Bosses

The four bosses we cover in depth are not four versions of the same fight. Each one checks something different at the door before it will let you in, and the checks get harder in a clean order: a dungeon that only asks for a level, a world boss that asks for a difficulty tier, an event that asks you to be online on the right evening, and a raid that asks for a specific Combat Rating and seven other people.

That is the order below, because it is also the order you will meet them in. What changes between them is not just the health bar. It is how much of your week the fight is allowed to cost you, and by the end of the list the answer is two attempts.

What each fight asks for

BossThe door checkWhereHow often you can try
The CountessLevel 20 and the Dark Wood storyForgotten TowerAs often as you like
Blood RoseLevel 60 and Hell 1 for the world versionDark Wood, and the same dungeonWhenever the zone event runs
Ancient NightmareBeing online on the right eveningMisty Valley, Mount ZavainWednesdays and Fridays only
Lassal the Flame-SpunCombat Rating 420 and eight playersDemonic Portal, WestmarchTwice a week, Monday and Thursday

The Countess: a level, and nothing else

The Countess is the gentlest door in the game. She waits at the end of the Forgotten Tower in the north of the Dark Wood, the dungeon opens at level 20 once the zone's story is done, and you can go back as many times as you want. You meet her earlier in the Dark Wood questline as an apparition; the fight itself only starts when you step into the centre of her lair.

Her whole moveset is telegraphed. A basic sword swing when you get close, which you strafe out of. Two area attacks, one a half circle and one a full circle after she flies up, both painted red on the floor with a delay long enough to walk out of. Summons, either Bloodsworn Spearwomen or blood bats, which are worth killing early before the numbers matter. And cracks in the floor that damage you if you stand on them and cannot be removed until she dies. She is vulnerable to ranged attacks, which makes her straightforward for a Wizard or a Demon Hunter and a matter of circling for anyone in melee.

The reason to keep coming back is the drop table, and it is worth reading against the rule that governs every Set Item in the game. Her boots and belt come from Hell 1, her amulet and gloves from Hell 2, and her two rings need Hell 4, which is not a quirk of the Countess but the slot rule applied to her table: rings are Hell 4 everywhere in Diablo Immortal. So she is a boss you finish three separate times, at three different tiers, for three different slots.

Blood Rose: the first fight that wants a difficulty tier

Blood Rose is the same boss twice. You fight her first inside the Forgotten Tower as part of the story, where she is an ordinary dungeon encounter. The version that matters is the world boss, and that one is behind a real door: zone events are only visible at Hell 1 or above, which means finishing the campaign on Normal and reaching level 60 first. Our page recommends being at least level 49 before the story version and going in with backup either way.

She has roughly 7.4 million health and, more importantly, heals repeatedly, which is what actually decides the fight. Phase one is two mouths throwing fire orbs plus a spike attack you can hear coming, since she roars before every one, and red circles on the ground marking projectiles. She also summons Dark Creepers as a wall between you and her.

Phase two begins when Lakrii kills herself to strengthen the boss, and it adds two things. A wide red beam with a hitbox large enough that there is no dodging it, only standing to the side of the arena. And an area attack that pulls everyone caught in the circle into the boss, which damages you heavily and heals her, so the mechanic that ends most attempts is also the mechanic that undoes your damage. That is the reason melee struggles here more than anywhere else on this list.

In the Dark Wood the fight has a second purpose. The Purify the Corruption zone event asks you to fill a corruption meter to a hundred percent, and killing Blood Rose fills roughly thirty percent of it in one go, which makes her the fastest route through an event that otherwise takes a while.

Ancient Nightmare: a fight with a timetable

The Ancient Nightmare is the only boss here whose main barrier is the calendar. It appears on Wednesdays and Fridays, at around 8:30 pm, 10 pm and midnight on your server's local time, in the Misty Valley area of Mount Zavain. Miss the window and the answer is to come back in a few days.

