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Oshabi, Avatar of the Grove Farm

Boss
Allflame 3.29
3.2Divine Orb/h (77%)

Updated 9/21/2026

Difficulty

4/5

Complexity

1/5

Overview

Oshabi, Avatar of the Grove is the final boss of the Harvest mechanic, opened with a single Sacred Blossom in the map device. She is a fast, cheap fight with a guaranteed unique from a four-item pool and a guaranteed stack of Sacred Crystallised Lifeforce on every kill, which makes her one of the few bosses that never gives a completely blank run.

Setup

  • One Sacred Blossom per run, placed in the map device, then click the tree in the middle of The Sacred Grove to start the fight.
  • Nothing else is consumed — no fragment set to assemble, no additional scarabs or maps.
  • About 90 seconds per run, end to end: roughly a minute to kill her on a build that can, plus half a minute of portal, travel and loading the Blossom. That is a good build clearing it cleanly, not a floor anyone hits.

The Encounter

  • Vine Barrier — cages you in root walls with a Sacred Suffering patch growing inside; one of the vines has to be destroyed to escape, and the patch it leaves behind persists for the rest of the fight.
  • Sacred Suffering — stacks up to 10 while you are standing on that ground effect, reducing physical damage reduction and maximum resistances, and the Sacred Ashes damage over time applies only while you are on it.
  • Projectile Cascade — fires several projectiles in a row, tracking you.
  • Volatile Orchard — the Primal (blue) phase creates several volatiles that chase you and explode.
  • Vine Hammer — the Vivid (green) phase charges a bulbous root, then slams and repeats two larger pulsating shockwaves in an area, poisoning on hit.
  • Phase colours — she cycles Sacred, Wild, Primal and Vivid, and her damage converts to fire, physical, cold and lightning, and chaos in turn.

How These Numbers Were Calculated

  • The method. These figures are a synthetic 100-kill sample built from the wiki's published drop rates, not recorded runs. A drop chance in percent is read directly as a count over 100 kills: the guaranteed unique pool splits 50/19/19/12, and a 100% drop is counted 100 times. Expenses are one run's Sacred Blossom multiplied by the same 100 runs, and the hourly figure is the net total spread over 100 runs at 90 seconds each — an assumed duration, not a measured one.
  • The rates are estimates. The wiki's table is drawn from n=600 kills spanning versions 3.26.0 to 3.28.0, and the page states plainly that actual drop rates may vary. Over a short run of kills, real results will differ noticeably from the model.
  • Concentration. Two rows carry almost everything: Sacred Crystallised Lifeforce is about 64% of modelled profit and Forbidden Shako, at a 50% share of the guaranteed unique pool, is another 30%. The Shako is also the roll-dependent one — the price here is a plain baseline, and a badly rolled one is worth a fraction of a good one. The other three uniques together contribute about 2%, so a streak without them changes very little.

Prediction calclulations

Total Initial Expenses
13.0Divine Orb
Total Initial Profits
23.2Divine Orb
Initial Profit/hour
4.1Divine Orb/h
Expenses Market Shift
29.0%
Profits Market Shift
6.0%
Prediction
77.0%
Estimated Profit/hour
3.2Divine Orb/h
Expenses for one map
ItemCountInitial CostCurrent ValueTrend

Sacred Blossom

147Chaos Orb61Chaos Orb

+28.8%

Profits
ItemCountInitial CostCurrent ValueTrend

Sacred Crystallised Lifeforce

10054Chaos Orb57Chaos Orb

+4.7%

Forbidden Shako

5050Chaos Orb55Chaos Orb

+10.0%

Law of the Wilds

191Chaos Orb1Chaos Orb

0.0%

Witchhunter's Judgment

192Chaos Orb2Chaos Orb

0.0%

Abhorrent Interrogation

1210Chaos Orb4Chaos Orb

-60.0%

The Aspirant

1425Chaos Orb30Chaos Orb

+19.1%