Last Judge

A colossal Judge, final guardian of the Blasted Steps, barring the sinful from the Grand Gate into the Citadel.

Last Judge

Statistics

Health
720
Location
Blasted Steps (Grand Gate)
Drops
  • Access to the Citadel
Final arbiter of the Blasted Steps, tasked to ensure only the sinless ever step beyond the Grand Gate. The huge Judge likely stood through countless generations, never defeated, never wavering in their charge.

Background

An extraordinary elder among Judge‑kind, the Last Judge grew to immense proportions while upholding a sacred duty: deny the sinful entry to the Citadel through the Grand Gate. Needolin echoes affirm the creed—‘Only the holy may judge! Only the pure may pass! Smite the sinners! For the Citadel strong!’ Their vigil spans ages, driven by faith in purifying flame. The chained thurible they wield—an incense censer—ties their role as religious enforcer to a literal barrier at the Gate.

In-Game Events

After ringing all five Bell Shrines in Act 1, pilgrims gather at the Grand Gate. Attempting to open it with Needolin summons the Last Judge from the shadows. On first encounter only, they always open with a Thurible Throw aimed at you—this opening strike kills the two pilgrims beside you, showing absolute ruthlessness in denying passage.

Behaviour & Tactics

Starts with a bellow; repeats on Phase 2. All hits (including contact) deal 2 Masks. Phase 2’s fire attacks are telegraphed by smoky incense clouds. Phase 1: • Adjust: Short hops to reposition. • Leap Strike: Jumps to land on your current spot. • Slam: Brief hover, then crashing thurible slam at your position. • Thurible Throw: Flings the censer in an arc; reels it back on chain. • Thurible Spin: Spins the censer around; projectiles deflect harmlessly. Wrist‑twirl telegraphs. Phase 2 Ignition (540 HP): • Blazing Rings: Expanded spin creating concentric fire rings (always on phase start). • Exploding Thurible Throw: Arced throw that explodes on ground before the pullback. • Searing Slam: On impact, two small fire shockwaves travel both ways. • Pillar Charge: Low crouch into a charge, leaving three evenly spaced fire pillars. • Judgement (216 HP, once): Prolonged ring sequence alternating patterns; ends with a brief exhaustion window. • Retributive Explosion (death): After defeat, delayed multi‑explosion (3 Masks each) can still kill you and void the win. Tips: • Magma Bell halves Phase 2 fire damage (2→1). • Leap/Slam are narrow—sidestep and punish; hop the Searing Slam waves. • Throw patterns: dash toward/away to dodge initial arc, then jump the chain pullback. • Pillar Charge: jump over the Judge, then stand between spawned pillars. • Rings require calm, precise weaving; move with gaps. • On kill, retreat immediately to avoid the retributive blasts.

External Links

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