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Completing all [[Artifact|Artifacts]] and reaching
<span style="color:#ffc000">Level 100</span> unlocks access to '''The Herald Vault'''. 
By interacting with the [[Vault Workstations|Artifact Tome]], the player receives the crystal required to enter the vault and face '''The Herald''', the final boss of Vault Hunters. 


Completing all [[Artifact| Artifacts]] and reaching
== Herald Fight == 
<span style="color:#ffc000">Level 100</span> you will be able to enter '''The Herald Vault''' interacting with the [[Vault Workstations| Artifact Tome]] will give you the crystal needed to be able to adventure and defeat '''The Herald''' final boss of Vault Hunters!.


==Herald Fight==
The Herald fight is divided into a '''normal stance''' and '''four unique phases''', each inspired by the powers of the [[Vault Gods|Vault Gods]]. 
After the Herald’s HP is depleted during normal stance, he shifts into one of the phases. Once a phase is completed, the Herald returns to his normal stance, repeating the cycle until all phases have been overcome. 


Herald has four unique phases and a normal stance switching between each phase once you deplete his normal stance HP Bar.
Each phase introduces unique mechanics and requires different strategies to progress.


He controls the powers of [[Vault Gods| The Vault Gods]] making each phase harder and more challenging requiring special ways to deplete his HP to proceed to the next phase.
=== Phases === 


==Phases==
'''Normal Stance:''' 
The Herald performs melee and heavy melee attacks, dealing consistent damage while frequently knocking players back. 


'''Normal Stance:''' he does normal attacks that deal decent amount of damage with a combination of knocking you far away.
'''<span style="color:#FFAA00">Wendarr Phase:</span>'''
A time-based mechanic where hourglass blocks spawn. These must be destroyed before the Herald fully absorbs their power. If absorption succeeds, he unleashes a devastating arena-wide attack, whose damage scales with the number of absorbed hourglasses. 
After the attack, the Herald becomes vulnerable and stunned with a yellow HP bar. Depleting this bar forces him back into his normal stance. Failure to do so causes the phase to repeat.


'''<span style="color:#FFAA00">Wendarr Phase:</span>''' is a time based mechanic spawning hourglass blocks that you have to destroy in time before he fully absorbs them and unleashes a powerful map wide attack that deals significant damage based on how many hourglasses he absorbed.
'''<span style="color:#55FF55">Velara Phase:</span>'''
A wave-based mechanic. The Herald summons waves of [[Mobs|Vault Mobs]] (including Dungeon Mobs, Assassins, etc.). Defeating all waves depletes his HP and returns him to his normal stance.


Once he unleashes the attack he will be vulnerable again with a yellow bar once thats depleted it will go back to normal stance again, failing to deplete his HP repeats the phase again.
'''<span style="color:#55FFFF">Tenos Phase:</span>''' 
The most dangerous phase. The Herald takes flight, hurling powerful magic attacks that inflict slowing effects and heavy damage. Since some of those attacks deal true damage (similar to instand damge potions) the Resistance stat largly increases survivability in this stage. In the arena center, floating catalysts appear, each symbolizing a type of vault chest (e.g., [[Gilded Chests|Gilded Chest]]). 
Matching chests spawn around the arena, some of which contain inhibitors. Inhibitors must be thrown into the corresponding floating catalysts to damge the Herald.
This mechanic must be completed four times, with each round increasing the number of catalysts required.


'''<span style="color:#55FF55">Velara Phase:</span>''' is a wave mechanic spawning all kind of [[Mobs| Vault Mobs]] (e.g, Dungeon Mobs, Assassins..) to deplete the HP you must finish all waves and once it's done he will go back to normal stance.
'''<span style="color:#FF5555">Idona Phase:</span>'''
The Herald enters a rage, gaining increased HP, speed and dealing way higher damage. Blood orbs are spawned that inflict heavy bleeding damage over time. Completing this phase results in the defeat of '''The Herald'''.


