt to explode on them. Note that after summoning the Blobombs, he will immediately become vulnerable and resume attacking.
Phase 4: Killer Pillars
Taunt: “You leave me no choice…”
“ACTIVATING PILLAR DEFENSES.”
“Fools, this should take care of you.”
The 4 Killer Pillars around the boss activate one at a time, starting with the upper left one and rotating counter-clockwise around the arena. Once activated, the Pillars fire massive waves of highly-damaging bullets before becoming vulnerable and stopping for a few seconds.
Taunt: “YOU KNOW NOT WHAT YOU HAVE DONE!”
The Avatar flashes red, then explodes into a nova of Fire Bullets, leaving behind all your hard-earned loot and if you’re lucky, a portal to The Shatters.
Shades of the Avatar
Eye of the Avatar
Killer Pillar (becomes active during phase 4)
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Tips and Strategies
- It may be best to clear the area around the Avatar before initiating battle, especially if it spawns in the Godlands.
- You may require a moderately sized group of players to beat the Avatar, as the first two phases require a certain level of DPS to be surpassed.
- Stay away from the Avatar if you are low level. Not only are you susceptible to a quick death, but also you have a very small chance of landing any loot.
- Players with slow computers are also advised to avoid Avatars, especially in crowded realms as the large amount of shots will cause massive amounts of lag.
Between phases: Spirals
- This should go without saying, but DO NOT STAND ON the Avatar when it is firing its bullets, or when a phase is about to end. You WILL die.
- The safest technique is to just maintain distance from the Avatar when it fires spiral after spiral of attacks. However, the only window to deal damage is when he flashes red and stops attacking.
- Staff, bow and wand characters can stand a few (~7) tiles away from the Avatar and be able to fit between the fire spirals and continuously deal damage. Note that you cannot fit between the stars, so either back up or circle with them. An example of using this technique can be found here.
- Alternatively, the player can circle with the shots and continuously deal damage. Note that this technique is extremely risky, and will result in death if not executed properly. An example of using this technique can be found here. Not recommended for unmaxed characters.
Phase 1: Shades - Difficulty rank: 1
- Do not stand on the tile the Shades will be spawning. A full shotgun can deal up to 716 damage immediately, which is enough to kill - if not heavily cripple - an unmaxed character.
- A considerable amount of DPS is required to do this phase successfully. Therefore, warriors, paladins and Ogmurs are invaluable.
- The Shades themselves pose little threat to most players. However, be wary as to not take too many shots as they deal high amounts of damage per shot.
- When in a group, it is best to aim the same shade to deal as much DPS as possible.
Phase 2: Eyes - Difficulty rank: 4
- A large amount of DPS is required to pass this phase. Similar to the first phase, warriors, paladins and Ogmurs are very valuable.
- Also note that paralyzing abilities from Archers and Huntresses and poison from Assassins can make the phase significantly easier.
- All 6 Eyes of each wave must be killed within 10 seconds or another set will spawn. This adds up to about 1900 damage that must be dealt total every second to successfully kill all Eyes and move to the next phase.
- A proceeding wave will only spawn if at least 1 Eye from the previous wave has been killed. (To be verified)
- The Eyes, similar to the Shades, pose little threat to the player. However, as many eyes can be present at a time, the damage can stack up to phenomenal amounts.
Phase 3: Blobs - Difficulty rank: 4
Three waves of 8 blobs spawn during the whole phase from the four pools of pure evil (purple water). The first wave being the easiest, as the Avatar does not fire any bullets, but is also invulnerable. The second wave has the Avatar firing the stars in three directions. The final and most dangerous wave will spawn when the Avatar enters its regular firing pattern. This phase should not be taken lightly the blobs will try to come close to you, even an 8/8 knight cannot take every projectile from the blobomb without dying.
- By far the most deceiving part of the battle, many disregard Blobombs as harmless. However, be informed that taking even a few of the many shots they fire, multiplied by each blob that spawns, CAN kill you.
- The strategy for dealing with them is simple. Shoot and kill or trigger and kill, both being uniquely (moderately) risky.
- Shooting and killing them is self-explanatory. However, make sure to not accidentally trigger the Blobombs.
- To trigger the bombs, simply touch them and back off. There is a small interval between you touching them and them exploding (signified by them flashing red). Note that this is significantly harder to do safely during the third wave of blobs. Not recommended for unmaxed characters.
Phase 4: Killer Pillars - Difficulty rank: 2
- For starters; DO NOT STAND ON the pillars. Ever. Doing so will lead to death to even a maxed knight.
- The first pillar to fire is the north-west pillar, followed by the south-west (NW, SW, SE, NE) in an anticlockwise direction, so be sure to stay away from the pillar that will fire next.
- Since the pillars have effectively 140 defense, paired with 25000 HP, killing a pillar singlehandedly will take a long time. However, note that damage dealt will not be replenished like in the first phase. Therefore, this phase is doable even by a level 1 priest with a T0 wand.
- It is advised against stunning the pillar during the damage phase, as after the stun ends, the pillar will shoot out a ring of stacked shots (depending on how long it was stunned) similar to a stunned Headless Horseman. These are very much capable of instantaneously killing any character if not careful.
Warrior and Paladin
- Warriors and paladins are capable of upping even a small group’s DPS.
- Recommended: T5+ helm/seal
- Note: The speedy provided by the tiered helmets can be dangerous if the user is not ready for the burst of speed.
Paladin * Oreo
- Paladins with an Oreo can tank shots for a group for a few seconds to make it easier to deal damage. Execute at own risk. Not recommended for unmaxed characters.
Priest * Prot / Warrior * Jugg
- Similar to a pally with an oreo, these players can tank shots for a group, however at a higher risk. Execute at own risk. Not recommended for unmaxed characters.
- Simply put, the presence of tomes shrinks the chance of death.
- Recommended: T5+ tomes
- Note: The speedy provided by the T6 tome can be dangerous if the user is not ready for the burst of speed.
Priest * Puri/Geb Book
- A priest able to purify can easily save anyone who is inflicted with confused and/or unstable.
- Note: The speedy provided by Geb Book can be dangerous if the user is not ready for the burst of speed.
Knight * Ogmur
- Due to the high defense of the Avatar and the related goons, the armor break that Ogmur provides is invaluable to a group, especially a small one.
- Due to the Assassin’s poison ignoring armor, the Avatar’s health can be chunked much faster. Thus, it is very easy for an Assassin to land enough damage to get loot.
- Landing a poison on all 6 Eyes during the second phase greatly helps with clearing them out.
- Recommended: T4+ poison
Assassin * Plague
- Since poisons can hit through invulnerability, Plague’s uniquely long duration means that properly timed poisons can have the Assassin dealing damage throughout the fight.
- Similar to the Assassin’s poison, the Pierce spell scores the wizard a massive amount of damage (about 1680 HP per spell), especially considering that the Avatar lies on the center of a tile, meaning perfect spell bombs all the way.
Archer/Huntress * Dbow
- The atomic damage that Dbows deal easily bypasses many of the enemies’ defenses, making the bow classes much more.
- Paralysis from the Archer’s quiver can help greatly with the second phase.
Huntress * Ctrap
- Acting as a more reliable form of paralysis, Huntresses with Ctrap can more easily paralyze the Eyes.
- Sorcerer (T3+ Sceptre) - Phase 2
- Mystic - Warning: You cannot stasis the Blobombs.