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Zolth > Elite Mobs > Bosses > Vampire King

Vampire King

Zolth
Last updated: October 18, 2026 8:28 am
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11 Min Read

Vampire King is the final boss of The Vampire Manor, and the throne room fight is a six-phase grind rather than a single target you can burn down and forget. The opening Evoker gives way to an Iron Golem base mob, and the fight steadily adds more ways to knock you around, blind you, freeze you, and punish a careless position.

The King starts with a 20× health multiplier, and that same multiplier carries through his later phases. Damage changes sharply once phase two begins: the opening form has a 0.4× damage multiplier, while phases two through six use 1.3×.

Treat the phase thresholds as checkpoints in your plan. His unique drops and King class loot belong to the final, sixth phase, so the last part of the fight is more than a victory lap.

Overview

Attribute Details
Name Vampire King
Dungeon The Vampire Manor
Type Boss
Base Mob Evoker (opening phase); Iron Golem (phases 2–6)
Level Dynamic
Health Multiplier 20× health multiplier
Damage Multiplier 0.4× damage multiplier (phase 1); 1.3× damage multiplier (phases 2–6)
Custom Appearance Yes, custom disguise
Leash Radius 50 (opening phase)
Follow Distance 50
Phases 6

Difficulty Scaling

The Vampire Manor uses three level-sync settings: Normal is level sync +5, Hard is +0, and Mythic is -5. Dynamic-level enemies scale with the dungeon; the listed health and damage multipliers remain part of their individual profiles.

On Normal, the King uses the Normal claw and gaze variants. Hard brings Wither to the opening phase and phase two, while Mythic also gives the final phase Fireball. Claw and gaze attack cooldowns shorten with difficulty, so the same fight gives you less breathing room as you move up.

Phases

Phase 1 — Vampire King (100% to 99.99%). Evoker base mob; 20× health multiplier and 0.4× damage multiplier. The King has arrow, knockback, and fire protections, with Wither attacks on Hard and Mythic. This form hands the fight to phase two at 99.99% health.

Phase 2 — Vampire King (from 99.99%). The base mob becomes an Iron Golem, damage rises to 1.3×, and Claw Spin enters the fight. Fall-damage immunity joins his other protections; Wither still applies on Hard and Mythic. The next change occurs at 80% health.

Phase 3 — Vampire King (from 80%). Claw Spin remains, and Wither is now active on every difficulty. This phase also has scripts named Summon Vex, Trigger, and Summon Miniboss. The next change occurs at 60% health.

Phase 4 — Vampire King (from 60%). Freeze joins the power set, making close-range contact more punishing. This phase has Trigger Gargoyles and Awaken Garg scripts alongside the other summon trigger, while the Iron Golem base and 1.3× damage multiplier remain. The next change comes at 40% health.

Phase 5 — Vampire King (from 40%). Gaze Attack and Bullet Hell arrive in addition to Claw Spin, Freeze, and Wither. He can now blind and shove players with his gaze, poison those caught close during its follow-up, and launch sustained homing arrows with Bullet Hell. The final change comes at 20% health.

Phase 6 — Vampire King (from 20% until defeat). The final form adds Lightning Attack on every difficulty and Fireball on Mythic, while keeping Freeze, Bullet Hell, Claw Spin, and Gaze Attack. Wither in this final phase is Hard and Mythic only. This is the loot-bearing phase: it awards the King class-loot selection and carries the King’s listed unique drops.