'''<span style="color:#55FFFF">Tenos Phase:</span>''' The deadliest phase he will fly up and becomes vulnerable throwing magic attacks that slow you and deal incredible damage and spawning circle objects in the center representing a type of vault chest (e.g, [[Gilded Chests| Gilded Chest]]..) and he will start spawning chests around the map each chest will have a chance to have an inhibitors.
=== Trophy Rewards === 


Right click inhibitors that corresponds to the flying circles in the middle depleting his HP, you have to do this four times each time increases the amount of circle objects you have to destroy.
Defeating the Herald grants a trophy based on completion time, functioning as a speedrun ranking: 


'''<span style="color:#FF5555">Idona Phase:</span>''' He will have more HP and more damage becoming more angry at you spawning blood orbs that deal significant over time damage bleeding you to death, once you finish this phase he will be dead thus completing '''The Herald'''.
{| class="wikitable"
! Icon
! Trophy
! Defeat Time
|-
| [[File:Invicon_Herald_Platinum.png|50px]]
| Platinum
| 00:00 – 12:00
|-
| [[File:Invicon_Herald_Gold.png|50px]]
| Gold
| 12:00 – 18:00
|-
| [[File:Invicon_Herald_Silver.png|50px]]
| Silver
| 18:00 – 25:00
|-
| [[File:Invicon_Herald_Bronze.png|50px]]
| Bronze
| 25:00 – 1:20:00
|}


==Trophy==
Specific Attack Patterns and Damage numbers can be found on the [[Herald Stats]] page.
 
=== Tips and Tricks === 
 
The Herald is one of the hardest encounters in Vault Hunters, especially for players facing him for the first time. Proper preparation and adapting to each phase can make the difference between success and failure. 
 
* '''Gear Affixes:''' Resistance is a highly recommended affix, as it helps mitigate incoming '''true damage''' from the Tenos phase projectiles and explosions. Additional health and healing support also improve survival across all phases. 
 
* '''Wendarr Phase:''' Sparks spawn in groups with a fixed lifespan of 600 ticks (~30s). A hammer is an effective tool, as multiple sparks can be destroyed simultaneously. Focus on clusters, rather than chasing single sparks, to reduce the amount the Herald can absorb. 
 
* '''Velara Phase:''' Up to 32 mobs can be spawned per wave. therefore Crowd-control skills, cleave weapons, or area of attack damage skills are valuable  to prevent being overwhelmed. Eliminating high-threat dungeon mobs (e.g., witches, piglins, vindicators) early helps reduce incoming damage. 
 
* '''Tenos Phase:''' This is often considered the deadliest phase. Projectiles deal 20 true damage and fangs deal 32 damage with an 80% spawn chance, so maintaining distance and mobility is crucial. Debuffs can include slowness, blindness, and mining fatigue. Movement speed, cleansing abilities, or the Carapace blue [[Trinkets|Trinket]] help counter these effects. A reliable strategy is to farm around 10 inhibitors of each chest type before progressing. Then quickly match them to the floating catalysts to advance through the stage. Players should avoid lingering in the center for too long, as fangs and explosions from aove can deal heavy damage. 
 
* '''Idona Phase:''' Idona spawns blood orbs every 100 ticks (~5s) with a maximum of 12 active. Constant movement is key: running in circles around the arena helps to safely clear blood orbs before they overwhelm the player. Between orb clears, take quick opportunities to land one or two hits on the Herald, then return to kiting to avoid the high-damage melee attacks. 
 
* '''Generic Stances:''' Between phases, the Herald always returns to a melee stance with increased health and damage. His melee attacks (Hammersmash, Uppercut, Groundslam) scale in power each time. Defensive skills and good positioning minimize knockback and allow steady chip damage before the next god phase begins. These stages allow for a bit of resting between difficult stages and taking time to reorganise due to the relatively low amount of damage.
 
Overall, the fight rewards patience and consistency. Learning each phase’s mechanics and adapting gear accordingly will significantly improve chances of victory. 
 
{{VH3}}

Latest revision as of 13:32, 30 September 2025

Completing all Artifacts and reaching Level 100 unlocks access to The Herald Vault. By interacting with the Artifact Tome, the player receives the crystal required to enter the vault and face The Herald, the final boss of Vault Hunters.

Herald Fight

The Herald fight is divided into a normal stance and four unique phases, each inspired by the powers of the Vault Gods. After the Herald’s HP is depleted during normal stance, he shifts into one of the phases. Once a phase is completed, the Herald returns to his normal stance, repeating the cycle until all phases have been overcome.

