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Combat

Champions and bosses roll affixes from a 20-affix subset of the gear affix pool:

  • Crit Chance, Crit Damage, Crushing Blow, Deep Wounds, Life Leech : offensive combat affixes.
  • Fire, Frost, Poison, Void, Cold : flat elemental damage on hit.
  • Ignite, Infect, Corrupt : elemental DOT applications.
  • Hex, Vicious Mockery : setup debuffs on the target.
  • Fire Resistance, Frost Resistance, Poison Resistance, Void Resistance : defensive cuts.
  • Thorns : reflected damage to melee attackers.

Notably, Evasion is not in the mob pool. Even on a player’s armor it’s a powerful affix, and handing random melee immunity to bosses would make Thorns and Deep-Wounds builds feel awful. Mobs can hit you, but they can’t dodge.

Every affix on this list works mechanically the same way as on a player’s gear. Rarity ranges, scaling factors, and softcaps all match the affix wiki entries. A Boss with Hex curses you just like a player’s Hex weapon would; a Champion with Thorns reflects damage back exactly like a Thorns armor piece.

RoleUncommonRareEpicLegendary
Champion123(never)
Boss2345

A Legendary Boss carries five distinct affixes; an Epic Boss four, and so on. Champions in a Legendary group fall back to the Epic row (3 affixes), since Champion Legendary isn’t a valid combination.


The tier role scales the base mob by a multiplier:

  • Champions have several times the HP of a regular mob and hit about as hard as a regular mob of the same level.
  • Bosses have substantially more HP than champions and hit harder on top of that.
  • Dungeon Bosses, reserved for future content, sit well above regular bosses in both HP and damage.

On top of that tier multiplier, both HP and damage grow with the mob’s mlvl. A mlvl-20 Champion is far deadlier than a mlvl-10 Champion, and the difficulty-tier mlvl bonus feeds directly into this curve. A Legendary Boss in a starter zone is substantially tougher than a neighbouring Uncommon Champion at the same base level.

Party scaling: if a player triggers a group with their party nearby, each online party member within range adds one mlvl to the group’s scaling, up to a cap. The bump is locked in at spawn, so the group keeps its scaling even if the party disperses afterward.


  • Champions are a package deal. They all share affixes. If one Champion is bleeding you out with Deep Wounds, every Champion in that pack has Deep Wounds. The boss is separate: its affixes don’t match the minions’.
  • Bosses outlive champions by a lot. The tier multiplier plus their mlvl bonus means a Legendary Boss can take several times the effort of clearing the entire pack of champions. Thinning out the minions first to stop incoming damage is usually the correct play.
  • Tint colour is the best at-a-glance difficulty read. Green champions drop less than blue, blue less than purple, purple less than gold. A gold boss is always the highest-value encounter in the area.
  • Nat20 loot is champion-only. Native Hytale mobs give you nothing of ours. Affixed wolves, named bosses, and the occasional Legendary encounter are the drivers of gear progression.