Iron Chain Jailer
Iron Chain Jailer is the final boss of the Bandits' Den dungeon (level 18). Uses: Tank buster, Chain pull.
Hand-written guide page
Skills
| Skill · sign | When | Numbers | How to handle |
|---|---|---|---|
| Chain PullChain pull | Always | — | You get yanked next to the boss — dash out at once, avoid being pulled into zones. |
| Tank busterTank buster | Always | — | Tank uses damage reduction or swaps to a Tank champion; others stay away. |
“How to handle” comes from the sign. Numbers from game data, build s2. See the 6 signs →
Phase bar
No HP markers — the skill set stays the same all fight.
Phase by phase
- Pull
The Jailer waits in room 3 of the dungeon. The tank turns it away from the group. This dungeon is easier: monster and boss HP + damage × 0.6.
- Chain Pull
The boss swings its chain, then yanks one player next to it. Dash out at once — staying close means eating the next hit.
- Tank buster
Red shield on the tank: a heavy iron smash on one player. Tank mitigates, support pre-heals.
- Repeat until it falls
One phase, 2 skills alternating. Kill it → chest + exit portal in the last room.
Playbook by role
Tank
Taunt to hold the boss, mitigate when the red shield shows. Being chain-pulled is fine — you are already in melee.
Damage
Hit from behind. If pulled in, dash behind the boss again, not in front next to the tank.
Support
Pre-heal the tank on the red shield. Keep heal range — a pulled healer means no heals.
Common mistakes
- The pulled player stays next to the tank and eats the smash.
- Bringing a short-handed real-player party to the portal — both buttons lock; invite more players, or leave the party to Enter with bots.
- Pulling the boss with bandit packs still nearby — extra monsters join.
Suggested lineup
Go with a party of real players, or solo with AI champions (Enter with bots). Character creation gives 3 champions, one per role — enough for this fight.
RodericTank · GuardianTaunt — taunts for 5 s to hold the boss; Shield Quake stuns 1.5 s.
SeleneSupport · ClericPurify — cleanses + heals 150 on the pulled player.
KaelDamage · FighterPeerless Phantom Slash — dash 160 + 50% damage reduction for 1 s — escapes the pull.
AerisDamage · MarksmanWindbreak Shot — 200 range: rarely in the middle of the fight.
Rewards
- Rewards follow dungeon runs: 2 rewarded runs per day (EXP, gold, items, Soul Shards) — run 3+ gives nothing.
- Final boss kill: extra gold (by level: Lv 20 ≈ 2,307 · 50 ≈ 6,475 · 100 ≈ 36,164 gold).
- Dungeon bosses never drop Red.
- Party dungeon rules →


Tank
Damage
Support


