Pharaoh Akhotep — Level 50 Boss Guide
The finale. Akhotep rises at level 50 with the largest health pool in the game — north of seven million — and he is really three bosses stacked in one sarcophagus. His fight is split into phases at 66% and 33% health, each with its own move set and a faster tempo than the last. The opening is pure theatre: a closed sarcophagus rattles awake for a second and a half before the lid blasts off. Nothing happens during it — no attacks land in either direction — so use the beat to settle into mid-road position rather than opening fire at a coffin.
The phase walls — and the two-second shield
The single most important mechanic: when his health crosses 66% and again at 33%, the sarcophagus regalia shudders, erupts in sand — and he shrugs off all damage for two full seconds. This changes how you spend your burst. Watch his health bar: if a phase wall is close, do not fire the Arcane Comet or expect your crit streak to matter — the invulnerability window eats it. Bank the comet, use the eruption to reposition and clear adds, then unload once the flourish ends. Each new phase also shortens his idle gaps, so the fight only ever accelerates.
Phase 1 (100–66%): rings and slow tornadoes
Two attacks. A teal circle of glyphs — ankh, eye, bird — spins up beneath him, then a nova of a dozen-plus small sand tornadoes radiates outward while geysers erupt along the wavefront; like the Mad King's rings, the gaps widen as the ring travels, so slide sideways into one. Between novas he levels his flail and sends three straight tornado orbs at your position — and these are deliberately slow, noticeably slower than any other boss's aimed shots. A steady strafe in one direction dodges all three. Phase 1 is the exam you have already passed twice; bank damage here, minus the 66% wall.
Phase 2 (66–33%): the charge returns, and the coffins open
He adds a battering charge — mechanically the same as Sir Gundred's: a red lane locks onto your position when the windup starts, so sidestep after it paints. Scarab summons pepper the phase too. But the headline is the coffin summon: he slams his staff, a second sarcophagus erupts from the sand at the back of the arena, rattles, bursts its lid — and pours out eight to fourteen desert monsters in staggered batches before sinking away. It returns roughly every fourteen seconds for the rest of the fight.
Kill the pour as it streams. A comet down the middle of the coffin's lane is perfect here. Every mummy or scarab you leave alive is a diamond leak waiting to happen and — worse — a body crowding the road during phase 3, when you will desperately need empty ground to dodge across.
Phase 3 (33–0%): the quicksand sweeps
The movement final. The road itself begins to churn: a band of rippling quicksand spreads across the entire width of the corridor with a single calm gap, then erupts in sand spikes. Everything outside the gap is hit, hard. The warning window starts at about 1.2 seconds and shrinks slightly with every consecutive sweep, and sweeps alternate with tornado novas while coffins now disgorge even bigger hordes — twelve to twenty monsters each.
Two facts make it survivable. First, the gap is generously wide — read the churn, find the still lane, and commit early; hesitation is what kills. Second, consecutive gaps are guaranteed reachable — the next safe lane always appears within sliding distance of the previous one, never on the far side of the map. So once you're in a gap, stay alert but don't panic-sprint: the next gap will be near. A mid-road bias keeps the most options open.
What you want walking into level 50
- The Arcane Comet, held in reserve. It's the coffin answer and the panic button — just never fire it into a phase wall.
- Sustained-damage skills. Venom Tips keeps ticking through your dodges across a seven-million health pool.
- A formation you can steer. Phase 3 is won with movement. If a merge is pending near the boss gate, a compact squad of veterans is easier to thread through gaps than a wide carpet of basics.
Common mistakes
- Firing the comet just before 66% or 33% — the two-second shield wastes it.
- Ignoring coffin adds in phase 2; they become moving obstacles in phase 3's sweeps.
- Sprinting across the whole road between sweeps — the next gap is always near the last.
- Treating the slow tornado orbs like fast bolts and over-dodging into the nova ring.
Drop the Pharaoh and the desert — and the run — is yours, along with the biggest gem jackpot in the game. Struggling further back? Start with the beginner's guide.
More boss guides: Sir Gundred · Mad King · Rootfather · Pale Widow.