Powers and Abilities

  • Claw Spin: Available in phases 2–6 on every difficulty. When the King is damaged by a player, a directional attack can play an animation, stop his AI, face a direction, and mark a cuboid with particles before the hit zone begins 2.5 seconds later. The zone delivers Instant Damage I and pushes targets four times at 0.5-second intervals. The local cooldown is 20 seconds on Normal, 16.65 seconds on Hard, and 13.3 seconds on Mythic; its global cooldown is 2.5 seconds.
  • Gaze Attack: Active in phases 5–6 on every difficulty. A north- or south-facing cuboid is marked; its physical attack starts 2 seconds later and applies Blindness I while repeatedly pushing targets. Blindness lasts 6 seconds on Normal and Hard, and 10 seconds on Mythic. A follow-up dome of radius 3 applies Poison II for 3 seconds during its repeated pulses. Local cooldowns are 30 seconds on Normal, 25.55 seconds on Hard, and 20 seconds on Mythic; the global cooldown is 2 seconds.
  • Bullet Hell: Active in phases 5–6 on every difficulty. Each player hit on the King can trigger this with a 25% chance and a 20-second cooldown. He stops moving, rises 10 blocks if air permits, then launches a homing arrow every 0.5 seconds for 10 seconds at each Survival or Adventure player within 20 blocks. Arrows stop homing after 10 seconds or once 30 blocks from the target, and the King returns to his starting position.
  • Attack Freeze: Active in phases 4–6 on every difficulty. When he hits a player, the target receives Slowness VI for 3 seconds, becomes surrounded by temporary packed ice for 3 seconds, and sees a freezing visual. This has a 15-second cooldown and a 3-second global cooldown.
  • Attack Wither: On a successful hit, applies Wither I for 3 seconds. It appears on Hard and Mythic in phases 1–2, on every difficulty in phases 3–5, and on Hard and Mythic in phase 6.
  • Attack Lightning: In phase 6 on every difficulty, a player hit against the King triggers a marked strike beneath each player within 20 blocks, subject to a 15-second global cooldown. Critical-hit particles mark the strike point; lightning lands there 3 seconds later.
  • Attack Fireball: In phase 6 on Mythic, once he has a target, he launches an explosive, fire-starting fireball at each Survival or Adventure player within 20 blocks every 8 seconds. The fireballs use explosion power 3.
  • Projectile Immunity: Every phase takes no damage from player projectiles, including arrows and tridents. You cannot wear him down safely with a bow.
  • Knockback Immunity: Every phase resists knockback, so pushing the King away is not a way to make space.
  • Fire Resistance: Every phase has permanent Fire Resistance.
  • Fall Damage Immunity: Phases 2–6 take no fall damage.

Summoned Reinforcements

From phase three, the King uses a Summon Vex script. The summoned Batling is a Vex with a 0.2× health multiplier and 0.2× damage multiplier; its Attack Vacuum pulls a player toward it when it hits, and it has permanent Fire Resistance.

Later phases also trigger a miniboss and gargoyle activity. Be ready for extra threats while fighting the King, rather than assuming that every target on the screen is part of his main health bar.

What It Says

  • Spawn: “The Vampire King glides back to his throne…”
  • Death: “The Vampire King has been smitten!”
  • Escape: “Darkness flees, but for how long…”

Class Loot

Necrotic Heart, Nightshade Bow, Gothic Reaper, Fanged Leggings, Fanged Helm, Fanged Plate, Fanged Boots

Quests

The Heart of Evil! requires the Vampire King as a kill objective.

How to Beat It

Start with the one rule that never changes: player-fired projectiles cannot hurt the King. His knockback immunity also rules out pushing him away, so pay attention to his position and attack timings instead of trying to control the whole fight with ranged hits.

Watch for the Claw Spin particle pattern. Its physical hit begins after a 2.5-second delay; a marked cuboid is your warning to leave that area before the repeated damage and pushes begin. By Mythic, the claw attack cycles more often, so do not treat a short gap between swings as a long safe window.

From phase four, a hit can trap you in packed ice with heavy Slowness. Phase five is where positioning matters most: the gaze brings blindness and forceful pushes, while staying within the radius-3 poison dome after the gaze is a separate mistake.

During Bullet Hell, note when the King rises and starts firing at players within 20 blocks. The arrows track moving targets, so do not count on standing still to outlast the barrage; the attack lasts 10 seconds before the boss returns.

In phase six, move away from the marked lightning strike spots within the 3-second warning. On Mythic, the recurring fireballs add another reason to keep track of the boss while dealing with his other attacks. The loot is tied to this last phase, so finishing the whole sequence is what pays off.

See Also

  • Vampire Kain
  • Miasma Totem
  • Vampire Necromancer Supreme
  • Gargoyle Sentinel
Related Articles:
  • Glossary: Lava Muncher
  • Glossary: Lesser Vampire
  • Glossary: Miasma Totem
  • Glossary: Teleporter
  • Glossary: Vampire Brute
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