Vaal Oversoul is the final boss of Act 2, located on the top floor of The Ancient Pyramid. Related quest: Shadow of the Vaal. Location: The Ancient Pyramid(It is connected to The Caverns). One must use The Apex, or the complete amulet from the quest Deal with the Bandits in the Dark Altar in order to summon it. The Apex is required to summon Vaal Oversoul within The Ancient Pyramid. Obtain The Apex by completing Deal with the Bandits quest.
Encounter:
Mechanics:
Strategies:
Rewards:
By understanding the Vaal Oversoul's mechanics and employing strategic tactics, you'll be well on your way to overcoming this formidable guardian and progressing through Path of Exile's captivating storyline.
Lore:
Stats | Resists Fire. Resists Cold. Resists Lightning. Resists Chaos. monster dropped item rarity +% [11000] monster slain experience +% [250] cannot be taunted when taunted ms [0] cannot be stunned for ms after stun finished [2000] cannot be stunned while stunned [1] heal aura owner % max life on death [0] |
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Spectre | N |
Tags | caster, cold_affinity, construct, extra_extra_large_height, fire_affinity, hard_armour, is_unarmed, large_model, lightning_affinity, not_dex, not_int, physical_affinity, ranged, red_blood, slashing_weapon, slow_movement |
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The following values do not include map affix bonuses, monster buff bonuses, altar bonuses, atlas skill bonuses(ex: Thirst for Knowledge -70% damage taken).
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The following values are skill base values and do not include map affix bonuses, monster buff bonuses, altar bonuses, atlas skill bonuses, monster base damage(ex: The Maven 150% multiplier), monster rarity bonuses (ex: unique 70% more, unique attack 33% less).
IncaBossRocksCritical Strike Chance: 0% Cast Time: 4 Second Deals 1598 to 2397 Physical Damage Base duration is 6 seconds One impact every 0.2 seconds is area damage [1] monster penalty against minions damage +% final vs player minions [-25] , | IncaBossSprayCritical Strike Chance: 5% Cast Time: 3.6 Second Projectiles Pierce all Targets Base duration is 8 seconds projectile uses contact direction [1] projectile uses contact position [1] , |
IncaBossTravelCritical Strike Chance: 0% Cast Time: 1 Second Base duration is 3 seconds | IncaBossExplosionCritical Strike Chance: 0% Cast Time: 2.25 Second Never deal Critical Strikes Deals 17% less Damage 50% of Physical Damage Converted to Fire Damage is area damage [1] monster penalty against minions damage +% final vs player minions [-25] , , , |
IncaBossSummonCritical Strike Chance: 0% Cast Time: 4 Second Deals 364.4 to 546.5 Physical Damage 40% more Cast Speed is area damage [1] number of inca minions allowed [8] projectile uses contact direction [1] projectile uses contact position [1] , , | IncaBossLaserCritical Strike Chance: 15% Cast Time: 1.45 Second Deals 4501 to 6752 Lightning Damage Skills Repeat an additional 2 Times 100% chance to Shock enemies active skill shock duration +% final [100] , , |
IncaBossRocksTriggeredFirestorm Critical Strike Chance: 0% Cast Time: 1 Second Flaming bolts rain down over the targeted area. They explode when landing, dealing damage to nearby enemies. Deals 700.8 to 1051 Physical Damage Base duration is 0.9 seconds One impact every 0.3 seconds firestorm base area of effect +% [-50] is area damage [1] monster penalty against minions damage +% final vs player minions [-25] , , , , , , , , , , , , | IncaBossColdSnapTriggeredCold Snap Critical Strike Chance: 0% Cast Time: 1 Second Creates a sudden burst of cold in a targeted area, damaging enemies. This also creates an expanding area which is filled with chilled ground, and deals cold damage over time to enemies. Enemies that die while in the area have a chance to grant Frenzy Charges. The cooldown can be bypassed by expending a Frenzy Charge. Deals 0 to 0 Cold Damage Base duration is 7 seconds Deals 2446.9 Base Cold Damage per second active skill area of effect radius +% final [-50] active skill chill effect +% final [200] is area damage [1] , , , , , , , , , , , , , |
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The following values are skill base values and do not include map affix bonuses, monster buff bonuses, altar bonuses, atlas skill bonuses, monster base damage(ex: The Maven 150% multiplier), monster rarity bonuses (ex: unique 70% more, unique attack 33% less).
