Written by Jason B. He is Coming
The multi-headed Hydra boss in He is Coming poses a brutal challenge, overwhelming players by splitting into independent heads with devastating mechanics. Survivability is nearly impossible without regeneration or armor that scales across phases.
This guide is a WIP.
Understanding the Hydra’s Phases
Each head behaves like a separate mini-boss:
- Poison Head: Applies stacking poison requiring continuous healing
- Acid Head: Erodes armor through sustained damage
- Riptide Head: Deals unavoidable chip damage to bypass defenses
- Stun Head: Skips player turns, demanding high sustain or status resistance
Critical Mechanic: Only the first head activates “battle start” effects. Subsequent phases retain no triggers for bombs, healing-on-entry, or similar mechanics.
Optimal Builds for Victory
Top Strategy: Regen Focus
- Prioritize per-turn healing over burst recovery
- Armor becomes optional with reliable HP sustain
Armor Regen Hybrid
- Essential Items: Redwood Roast, Squire Shield, Grail of Purity
- Requires multiple armor-refresh triggers to counter acid/riptide
Stun-Healing Combo
- Core Gear: Basilisk Fang, Mirror, Diamond Belt
- Stun-lock heads while sustaining through chip damage
Pacifist Build (High Risk)
- Relies on time-based scaling (Life Root Hammer, Marble Mirror)
- Demands perfect RNG to avoid poison/acid debuffs
Ineffective Strategies
- Bomb Builds: Useless after first phase (Cherry Bomb, Razor’s Edge)
- Poison/Acid Spam: Fails against resistant heads
- Glass Cannons: Destroyed by stuns/riptide
- Item Synergy Reliance: Too RNG-dependent for Hydra’s scaling
Universal Hydra-Slaying Items
- Sanguine Morphosis: Random healing procs
- Heart Drinker: Flat regen stacking
- Vampiric Wine (Fused): Game-changing self-sustain
- Purelake Helm: Healing via active armor
This battle tests healing endurance, not DPS. Prioritize survival scaling over all else.
For visual strategies, watch Wanderbots’ Hydra breakdown.