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Hydra: Head of Suffering

Hydra: Head of Suffering — guide

Guide: mechanics, teams, tips
Author: RAID GURU Editorial Updated: 22.10.2026 Reading: ~1 min 0 reviews

Guide: Hydra: Head of Suffering

In short

Hydra: Head of Suffering is one of the heads of the Hydra, the clan boss your clan attacks with Hydra Keys every week. Clearing it pays out Hydra Chests with gear and materials plus clan score. It is worth farming even on low difficulties: a steady gear stream and a solid test of your cleanses and buff removal.

Mechanics

  • The AoE slam — hits the whole team and puts 25% Weaken on everyone for 2 turns. That Weaken cannot be resisted with RES, so only Block Debuffs, Immunity and cleanses save you.
  • Its buff cycle — places a 50% Ally Protect buff on every other head and a 30% Reflect Damage buff on itself, then provokes your champion with the highest C.DMG for 1 turn. Your main nuker swings straight into the reflect.
  • Its single-target hit — damages one champion, applies Pain Link for 3 turns and immediately grants the head an Extra Turn. You have to survive the link: keep cleanses, shields and damage reduction ready.
  • Passive — +50 RES to all heads, −30% damage from AoE attacks, −90% damage from poisons. Damage caps: MAX HP-scaling skills cannot exceed 10% of the head's MAX HP, one HP Burn tick cannot exceed 20,000, Reflect Damage / Warmaster / Giant Slayer cannot exceed 50,000 per attack.
  • Immunities — Stun, Freeze, Sleep, Provoke, Block Active Skills, Block Passive Skills, Fear, True Fear, Petrification, HP exchange and HP balance, cooldown increase and Turn Meter reduction. Controlling heads is a wasted slot.
  • Decapitation — killing a head gives the remaining heads a Shield of roughly 30% of their MAX HP. Decapitated heads grow back, so pure survivability will not win the fight — you need damage.

What your team needs

  • ACC: 150–200 on low difficulties, 250+ on high ones — heads have high RES plus the passive bonus.
  • SPD: 200–250 for supports, 170–200 for damage dealers. Cleanse and buff removal must go between the head's AoE hits.
  • Survivability: 30–35k HP and 2,500–3,000 DEF on everyone, 40–50k HP on the tank.
  • Key effects: Block Debuffs or a cleanse (Weaken cannot be resisted), Decrease DEF and Weaken on the heads, Block Buffs and buff removal (Ally Protect and Reflect Damage), HP Burn as your main damage source, Decrease ATK, shields and healing.
  • Poison and control are out: poison damage is cut by 90% and heads are immune to control debuffs.

Teams

  • Budget: Uugo (lead), Geomancer, Whisper, Rector Drath, Vogoth. Uugo strips and applies Block Buffs with Decrease DEF, Geomancer brings HP Burn and passive chip damage, Whisper bursts a single head, Rector Drath heals, revives and lowers ATK, Vogoth heals passively while he is being hit.
  • Mid-game: Uugo, Demytha, Geomancer, Husk, Athel. Demytha keeps the team alive with Block Damage, Husk adds debuffs and MAX HP damage, Athel brings Weaken and extra damage, Uugo and Geomancer cover cleanse and HP Burn.
  • Endgame: Firrol The Barkhorn (lead), Mithrala Lifebane, Underpriest Brogni, Geomancer, Acrizia. Firrol and Brogni provide shields and defence, Mithrala cleanses and buffs, Geomancer burns, Acrizia finishes heads with single-target damage. No Acrizia? Whisper or any strong single-target nuker works.

Common mistakes

  • Building damage around poison and Warmaster: poison is cut by 90% and mastery procs are capped.
  • Pounding the head through its Reflect Damage buff with an AoE nuker and losing half the team in one turn.
  • Running no cleanse or Block Debuffs: the unresistable Weaken stacks and the AoE wipes you.
  • Spreading damage over three heads instead of decapitating one.

Tips

  • In auto-battle set priorities: cleanse and buff removal first, and switch off AoE skills while the head has reflect up — play those turns manually if you can.
  • Gear sets: Lifesteal or Immortal on damage dealers, Speed + Perception on supports, Relentless on your cleanser for extra turns. Toxic and Stun are nearly useless here.
  • Masteries: Warmaster still adds damage but hits the cap, so do not build the whole plan around it.
  • Decapitate a head right before its AoE turn — removing one damage source for a few turns makes the fight much safer.
  • Put ACC on supports too: Decrease DEF and Block Buffs must land or your damage collapses.

Best champions

rated for: Hydra
Strongest Accessible: rares and epics

Ratings 0–5 for this content from our database. Full ranking: champion catalog sorted by content.

More details

Maiming Jaw:
Attacks all enemies. Applies a 25% Decrease DEF for 2 turns. This debuff cannot be resisted.
Will not apply the [Decrease DEF] debuff to enemies with Increase DEF
[Beheading effect]
Applies a [Shield] to all enemy champions for 2 turns, equal to 30% of their MAX HP, whenever this Head is beheaded.

A2 - Pain Thirst:
Places a 50% [Ally Protection] buff on all heads except this one for 2 turns, then places a 30% [Reflect Damage] buff on this head for 2 turns. Also places a [Provoke] debuff for 1 turn on the enemy with the highest C.DMG

3-Pain Sharing:
Attacks 1 enemy. Places a [Pain Link] debuff for 3 turns, then grants this Head an Extra Turn.

[P]:
Increases the RESISTANCE of all Hydra heads by 50.
Decreases the damage all Hydra Heads receive from AoE attacks by 30%.
Decreases damage received from Poisons by 90%.

Damage from skills whose scale is based on the enemy's MAX HP cannot exceed 10% of the Head's MAX HP when attacking that Head. Damage received per tick from [HP Burn] debuffs cannot exceed 20,000. Damage received from Reflect Damage, Warmaster mastery, or Giant Slayer mastery cannot exceed 50,000 HP per attack. Immune to [Stun], [Freeze], [Sleep], [Provoke], [Block Active Skills], [Block Passive Skills], [Fear], [True Fear], and [Petrification] debuffs. Also immune to HP swap effects, HP balance effects, cooldown increase effects, and Turn Meter decrease effects.

Places a [Shield] buff on all enemy Champions for 2 turns equal to 30% of their MAX HP whenever this Head is decapitated.

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