It is also two bosses rather than one, and the order is not optional. Lord Martanos, the smaller of the pair, waits west of the Frozen Descent waypoint on his own spawn timer, which you can read off his grave altar. He drops Zakarum Sigils, and Zakarum Sigils are the only thing that will activate the altars on the Ancient Nightmare's path. Fight Martanos first, on a low difficulty if you like, because you are there for the sigils rather than the challenge. Stay at range while you do it, since his area attacks hit hard and he will throw his shield at you.

The Ancient Nightmare itself cannot be damaged at all outside an altar's light. The whole fight is a footrace: get ahead of him, activate an altar with a sigil as he walks into it, and hit him while he is stunned and exposed. Do that enough times and his shield drops, at which point he starts fighting back with area attacks, and the same altars become the thing that protects your group from them. Kill him and a chest spawns nearby with rewards including Enchanted Dust.

Lassal the Flame-Spun: a number at the door, and eight people

Lassal is the hardest door in the game and the only one that names a number. He is the first Helliquary raid boss, standing in the Demonic Portal near Central Square in Westmarch, and he wants a Combat Rating of 420 and a group of eight. Your first attempt does not need the Helliquary levelled at all, but the next Helliquary level against him asks for 1250, and our page's advice is to be comfortably past that rather than exactly at it.

The fight is four phases and they build rather than replace. Phase one is three attacks: a jump onto a telegraphed circle, a small cone in front of him, and a wider version covering roughly 170 degrees. All three are answered the same way, by being behind him. Phase two keeps those and adds Slagspitters and Demon Warriors, and the priority is unambiguous: Slagspitters cannot move but throw high-damage fireballs across the arena, so they die first, and the Demon Warriors barely matter.

Phase three is the one to learn. He summons three boulders, melts them together, and casts a volcanic explosion that will kill people standing in the open. The boulders are not decoration, they are the cover, so the phase is about hiding behind them on the explosion and hitting him in the gaps. Do not stand between the boulders while they merge. Phase four is everything at once plus a Fire Circle debuff on two players that damages the area around them, so it asks you to hold the previous three answers simultaneously and stay out of your own teammates' way. Save the Resurrection Stone for this phase; there is no point spending it earlier.

Rewards are Mystery Equipment, gold, a Chest of Glory for the top three players and Scoria on a ladder that follows your Helliquary level, at ten, fifteen and twenty for levels one to three, with the same amount again for a Warband raid. Beating him also yields the Flame-Twisted Claw trophy, which is a Demonic Remain, and sealing it into the Helliquary is what raises your Combat Rating for the next tier. That loop, the boss gates on the rating and then hands you the thing that raises the rating, is the whole design of the endgame in one fight.

The part worth planning around is that Helliquary raids reset twice a week, on Mondays and Thursdays. Two attempts is the entire weekly budget, so turning up under the Combat Rating bar does not cost you a run, it costs you half a week.

Beyond these four

Two more boss-shaped fights live in other buckets because they belong to a system rather than to themselves. Chaos Herald Pyl is fought inside a difficulty 3 Challenge Rift as part of the Demonic Remains quest, and he is the reason you have a Helliquary at all. Vitaath the Shivering Death is the second Demonic Portal raid boss after Lassal. The dungeons guide covers the dungeon bosses that drop Set Items, and elite monsters covers the Champion, Rare, Legendary and Unique packs that are not bosses but will kill you like one.

Frequently asked questions

When does the Ancient Nightmare spawn? Wednesdays and Fridays, at roughly 8:30 pm, 10 pm and midnight server time, in Misty Valley in Mount Zavain. Kill Lord Martanos first for the Zakarum Sigils or you cannot damage it.

What Combat Rating do I need for Lassal? 420 for the first fight, which needs no Helliquary levelling at all, and 1250 for the next Helliquary level against him.

Can I solo the Countess? Yes, on Normal. The Forgotten Tower is built for a party of four, but it is short enough that a careful solo run gets through it.

Why can I not find any zone events? Nothing of the sort shows up below Hell 1, and reaching that means level 60 with the campaign cleared on Normal. It is the one thing standing between you and Blood Rose as a world boss.

How often can I fight Lassal? Twice a week. Helliquary raids reset on Mondays and Thursdays.