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
| Item | Quantity | Rarity | Type |
|---|---|---|---|
| Giant Club | 1 | Always | Material |
| Giant Crown | 1 | Always | Material |
| Giant Boots | 1 | Common · 70% | Material |
| Giant Bone | 10 | Always | Material |
| Giant Hide | 8 | Always | Material |
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
- Beanstalk Sprite 120 HP
- Hill Giant 1,800 HP
- Cloud Giant 2,600 HP
- Chungus Beast 300 HP
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.