In this guide, we’re going to be looking at the mechanics behind the Ghost King boss fight and what you need to do to survive them.
This main game boss has the most health of the current three, can deal heavy True Magic Damage, and has an instant kill mechanic. So, it’s recommended that on your first fight, you bring along a team healing class, such as a Cleric or Bard.
Let’s jump right into the boss’s abilities.
The Ghost King has a total of 5 damaging moves and a stacking debuff called the Curse of Chilling, which you’ll need to pay attention to throughout the fight.
1. Orb Attack
The first ability we will look at is the Orb Attack, which may be used at any time.
During this fight, the Ghost King will wind up shortly, then send out a fan of five orbs in the direction of the targeted player. Each of these orbs will deal 30 True Magic Damage and apply one stack of Chilling. This attack may be dodged by circling closely around the Ghost King or even ducked under.
If you’re at longer range, you can stand in between the projectiles or try to time your jump to jump over them since they’re affected by gravity and will arc downwards.
The orbs will also be blocked by the environment features. So, with correct positioning, you may hide behind the entrance walls. If a player does happen to get hit by the Orb Attack, the Ghost King will heal for 30 health and spawn a fight-long curse pool at the player’s location.
Standing in this pool will quickly give you stacks of chilling, so try your best to avoid entering them.
2. Teleport Attack
The second ability we will look at is the Teleport Attack.
The Ghost King will teleport to a player and spawn a curse pool at the arriving location. If you’re standing at the arrival location, you’ll take 20 True Magic Damage, be knocked back, and gain one Curse of Chilling stack.
Again, these curse pools will last the entire fight. Do your best to group them and keep the arena open.
3. Earthquake Slam (Slam)
The next ability is the Earthquake (Slam).
The Ghost King will teleport back to the center of the map and rise to the ceiling. After a brief moment, the Ghost King will then slam into the ground and spawn three skull bats. Any players that fail to jump when the Ghost King slams will be killed.
To properly dodge the Earthquake, pay attention to the slight hop that the Ghost King performs while in the air and jump immediately after that. Do not attempt to anticipate the jump. Just react as you’ll not need to worry about any other fight mechanics during this move.
4. Ghost King’s Scream
Next, we have the Ghost King’s Scream.
This is where the Curse of chilling stacks come into play. The Ghost King will pause all moves, hunch over, and let out an arena wide screen. That will deal 10 True Magic Damage. Each Curse of Chilling stack that you have will multiply this value.
So, you’ll need to pay close attention to your status effect icon bar throughout the fight.
The duration of the Curse of Chilling is only 8 seconds long. So, if you’re picking up stacks, just stow your weapons away and keep dodging around until the debuffs expire.
As a general rule, avoid going past four stacks and you’ll be fine. If you’re above 10 stacks, be prepared to leave the arena or ask for help from your Cleric as a Curse of Chilling may be cleansed.
The Ghost King’s Scream ability will be activated at every 20% hp loss from the boss or immediately after a player is killed. So, back-to-back screams may occur.
5. Eating (Feast)
The final ability is Ghost King's Eating or Feast move.
Here, the Ghost King will gain a temporary shield and pursue a player. If they catch their target or any player that walks in front of them, they'll inflict a route and deal 10 True Magic Damage per second. This move in particular would not apply any Curse of Chilling stacks, but still should be avoided as this move alone may be lethal.
If you do have a Cleric on your team, they may cleanse you out of this ability.
Here is a small tip: weapon on hit slows will still apply to the Ghost King during this move. You can use Dark and Darker Gold to buy a good weapon to help you deal damage. So, you can help out your teammate by attacking the boss while they're getting chased.
In summary, we have the Orb Attack that applies the Curse of Chilling and spawns a curse pool on hit.
We have the Teleport Attack, which knocks back applies Curse of Chilling and also spawns a curse pool at the location.
We have the Earthquake (Slam), which has a 60 second cooldown and must be jumped to survive on this one. Just remember to look out for the in-air hop.
We have the Ghost King's Scream, which deals in arena wide 10 True Magic Damage and is increased by each Curse of Chilling stack. This particular move is triggered at every 20% hp lost or one of our players killed.
And finally, we have the Eating or Feast ability in which the Ghost King will chase a player and deal a damaging route if they are caught.
Just a final reminder: this route as well as any number of Curse of Chilling stacks may be cleansed.
On high roller mode, all abilities will deal an initial 50% damage. Now, you know all the Ghost King's moves and abilities.