IncaBossRocksCritical Strike Chance: 0% Cast Time: 4 Second Deals 1430 to 2145 Physical Damage Base duration is 6 seconds One impact every 0.2 seconds is area damage [1] monster penalty against minions damage +% final vs player minions [-25] , | IncaBossSprayCritical Strike Chance: 5% Cast Time: 3.6 Second Projectiles Pierce all Targets Base duration is 8 seconds projectile uses contact direction [1] projectile uses contact position [1] , |
IncaBossTravelCritical Strike Chance: 0% Cast Time: 1 Second Base duration is 3 seconds | IncaBossExplosionCritical Strike Chance: 0% Cast Time: 2.25 Second Never deal Critical Strikes Deals 17% less Damage 50% of Physical Damage Converted to Fire Damage is area damage [1] monster penalty against minions damage +% final vs player minions [-25] , , , |
IncaBossSummonCritical Strike Chance: 0% Cast Time: 4 Second Deals 331 to 496.4 Physical Damage 40% more Cast Speed is area damage [1] number of inca minions allowed [8] projectile uses contact direction [1] projectile uses contact position [1] , , | IncaBossLaserCritical Strike Chance: 15% Cast Time: 1.45 Second Deals 3993 to 5989 Lightning Damage Skills Repeat an additional 2 Times 100% chance to Shock enemies active skill shock duration +% final [100] , , |
IncaBossRocksTriggeredFirestorm Critical Strike Chance: 0% Cast Time: 1 Second Flaming bolts rain down over the targeted area. They explode when landing, dealing damage to nearby enemies. Deals 634.1 to 951.2 Physical Damage Base duration is 0.9 seconds One impact every 0.3 seconds firestorm base area of effect +% [-50] is area damage [1] monster penalty against minions damage +% final vs player minions [-25] , , , , , , , , , , , , | IncaBossColdSnapTriggeredCold Snap Critical Strike Chance: 0% Cast Time: 1 Second Creates a sudden burst of cold in a targeted area, damaging enemies. This also creates an expanding area which is filled with chilled ground, and deals cold damage over time to enemies. Enemies that die while in the area have a chance to grant Frenzy Charges. The cooldown can be bypassed by expending a Frenzy Charge. Deals 0 to 0 Cold Damage Base duration is 7 seconds Deals 2191.2 Base Cold Damage per second active skill area of effect radius +% final [-50] active skill chill effect +% final [200] is area damage [1] , , , , , , , , , , , , , |
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The following values are skill base values and do not include map affix bonuses, monster buff bonuses, altar bonuses, atlas skill bonuses, monster base damage(ex: The Maven 150% multiplier), monster rarity bonuses (ex: unique 70% more, unique attack 33% less).
IncaBossRocksCritical Strike Chance: 0% Cast Time: 4 Second Deals 1144 to 1717 Physical Damage Base duration is 6 seconds One impact every 0.2 seconds is area damage [1] monster penalty against minions damage +% final vs player minions [-25] , | IncaBossSprayCritical Strike Chance: 5% Cast Time: 3.6 Second Projectiles Pierce all Targets Base duration is 8 seconds projectile uses contact direction [1] projectile uses contact position [1] , |
IncaBossTravelCritical Strike Chance: 0% Cast Time: 1 Second Base duration is 3 seconds | IncaBossExplosionCritical Strike Chance: 0% Cast Time: 2.25 Second Never deal Critical Strikes Deals 17% less Damage 50% of Physical Damage Converted to Fire Damage is area damage [1] monster penalty against minions damage +% final vs player minions [-25] , , , |
IncaBossSummonCritical Strike Chance: 0% Cast Time: 4 Second Deals 272.7 to 409 Physical Damage 40% more Cast Speed is area damage [1] number of inca minions allowed [8] projectile uses contact direction [1] projectile uses contact position [1] , , | IncaBossLaserCritical Strike Chance: 15% Cast Time: 1.45 Second Deals 3137 to 4705 Lightning Damage Skills Repeat an additional 2 Times 100% chance to Shock enemies active skill shock duration +% final [100] , , |
IncaBossRocksTriggeredFirestorm Critical Strike Chance: 0% Cast Time: 1 Second Flaming bolts rain down over the targeted area. They explode when landing, dealing damage to nearby enemies. Deals 518.4 to 777.6 Physical Damage Base duration is 0.9 seconds One impact every 0.3 seconds firestorm base area of effect +% [-50] is area damage [1] monster penalty against minions damage +% final vs player minions [-25] , , , , , , , , , , , , | IncaBossColdSnapTriggeredCold Snap Critical Strike Chance: 0% Cast Time: 1 Second Creates a sudden burst of cold in a targeted area, damaging enemies. This also creates an expanding area which is filled with chilled ground, and deals cold damage over time to enemies. Enemies that die while in the area have a chance to grant Frenzy Charges. The cooldown can be bypassed by expending a Frenzy Charge. Deals 0 to 0 Cold Damage Base duration is 7 seconds Deals 1754.7 Base Cold Damage per second active skill area of effect radius +% final [-50] active skill chill effect +% final [200] is area damage [1] , , , , , , , , , , , , , |
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The following values are skill base values and do not include map affix bonuses, monster buff bonuses, altar bonuses, atlas skill bonuses, monster base damage(ex: The Maven 150% multiplier), monster rarity bonuses (ex: unique 70% more, unique attack 33% less).
