Zadkiel
Freezing Puppet, Zadkiel: Yoshino's Angel (Chesed). A living rabbit puppet you ride through the air, a breath that seals foes in ice, a 50-block blizzard dome and the Absolute Zero beam.
Freezing Puppet, Zadkiel (氷結傀儡〈ザドキエル〉) is Yoshino Himekawa's Angel, carried by the fourth sephirah, Chesed. It is an Ultimate skill, and an Angel unlike the others: not a weapon or a spell but a creature, a three-metre rabbit puppet that follows you, defends you, carries you through the air and turns the air around it into biting cold. Whatever it freezes all the way ends up in an ice coffin.
Getting the Angel
- Command:
/give @s dateaslime:sephira_chesed, then right-click with the Sephira Crystal: Chesed in hand to absorb it. If you already carry Zadkiel, the crystal refuses you and stays in your inventory. - In survival: the crystal is earned by purifying a Qlipha Crystal of Chesed (the Demon King Astaroth).
Yoshino drops her own (1% chance by default), and the other great bosses can drop one at random. The full loop is explained in
Qlipha Crystals and
Qlipha Hosts (Demon Kings).
Usage
Put Zadkiel in a Tensura skill slot: press that slot's key to fire the selected mode. To switch modes, use Tensura's mode keys or hold G to open the mode wheel. No mode is held: everything fires on a single press.
Every mode except Manifest needs the puppet to be present. Otherwise the message "Zadkiel is not here." appears and nothing is spent.
The puppet
- Arrival: a frost seal opens at your feet, six ice needles rise in a crown, then the puppet drops into the middle (about a second later).
- It follows you a few blocks away. If you get more than 32 blocks away, it reappears right beside you.
- It defends you: whatever hurt you in the last 5 seconds becomes its prey for 10 s. It flies onto it, bites (22 HP) and claws (16 HP) about every 0.7 s, freezing as it goes.
- It has 200 HP, but nothing hurts it except the void. It leaves when you press Manifest again, or when you die.
- It freezes what it flies over: water around it turns to ice and fire goes out.
Riding: right-click your Zadkiel to climb on its back (nobody else can ride it). It flies where you look: move forward while looking up to climb, looking down to dive. Backing up is slow, and when you let go of the controls it hovers in place. You can use its modes from the saddle. Sneak to dismount.
Frost and the ice coffin
Zadkiel's cold deals damage, fills the game's freeze gauge (the powder-snow one that turns the edge of your screen blue) and applies Slowness and Mining Fatigue. When the gauge is full, the ice closes: the target is sealed in an ice coffin.
- It can no longer move and gets Blindness and Weakness III, for up to 6 seconds.
- Every hit on the coffin cracks it: 30 points of damage break it early.
- When it bursts (broken or at the end), the ice falls back on the prisoner: damage, frost and Slowness. That damage depends on the mode that sealed it: 16 HP (Freezing Air), 18 to 22 HP (Blizzard Dome), 34 HP (Absolute Zero).
Needles, walls and coffins are not blocks: they are ice shapes that melt on their own. The terrain, however, changes for good: water freezes into ice, fire goes out, and the strongest effects (the Second Form shockwave, the dome, Absolute Zero) seal lava into obsidian and lay down snow.
Modes
Press. Calls the puppet: the frost seal, the six needles, then Zadkiel in the middle. Press again to send it away.
- Cost: 350 MP to call it, nothing to dismiss it.
- Cooldown: 1 s.
Press. Zadkiel breathes a cone of cold on the creature you aim at (up to 48 blocks; with no target, straight ahead of you). The breath starts after roughly a second of wind-up, lasts 3 seconds and tracks the target.
- Range: 11 blocks, a cone about 50° wide.
- Damage: 7 HP every half second (14 HP per second), constant frost, Slowness II.
- Coffin: about 2.5 s of breath on the same target seals it in ice (16 HP when it bursts).
- Freezes water and puts out fire in front of it.
- Cost: 600 MP. Cooldown: 6 s.
Press. Zadkiel slams the ground: a shockwave 6 blocks around the puppet deals up to 18 HP (half at the edge), throws targets up and freezes them. Then, depending on your stance:
- Standing: a wave of 14 needles bursts from the ground in a line, from the puppet towards where you look, over about twenty blocks. You can see it run: one needle every two ticks.
- Sneaking: 8 needles rise at once in a crown around you (4 blocks tall), like a rampart.
Each needle hurts whatever it pierces as it comes out of the ground (9 HP, more if you stay on it) and lifts it, then slowly freezes whatever remains inside. They last 8 seconds.
- Cost: 700 MP. Cooldown: 8 s.
Press. Zadkiel roars and an arc of 9 pillars more than 5 blocks tall bursts from the ground 4.5 blocks in front of you, from the centre outwards, about 100° wide. Each pillar hurts and lifts whatever it pierces as it rises (9 HP), then freezes whoever stands in it. The wall lasts 12 seconds.
- Cost: 900 MP. Cooldown: 12 s.
