Herkunftshorn, "Witch King"

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The Witch King himself acts as the main boss of Zwillingstürme im Herbst under the name Herkunftshorn, "Witch King".

Enemy description
The long nightmare awakes. The ersatz night gives way to dawn. Come and witness the death of the king, and the death of the genesis of creation.

Overview

The generational monarch of Leithanien possesses prodigious talents and foresight. Possibly the most powerful wielder of Arts in Terra's history, he has glimpsed the truth of Originium.
—Tooltip in ZT-S-5

True to his irrefutable notoriety as the most powerful caster Terra has ever witnessed in history, the Witch King boasts extremely high HP and RES combined with powerful Arts attacks, although his DEF is lower in comparison. He also possesses a wide variety of tricky abilities designed to blindside and punish an unprepared defense.

  • The Witch King does not move on his own; instead, he periodically teleports into the next checkpoint in his route, first teleporting 5 seconds after spawning and every 38 seconds after.
  • While the Witch King is present, all other enemies take 20% less Physical and Arts damage.
  • The Witch King's attacks deal splash damage to the four tiles adjacent to the target.
  • Punishment of Foolishness: When the Witch King loses 50% of his maximum HP, he will forcibly relocate the two last deployed Operators to other positions.
  • Punishment of Insipidity: The Witch King brands two Operators in his attack range with Marks of Insipidity and deals Arts damage equal to his ATK to friendly units within a radius of 3 tiles, with a cooldown of 10 seconds from when he spawns and every 45 seconds after. If there are Operators branded by Marks of Insipidity when the Witch King uses this ability, they will explode, instantly knocking out the branded Operators and deals Arts damage equal to the Witch King's ATK in the four tiles adjacent to them.
    • The Mark of Insipidity disarms and Silences the branded Operator, raises their aggression level by 1, and can be attacked by friendly units, requiring 5 hits to destroy.
  • Death of Creation: Should 5 minutes have passed from when the Witch King spawns (which will be reset when he enters the second phase and paused during the transition, see below) and he is not defeated by then, he will explode, dealing Arts damage equal to his ATK to all friendly units and reduces the Life Points to 0, resulting in an instant mission failure!
    • A contracting red ring will appear around the Witch King as a warning on the last 20 seconds of the timer.
  • When the Witch King's HP is reduced to 0, he will survive and immediately use Punishment of Foolishness before dealing Arts damage to all friendly units equal to half his ATK and fully restoring his HP over 10 seconds, during which he is invulnerable and disabled. After reviving, the Witch King teleports to a specific position where he will remain for the rest of the operation, the cooldown of his abilities are reset, and he enters the second phase with the following properties:
    • ATK halved and DEF increased by 50%.
    • Attacks now have a global range and deal splash damage to the surrounding eight tiles.
    • The Witch King is protected by a shield which renders him immune to all Physical and Arts damage from a specific direction that varies on the operation.
    • Punishment of Insipidity now only targets one Operator but deals Arts damage to all friendly units, and the explosion from a branded Operator instantly KO'd by the ability now affects the surrounding eight tiles.
    • Disables all Tuning Nodes on the map, which will persist even after the Witch King is defeated. This also alters the variation into one with no changes at all outside of those forced by Sovereign's Edict (see below).
    • Sovereign's Edict: Forcibly activates a variation that alternates between passionate and melancholic for a period of time which varies on the operation, with a cooldown of 10 seconds after the Witch King enters the second phase and every 50 seconds after. Should the Witch King is defeated while a Sovereign's Edict variation is active, it will prematurely end.
      • During a Sovereign's Edict variation, enemies (including the Witch King himself) have their ASPD increased by 10 if the variation is passionate or ATK increased by 10% if the variation is melancholic.
      • Any enemies that are Stunned during a Sovereign's Edict variation will be branded with a golden mark and takes 5000 (8000 at Level 1) Arts damage when it ends.

Appearances

Side Stories ZT-10ZT-EX-8ZT-S-3ZT-S-5

Stats

Lv.HPATKDEFRESMSPDAtk. int.E-RESERST
0
80000
A+
750
B+
600
B
80
S+
1
A
4
C
0
E
0
E
1
100000
S
1000
A
700
B
80
S+
1
A
4
C
0
E
0
E
Addendum
Level 1 stats are used in ZT-EX-8, ZT-S-3, and ZT-S-5.
Attack range 2.2 tiles
Weight 10
Life Point penalty 2
Miscellaneous Cannot be blocked and shifted

Vulnerabilities

Silence Stun Sleep Freeze Levitate Frighten Fear
Immune Immune Immune Immune Immune Vulnerable Immune