IncaBossRocksCritical Strike Chance: 0% Cast Time: 4 Second Deals 863.6 to 1295 Physical Damage Base duration is 6 seconds One impact every 0.2 seconds is area damage [1] monster penalty against minions damage +% final vs player minions [-25] , | IncaBossSprayCritical Strike Chance: 5% Cast Time: 3.6 Second Projectiles Pierce all Targets Base duration is 8 seconds projectile uses contact direction [1] projectile uses contact position [1] , |
IncaBossTravelCritical Strike Chance: 0% Cast Time: 1 Second Base duration is 4 seconds | IncaBossExplosionCritical Strike Chance: 0% Cast Time: 2.25 Second Never deal Critical Strikes Deals 14% less Damage 50% of Physical Damage Converted to Fire Damage is area damage [1] monster penalty against minions damage +% final vs player minions [-25] , , , |
IncaBossSummonCritical Strike Chance: 0% Cast Time: 4 Second Deals 213.4 to 320.1 Physical Damage 40% more Cast Speed is area damage [1] number of inca minions allowed [8] projectile uses contact direction [1] projectile uses contact position [1] , , | IncaBossLaserCritical Strike Chance: 15% Cast Time: 1.45 Second Deals 2314 to 3470 Lightning Damage Skills Repeat an additional 2 Times 100% chance to Shock enemies active skill shock duration +% final [100] , , |
IncaBossRocksTriggeredFirestorm Critical Strike Chance: 0% Cast Time: 1 Second Flaming bolts rain down over the targeted area. They explode when landing, dealing damage to nearby enemies. Deals 401.8 to 602.7 Physical Damage Base duration is 0.9 seconds One impact every 0.3 seconds firestorm base area of effect +% [-50] is area damage [1] monster penalty against minions damage +% final vs player minions [-25] , , , , , , , , , , , , | IncaBossColdSnapTriggeredCold Snap Critical Strike Chance: 0% Cast Time: 1 Second Creates a sudden burst of cold in a targeted area, damaging enemies. This also creates an expanding area which is filled with chilled ground, and deals cold damage over time to enemies. Enemies that die while in the area have a chance to grant Frenzy Charges. The cooldown can be bypassed by expending a Frenzy Charge. Deals 0 to 0 Cold Damage Base duration is 7 seconds Deals 1325.3 Base Cold Damage per second active skill area of effect radius +% final [-50] active skill chill effect +% final [200] is area damage [1] , , , , , , , , , , , , , |
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The following values are skill base values and do not include map affix bonuses, monster buff bonuses, altar bonuses, atlas skill bonuses, monster base damage(ex: The Maven 150% multiplier), monster rarity bonuses (ex: unique 70% more, unique attack 33% less).
IncaBossRocksCritical Strike Chance: 0% Cast Time: 4 Second Deals 649.3 to 973.9 Physical Damage Base duration is 6 seconds One impact every 0.2 seconds is area damage [1] monster penalty against minions damage +% final vs player minions [-25] , | IncaBossSprayCritical Strike Chance: 5% Cast Time: 3.6 Second Projectiles Pierce all Targets Base duration is 8 seconds projectile uses contact direction [1] projectile uses contact position [1] , |
IncaBossTravelCritical Strike Chance: 0% Cast Time: 1 Second Base duration is 5 seconds | IncaBossExplosionCritical Strike Chance: 0% Cast Time: 2.25 Second Never deal Critical Strikes Deals 6% less Damage 50% of Physical Damage Converted to Fire Damage is area damage [1] monster penalty against minions damage +% final vs player minions [-25] , , , |
IncaBossSummonCritical Strike Chance: 0% Cast Time: 4 Second Deals 166.4 to 249.6 Physical Damage 40% more Cast Speed is area damage [1] number of inca minions allowed [8] projectile uses contact direction [1] projectile uses contact position [1] , , | IncaBossLaserCritical Strike Chance: 15% Cast Time: 1.45 Second Deals 1700 to 2550 Lightning Damage Skills Repeat an additional 2 Times 100% chance to Shock enemies active skill shock duration +% final [100] , , |
IncaBossRocksTriggeredFirestorm Critical Strike Chance: 0% Cast Time: 1 Second Flaming bolts rain down over the targeted area. They explode when landing, dealing damage to nearby enemies. Deals 310.3 to 465.5 Physical Damage Base duration is 0.9 seconds One impact every 0.3 seconds firestorm base area of effect +% [-50] is area damage [1] monster penalty against minions damage +% final vs player minions [-25] , , , , , , , , , , , , | IncaBossColdSnapTriggeredCold Snap Critical Strike Chance: 0% Cast Time: 1 Second Creates a sudden burst of cold in a targeted area, damaging enemies. This also creates an expanding area which is filled with chilled ground, and deals cold damage over time to enemies. Enemies that die while in the area have a chance to grant Frenzy Charges. The cooldown can be bypassed by expending a Frenzy Charge. Deals 0 to 0 Cold Damage Base duration is 7 seconds Deals 997.4 Base Cold Damage per second active skill area of effect radius +% final [-50] active skill chill effect +% final [200] is area damage [1] , , , , , , , , , , , , , |
The best counter to its powerful attacks is good mobility. Always pay attention to its movements and see which arm it is using. A good way to avoid sudden spike damage (beam & slam) is to back off and start moving before the cycle of its current ability has finished. This way you are in a safe position to counter its next choice of ability.
