Mukuro Hoshimiya
The Spirit of Tiferet and her key Michael: a boss who fights from afar, through space, with keys fired from rifts, seals on the ground, and in her last phase the planted key that seals the arena.
Mukuro Hoshimiya, the Spirit of Tiferet, is a boss who wields
Michael, the key. She never comes into melee: she fights from a distance, through space itself, with keys fired from small rifts, seals that close on the ground and Michael's whole arsenal. 8,500 health, three phases, and one last card you must break in time: the planted key that seals the arena.
Finding her
- By command:
/summon dateaslime:mukuro. - In her sanctum: a colossal lock torn from the earth, floating high in the Overworld sky (placed at Y 214, arena around Y 264). An indigo arena with a golden keyhole and a sparkling star, eleven lock-pin towers, Michael thrust through the rim like a triumphal arch, and an upside-down mountain beneath, circled by meteors and rifts. There is only one per 320-chunk square (about 5,120 blocks).
/locate structure dateaslime:mukuro_sanctumfinds it. See The Sky Sanctums.
In her sanctum, Mukuro awakens about ten seconds after the area loads. If she strays more than 72 blocks away or falls more than 24 blocks below the arena, she is brought back. Once defeated, she returns 180 minutes after she was last seen alive (spiritRespawnMinutes rule, 0 = never; see Gamerules).
Behavior
- She keeps her distance: 13 blocks in general, 16 against someone who fights in melee, 11 against someone who shoots (so her keys arrive before they move). She likes a bit of height.
- She targets skill users first: that is what she closes.
- On first contact she raises her arm and calls Michael. At each phase change she calls out "Lataibu"; entering phase III, she heals 4% (340 health).
- She nullifies spatial attacks, abnormal conditions and paralysis, and resists most damage families. Some affinities get through better than others.
- Like every Spirit, she reads how you fight (distance, strafing, dodged shots, skills cast), leads her shots, adapts to repeated hits, can be staggered and enrages after six minutes. All of it is detailed in
The Spirits.
Attacks
Base damage, before armor, resistances and the Spirits' damage cap. Cooldowns are per technique.
| Attack | Phase | Damage | Cooldown | What it does |
|---|---|---|---|---|
| Key volley (鍵弾) | I | 4 × 14 | 2.25 s | Four small rifts fanned above her shoulders; a key flies out every 0.2 s, aimed where you will be. Her basic attack. |
| Ground seals (閉界) | I | 22 | 8 s | A golden seal on your predicted spot, two on either side of your path, a fourth in front from phase II. They close in 1.3 s (1 s in phase III): whatever is still inside is struck and pinned for 1.5 s. She doesn't need to see you. |
| Repel (斥門) | I | 10 | 7 s | If you are within 6 blocks: space snaps shut around her and throws back everything within 7.5 blocks (plus Slowness II for 1.5 s), and she leaps back. |
| Retreat (退門) | I | 24 | 10 s | Pressed within 7 blocks, she steps through two rifts to reappear 13–17 blocks from you, with a clear view — and leaves a seal where she stood, for whoever was chasing her. |
| Key at your back | I | 30 | 5 s | Between 6 and 30 blocks: the key comes out of a rift behind your predicted position, then turns (Slowness II for 2 s). Punishes circling around her. |
| Segva | I | — | 30 s | Your skills sealed for 10 s (line of sight, 32 blocks). Undoes a deployed Angel. |
| Shot freeze | I | — | 6 s | Projectiles flying at her within 14 blocks hang still in mid-air. |
| Deflection | I | — | 18 s | 6 s during which your projectiles fly back at you. Against archers and casters. |
| Pull | I | — | 16 s | Against someone perched, flying or running (12 to 48 blocks): a rift opens under you; if you are still on it 0.7 s later, you come out 9 blocks in front of her, dismounted, with Slowness III for 1.5 s. |
| Unlock (Lataibu) | I | — | 20 s | Up to 24 blocks: all your beneficial effects are removed and your armor loses 60% for 10 s. |
| Orbiting rifts (環門) | II | 11 per key | 22 s | 8 s of rifts opening in a circle around her and firing on their own, one every 0.6 s (0.45 s in phase III), while she does something else. |
| Meteors | II | 22 each | 22 s | 7 meteorites (9 in phase III) fall on your predicted position and within 6 blocks of it. |
| Lataibu barrage | II | 110 in total | 30 s | The terrain around her is swallowed, then hurled at you block by block (5 to 32 blocks). |
| The planted key | III | — | once | See below. |
The planted key
In phase III, once per fight, Mukuro drives Michael into the ground and forces the lock: "Mukuro plants the key: break her before the world closes". You have 7 seconds.
- While she channels, she only takes 40% damage — but taking 3.5% of her health in three seconds (about 300 health, instead of the usual 7%) is enough to stagger her. The key is then torn out: "The lock gives way: Mukuro staggers".
- If she finishes, the arena is sealed for 30 s within 40 blocks of her: no elytra, no flight, no ender pearls, no chorus fruit. And every player within 40 blocks has their skills sealed for 15 s.
How to beat her
- Keep moving, and change direction. Her seals land where you are going and close the two obvious exits: you get out by doubling back, not by running on.
- Melee has to be earned. Up close, she throws you back, then slips fifteen blocks away leaving a seal behind. Close in as a group, from different angles.
- Archers must pick their moment. She freezes incoming shots and opens her Deflection when she is peppered: wait for it to drop (6 s) before the next volley. Her own keys, on the other hand, can't be sent back with Lataibu, Deflection.
- Don't bet everything on your skills: she targets casters first and seals them for 10 s.
- Save your potions for later: Unlock strips every beneficial effect and weakens your armor.
- Stay in range rather than high up: a perched or flying player gets pulled back in front of her through a rift.
- Vary your damage so you don't feed her adaptation, and coordinate your hits: 7% of her health in three seconds (595 health) staggers her for 1.5 s, and she then takes 25% more damage.
- Keep one big group burst for phase III, to break the planted key.
- No Spirit hit can take more than 20% of your maximum health (25% in phase II, 30% in phase III, a little more when she is enraged): she kills by chaining attacks, never in one blow.
Loot
- 500 experience points.
- Qlipha Crystal of Tiferet (Belphegor's gem), a one-in-a-hundred chance by default (
qliphaDropChancerule). It never despawns and doesn't burn. It is the road to Michael in survival: see
Qlipha Crystals. - The key she holds is never dropped.
- The sanctum's chests (four, one of them only reachable by flying): gold ingots, raw gold and gold blocks, diamonds, emeralds, amethyst shards, bottles o' enchanting, ender pearls, enchanted books, golden apples (very rarely an enchanted golden apple), a spyglass, a lodestone, a recovery compass, crying obsidian; and sometimes netherite scrap, an end crystal, a totem of undying or the Relic music disc.
See also
Michael — her Angel, playable
The Spirits — the Spirits' shared mind- The Sky Sanctums — the sky sanctums
Qlipha Crystals — the gem and its purification
