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Community documentation for Blister Online, build 1327.

The Giant King

Boss · Native to the Big Chungus Steppe

This article is about the creature. For the region, see the Big Chungus Steppe.

The Giant King is a boss creature found in the Big Chungus Steppe. It has 9,000 hitpoints and hits for up to 110, placing it in the top fifty by hitpoints (#15 of 511).

It drops Giant Club and 4 other items, and yields 3,000 experience and 4,200 coins on death. As a boss it attacks on the shortened 0.7-second cadence and announces its arrival in the message log.

Combat statistics

HIT POINTS
9,000
DAMAGE
110
DPS
~157
SPEED
8 / 17.6
EXPERIENCE
3,000
COINS
4,200

At 0.7 seconds a swing for 110, sustained contact costs roughly 157 health per second. The charge multiplier takes it from 8 to 17.6 while closing.

Behaviour

Charges
Multiplies its movement speed while closing mid-range distance, then drops back to base speed on contact. Freezing effects are the only reliable brake.
Heavy
Slow to turn and slow to reposition, but absorbs far more punishment than its tier suggests. Kiting works; trading blows does not.
Boss
Attacks on a 0.7-second cadence instead of the standard 1.1, and announces itself in the message log on spawn. One instance may be alive in its region at a time.

Drops

Drop table — 5 items
ItemQuantityRarityType
Giant Club1AlwaysMaterial
Giant Crown1AlwaysMaterial
Giant Boots1Common · 70%Material
Giant Bone10AlwaysMaterial
Giant Hide8AlwaysMaterial

Coins and experience are awarded separately and are not part of the drop table.

Location

The Giant King spawns inside the Big Chungus Steppe, a region of radius 11 centred on 34, 18. It occupies slot 4 of 4 on that spawn table, and being a unique boss it clears only 0.2% of rolls — and only when no other instance is alive. It shares the table with 4 other creatures.

Others on this spawn table

Strategy

  • Fight in contact or from well outside its approach band; the middle distance is where it doubles speed.
  • Kite it. Trading blows with 9,000 hitpoints on the other side is a losing race.
  • Only one may be alive in the region at a time — clear the trash first so nothing adds mid-fight.
  • At 110 a hit, two connected swings will end most unarmoured players. Armour matters more than damage here.