The longer, thinner fork arm shoots lightning beams and ice shards. Dodging the lightning beams is important, as it causes Shock on hit, causing you to take 50% increased damage. Having maximum Lightning Resistance at this point is a good safety net, even though the shots are very easy to dodge with simple circling maneuvers. You should try to stay away from the ground ice as it slows down both your movespeed and attack/cast speed, weakening your position considerably.
The bigger ball arm is used for the quake and slam abilities. The slam is slow and relatively easy to dodge. Having very high Armour and fire resistance can help you survive a hit. However, trying to tank it is generally a bad idea as the damage may be unsurvivable for weaker builds. The falling rocks are relatively hard to dodge if they happen to fall near you due to the short time frame you're given to react. A small, non-damaging rock will indicate the location where a bigger rock will fall shortly after. The rocks are more likely to fall further away from Vaal Oversoul, but there's no place guaranteed to be safe.
The third arm is used to summon monsters. The ranged monsters it summons deal high physical damage and chaos damage. The melee monsters are slow and can inflict elemental status effects on hit. A good time to take care of them quickly is when the boss hasn't yet reappeared. While taking care of the monsters, it's a good idea to be ready for when the boss reappears as it can sometimes almost immediately start its next choice of ability. The summoning cycle can be repeated immediately if enough of the summoned monsters have died before the end of the cycle.
Causing the boss to get stunned, while extremely hard to execute considering its life pool, can interrupt its current ability and initiate the next one. The boss can generally repeat most of the abilities multiple times back to back.
When fighting the boss as melee, it is a good idea to play it very safe, as you are extremely vulnerable to its slam attack. The safest time to attack is when Vaal is summoning monsters, as that phase lasts a decent amount of time. It is also possible to attack when Vaal is shooting ice shards, but the duration of this attack is generally shorter. Try not to approach the boss when it teleports near a wall or corner. Not only is your view of the battlefield obstructed, but you also have fewer avenues of escape.
When attempting to tank the slam attack (again, extremely inadvisable), your life pool will matter much less than your fire and physical resistance stats. Using as many Endurance Charges as possible + high armor will propel you to very high physical reduction; having 75% fire resistance will remove 30%-40% of the total damage. This will generally prove ineffective, however, given that the sheer amount of physical damage dealt will still probably kill you due to armor effectiveness scaling.
As ranged, it is important to instantly start moving when he changes his weapon, because if he chooses the Lightning Beam, this can be a deadly strike and it is cast almost instantly after choosing this weapon. Also when he disappears, you should start to move around after a short period of time before he reappears, because it is possible that he chooses the lightning beam instantly which will be fired very quickly after, barely leaving reaction time.
Skill | Effect |
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Lightning Beam | Fires a lightning beam with a 100% chance to cause Shock on hit. One cycle contains 3 shots. |
Ice Shards | Shoots ice shards that spread ground ice on the floor, causing the players walking on it to become chilled. |
Slam | A powerful slam to the ground, dealing massive damage in an area (50% Physical, 50% Fire) with increased critical chance. |
Summoning | Summons monsters. |
Hide | Hides in the ground for several seconds and then emerges in a different location. Triggered after the cycle of summoning monsters. |
Quake | Causes rocks to fall from the ceiling in a random pattern, dealing high physical damage in a small area. |