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Guide on mini-bosses and the final boss - Imperia in Nest of Thorns in Crownfall Act 4

22.11.2024
1 548
6 min.

Nest of Thorns  is the final mini-game of Act 4 of Crownfall. Features of the game and general tips on its playthrough you can find here. In this guide, we will detail how to deal with the mini-bosses and the final boss - Imperia.

Minibosses:

  • The Granite Legion is a golem that has no active abilities, but has a large amount of health. Upon death, it splits into three smaller golems, which are slightly faster but also easier to kill. The three medium golems will disintegrate again when killed. The tiny golems are very fast and deal a lot of damage. To avoid problems with this boss it is worth providing yourself with good damage and movement speed.

  • The Cinderguard - five mages launch fireballs that deal a lot of damage. The difficulty is that you can only attack one of the mages. Four will be invulnerable until you kill the first one, at which point a random one of the remaining ones will lose immunity - and so on until you've dealt with all of them.

  • The Wailing Mass  is a ball that increases in size, speeds up, and deals more damage the longer it rolls (like a snowball). Disable abilities are useful against it to slow it down, but it's also important to have enough damage.

  • The Evershade - also has no active skills, but has three lives and a significant amount of health. It gets faster with each revival, so after each kill you shouldn't stand next to it - it's better to take advantage of the time and increase the distance. Disable abilities won't be out of place here either, not to mention the damage.

Go to fight bosses as soon as possible. At the late stages, the large number of mobs will make it difficult to fight.

All mini-bosses, except The Cinderguard who don't move, can be driven all over the arena, so you don't have to fight them at the summoning point.

Final boss - Imperia

Before meeting with the Imperia it is desirable to have the maximum amount of health, because when moving to the room with the final boss, your HP will not be restored, but will be equal to the one that was at the end of the first phase. Therefore, near the end of the first phase, keep an eye on your health.

If you have enough power up for 12 or 13 (depending on the difficulty) minutes - it won't be difficult to deal with the Imperia. Its most dangerous ability is launching fireballs in all directions, which you can hide from behind columns or just move as far away as possible. There are 4 columns in total, and once the ability casts, the column you were standing behind will be destroyed. It's worth noting that Empire is invulnerable while this ability is being used.

The red flashes that the boss will sometimes create do little damage, but on first passes when you have low health regeneration and damage resistance, it's worth to avoid them and dodging a fireballs.

Sometimes the Imperia will summon various creeps, but if you managed to pass the first phase, they are unlikely to pose a threat to you.

If you stand under the boss model - you will start taking damage. This can be used in a build with Counter Helix and Stampede, which is described in detail here.

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