Each phase introduces unique mechanics and requires different strategies to progress.

Phases

Normal Stance: The Herald performs melee and heavy melee attacks, dealing consistent damage while frequently knocking players back.

Wendarr Phase: A time-based mechanic where hourglass blocks spawn. These must be destroyed before the Herald fully absorbs their power. If absorption succeeds, he unleashes a devastating arena-wide attack, whose damage scales with the number of absorbed hourglasses. After the attack, the Herald becomes vulnerable and stunned with a yellow HP bar. Depleting this bar forces him back into his normal stance. Failure to do so causes the phase to repeat.

Velara Phase: A wave-based mechanic. The Herald summons waves of Vault Mobs (including Dungeon Mobs, Assassins, etc.). Defeating all waves depletes his HP and returns him to his normal stance.

Tenos Phase: The most dangerous phase. The Herald takes flight, hurling powerful magic attacks that inflict slowing effects and heavy damage. Since some of those attacks deal true damage (similar to instand damge potions) the Resistance stat largly increases survivability in this stage. In the arena center, floating catalysts appear, each symbolizing a type of vault chest (e.g., Gilded Chest). Matching chests spawn around the arena, some of which contain inhibitors. Inhibitors must be thrown into the corresponding floating catalysts to damge the Herald. This mechanic must be completed four times, with each round increasing the number of catalysts required.

Idona Phase: The Herald enters a rage, gaining increased HP, speed and dealing way higher damage. Blood orbs are spawned that inflict heavy bleeding damage over time. Completing this phase results in the defeat of The Herald.

Trophy Rewards

Defeating the Herald grants a trophy based on completion time, functioning as a speedrun ranking:

Icon Trophy Defeat Time
Platinum 00:00 – 12:00
Gold 12:00 – 18:00
Silver 18:00 – 25:00
Bronze 25:00 – 1:20:00

Specific Attack Patterns and Damage numbers can be found on the Herald Stats page.

Tips and Tricks

The Herald is one of the hardest encounters in Vault Hunters, especially for players facing him for the first time. Proper preparation and adapting to each phase can make the difference between success and failure.

  • Gear Affixes: Resistance is a highly recommended affix, as it helps mitigate incoming true damage from the Tenos phase projectiles and explosions. Additional health and healing support also improve survival across all phases.
  • Wendarr Phase: Sparks spawn in groups with a fixed lifespan of 600 ticks (~30s). A hammer is an effective tool, as multiple sparks can be destroyed simultaneously. Focus on clusters, rather than chasing single sparks, to reduce the amount the Herald can absorb.
  • Velara Phase: Up to 32 mobs can be spawned per wave. therefore Crowd-control skills, cleave weapons, or area of attack damage skills are valuable to prevent being overwhelmed. Eliminating high-threat dungeon mobs (e.g., witches, piglins, vindicators) early helps reduce incoming damage.
  • Tenos Phase: This is often considered the deadliest phase. Projectiles deal 20 true damage and fangs deal 32 damage with an 80% spawn chance, so maintaining distance and mobility is crucial. Debuffs can include slowness, blindness, and mining fatigue. Movement speed, cleansing abilities, or the Carapace blue Trinket help counter these effects. A reliable strategy is to farm around 10 inhibitors of each chest type before progressing. Then quickly match them to the floating catalysts to advance through the stage. Players should avoid lingering in the center for too long, as fangs and explosions from aove can deal heavy damage.
  • Idona Phase: Idona spawns blood orbs every 100 ticks (~5s) with a maximum of 12 active. Constant movement is key: running in circles around the arena helps to safely clear blood orbs before they overwhelm the player. Between orb clears, take quick opportunities to land one or two hits on the Herald, then return to kiting to avoid the high-damage melee attacks.
  • Generic Stances: Between phases, the Herald always returns to a melee stance with increased health and damage. His melee attacks (Hammersmash, Uppercut, Groundslam) scale in power each time. Defensive skills and good positioning minimize knockback and allow steady chip damage before the next god phase begins. These stages allow for a bit of resting between difficult stages and taking time to reorganise due to the relatively low amount of damage.

Overall, the fight rewards patience and consistency. Learning each phase’s mechanics and adapting gear accordingly will significantly improve chances of victory.