Press while aiming at a creature (up to 48 blocks, in line of sight). The strings go slack: Zadkiel flies onto the target on its own and hunts it for 8 seconds, biting (22 HP) and clawing (16 HP) about every 0.7 s, with frost and Slowness. With no target, the message "The strings have nothing to reach." appears.
- Cost: 1,200 MP. Cooldown: 14 s.
Press. A seal opens beneath you and a blizzard dome with a 50-block radius closes around the spot where you stood. For 12 seconds:
- every projectile inside that isn't yours is caught in ice and shatters;
- every creature inside (except you and your mount) builds up frost and gets Slowness II, with no direct damage;
- every second, three frost needles shoot out of the whiteout (about fifteen blocks away) at each intruder: 4 HP and a lot of frost each;
- every skill cast under it is interrupted ("The blizzard froze it."), and the attempt freezes its caster — except for you;
- after two or three seconds the gauge is full: ice coffin (18 to 22 HP when it bursts).
Then the blizzard dies down: four and a half seconds of clearing, during which the dome freezes nothing and a rainbow rises. The dome stays where it was raised.
- Cost: 5,000 MP. Cooldown: 45 s.
Press. Zadkiel grows (×2.8) for 20 seconds and roars; at the end of the roar it slams the ground: a shockwave of about 17 blocks, up to 50 HP. Meanwhile, everything grows with it:
| Effect | Second Form |
|---|---|
| Freezing Air | ×1.7 (range ~19 blocks, 12 HP per puff) |
| Ice Storm | needles ×1.6 taller, shockwave ×2.8 |
| Bite and claw | ×2.8 (62 and 45 HP) |
| Blizzard Dome | 70-block radius |
| Absolute Zero | ×1.8 (damage and width) |
| Riding | ×1.6 faster |
- Cost: 4,500 MP. Cooldown: 50 s.
Press. The shot comes in two stages.
- The inhale (1.8 s): the puppet drinks the water out of the ground and the air. Frost races towards it, the ground freezes over a radius that widens up to 20 blocks, and anything nearby feels the cold rising. That is the warning.
- The lance (4 s): a white beam pours out of its mouth, up to 50 blocks long and about 3 blocks wide, stopping at the first block it meets. It follows your gaze: you sweep it by turning your head.
Whatever the lance touches takes 14 HP, maximum frost and Slowness III, and is sealed in ice on the spot (34 HP when it bursts), even a creature that normally can't freeze. The ground under its path freezes hard, and where it hits, a field of ice needles grows.
- Cost: 9,000 MP. Cooldown: 60 s.
Mode summary
| Mode | Cost | Cooldown | Effect |
|---|---|---|---|
| Manifest | 350 MP (0 to dismiss) | 1 s | Calls or dismisses the puppet |
| Freezing Air | 600 MP | 6 s | 11-block cone of cold, 3 s, coffin |
| Ice Storm | 700 MP | 8 s | Shockwave + needle wave (crown when sneaking) |
| Ice Wall | 900 MP | 12 s | Arc of 9 pillars, 12 s |
| Puppet Strings | 1,200 MP | 14 s | Zadkiel hunts a target alone, 8 s |
| Blizzard Dome | 5,000 MP | 45 s | 50-block dome, 12 s: projectiles frozen, needles, skills interrupted |
| Second Form | 4,500 MP | 50 s | Zadkiel ×2.8 for 20 s |
| Absolute Zero | 9,000 MP | 60 s | 50-block lance, 4 s, instant coffin |
Locks and limits
- One puppet only, and it must be present for every mode except Manifest.
- The cold doesn't tell your allies apart: only you, your mount and whatever you ride are spared. A dome raised in the middle of your friends freezes them too, and interrupts their skills.
- Whatever can't freeze (some creatures, or someone wearing gear that protects from powder snow) doesn't fill its gauge: it gets the Slowness, but neither the breath nor the dome will seal it. Only Absolute Zero seals for sure.
- Needles and pillars are not blocks: they hurt as they rise and freeze whoever stands in them, but they don't act as a solid barrier.
- One coffin per creature. Anyone can break it, including the prisoner's allies; it deals its damage either way.
- The terrain keeps the marks: ice, obsidian and snow stay after the fight. Mind your builds.
Tips
- Breathe, then strike: holding Freezing Air on a target puts it in a coffin; hitting the coffin bursts it sooner and drops its damage on the prisoner.
- Second Form first: cast before Blizzard Dome or Absolute Zero, it makes them bigger (70-block dome, ×1.8 lance). It lasts 20 s: chain quickly.
- Absolute Zero from the saddle: in flight you overlook the field and the lance follows your gaze. Sweep slowly; it seals everything it grazes.
- Sneaking Ice Storm against melee: the crown of needles throws off whoever sticks to you.
- Inside your dome, only you can cast skills: that's the moment for your big moves.
See also
Yoshino — the Spirit who carries it, as a boss
The Angels — all Angels compared
Sephira Crystals and
Qlipha Crystals- Angel Mode Wheel and Controls
