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Herald Stats

From Vault Hunters Official Wiki

The Herald (Data)

This page contains the raw statistics and mechanics of The Herald, taken from the in-game configuration files. Unlike the main Herald Fight page, this entry focuses on numerical values, attack multipliers, stage mechanics, and entity attributes.

General Information

  • Fight consists of multiple stages (generic stances + Vault God phases).
  • Each stage has unique attributes such as health, damage scaling, and abilities.

Stage Overview

Stage Health Base Attack Damage Speed Notable Mechanics
Generic 1 14,000 28 0.27 Hammersmash, Uppercut, Groundslam, AoE Rage Attack
Wendarr 30,000 – – 12 sparks, radius 40, instant stun if all sparks are broken in time
Generic 2 15,000 32 0.27 Same melee set, stronger values
Velara – – – 5 fixed summon waves, zone-clearing mechanic, mobs despawn between zones
Generic 3 16,000 36 0.27 Same melee set, further increased damage
Tenos – 20 (true damage) – Catalyst waves, chest/inhibitor mechanic, debuffs
Generic 4 24,000 40 0.27 Final melee stance before berserk
Idona 50,000 60 0.30 Blood orbs, berserk scaling, rage attacks

Melee Attack Set

Most generic stances share the same melee moveset with scaling multipliers:

Attack Multiplier Weight
Hammersmash 1.5 1.0
Uppercut 1.0 2.0
Groundslam 0.9 4.0

Idona Melee Modifications

Attack Multiplier Weight
Hammersmash 2.0 1.0
Uppercut 0.8 2.0
Groundslam 0.9 2.0

Rage Attacks include:

  • AoE Close
  • Throw (Idona only)

Phase Details

Wendarr (Spark)

  • Health: 30,000
  • Spark radius: 40
  • Maximum sparks: 12
  • Minimum sparks: 12
  • Damage per spark: 24
  • Stun time per spark: 20 ticks
  • Spark lifespan: 600 ticks (~30s)
  • Breaking all sparks before the timer expires instantly stuns Herald and skips his attack

Velara (Summoning)

Core Mechanics

  • Uses 5 fixed summon waves
  • Gray zones appear on the floor during each wave
  • Players must lure mobs into the zone and kill them inside it
  • Completed zones turn green
  • When a zone is completed:
    • Remaining mobs despawn
    • A new zone appears
    • The next wave begins shortly after
  • After all 5 zones are completed, all mobs despawn and Herald proceeds to the next phase

General Values

  • Spawn radius: 40
  • Group count: 28–64
  • Mob count per spawn: 18–24
  • Maximum alive mobs before next spawn: 64
  • Zones enabled: true

Zone Radius by Difficulty

Difficulty Zone Radius
Piece of Cake 9
Easy 7
Normal 5
Hard 4
Impossible 3
Fragged 2

Zone Progress per Mob Type

Mob Type Progress per Kill
Assassin 0.03
Horde 0.02
Fighter 0.04
Tank 0.05
Dungeon 0.05

Wave Composition

The 5 fixed waves are themed:

Wave Main Mob Types
Wave 1 Horde-style zombies, drowned, husks, piglins, mushrooms, winterwalkers
Wave 2 Skeletons, strays, wither skeletons, spiders, pirates, wraiths
Wave 3 Vault Fighters with netherite swords
Wave 4 Tank-style enemies, horrors, brute enemies, gummy soldiers
Wave 5 Dungeon mobs including piglins, vindicators, skeletons, spiders

Tenos (Catalyst)

Catalyst Waves

  • Wave 1: 3 catalysts
  • Wave 2: 4 catalysts
  • Wave 3: 7 catalysts

Combat Values

  • Projectile damage: 20 true damage
  • Explosion damage multiplier: 1.5
  • Fangs damage: 32
  • Fangs spawn chance: 80%
  • Chest spawn chance: 20%

Negative Effects

Effect Duration Amplifier Chance
Instant Damage Instant II 19.05%
Mining Fatigue 200 ticks III 19.05%
Slow Falling 400 ticks III 23.81%
Slowness 200 ticks IV 23.81%
Blindness 40 ticks II 14.29%

Chest Loot Tables

  • Ornate β†’ `the_vault:boss_ornate`
  • Living β†’ `the_vault:boss_living`
  • Wooden β†’ `the_vault:boss_wooden`
  • Gilded β†’ `the_vault:boss_gilded`

Idona (Berserk)

  • Health: 50,000
  • Base attack damage: 60
  • Base speed: 0.30
  • Maximum speed multiplier: Γ—2.8
  • Maximum base damage multiplier: Γ—3.3
  • Blood orb cooldown: 100 ticks (~5s)
  • Maximum blood orbs: 12

Rage Attacks

Attack Multiplier Weight
Throw 1.0 1.0
AoE Close 1.1 2.0

Notes

  • Damage multipliers apply on top of base attack damage.
  • Generic melee phases steadily scale upward in health and damage.
  • Velara and Tenos are primarily mechanic-focused phases rather than direct melee combat.
  • Idona is the final berserk stage and has the highest damage scaling in the fight.