Bosses are large arena-locked encounters that gate level progression. Each one drops the player into a sealed circular or rectangular arena with a unique enemy composition, persistent visual layers, telegraphed attack patterns, and a death cinematic. Defeating one awards bonus XP, currency, extra reward picks, and a custom-tuned pickup cascade.
Stats / variables tables
Roster summary
Boss
Arena shape
Arena size
Closing duration (s)
Terrain
Total HP pool
Bodies
Spawn profile
Kind
Killer Croc
circle
r=350
8
open
6000
1 + 4 anchors
light_pressure
mini
Prism Cluster
circle
r=400
8
open
6000 (4 × 1500)
4 gems
none
mini
Junkrat Captains
rect
700 × 500
8
gauntlet
6000 (3000 + 2 × 1500)
3 captains
heavy_pressure
mini
Digbot Swarm
circle
r=450
8
open
6000 (100 × 60)
100
none
mini
Awakened Mech
circle
r=380
8
hazard_pads
8000
1 (phase-shifting)
crescendo
mini
Hive Queen
circle
r=400
8
pillar_ring
7000 + 4 respawning anchors
1 + 4 anchors
beacon_clearers
mini
Reactor Core
rect
800 × 400
8
corridor
~7000 (3 × 2333 valets)
1 hauler + 3 valets
light_pressure
mini
Doomsayer
circle
r=360
8
pillar_cross
10000
1
storm
mini
Per-boss body composition
Boss
Body
HP
Share pool
Is bar anchor
Targetable
AI
Killer Croc
Croc
6000
yes
yes
yes (while no anchors)
kite_player
Killer Croc
4 × Caiman anchors
external
n/a
no
yes
external
Prism Cluster
Citrine
1500
yes
yes
yes
orbit_center
Prism Cluster
Ruby
1500
yes
no
yes
orbit_center
Prism Cluster
Jade
1500
yes
no
yes
orbit_center
Prism Cluster
Pearl
1500
yes
no
yes
orbit_center
Junkrat Captains
Pierre
3000
yes
yes
yes (while no Marcos)
patrol_random
Junkrat Captains
Marco-A
1500
yes
no
yes
patrol_random
Junkrat Captains
Marco-B
1500
yes
no
yes
patrol_random
Digbot Swarm
Foreman
60
yes
yes
yes
disperse_to_fill
Digbot Swarm
99 × Digbots
60 each
yes
no
yes
disperse_to_fill
Awakened Mech
Loader → Drillbot → Bigbot
8000 (single bar, body swaps)
yes
yes
yes
formation_lock
Hive Queen
Orca
7000
yes
yes
yes (while no stingers)
patrol_random
Hive Queen
4 × Stingers (respawning)
external
n/a
no
yes
external
Reactor Core
Hauler
999999
no
yes
no
hold_center
Reactor Core
3 × Valets
2333 each
yes
no
yes
orbit_center
Doomsayer
Solaris Oracle
10000
yes
yes
yes
hold_center
Phase thresholds
Boss
Phase rule
Thresholds
Awakened Mech
Body swap at HP fractions; ability swaps with body
66% (Loader → Drillbot), 33% (Drillbot → Bigbot)
Killer Croc
Anchors block damage until cleared
4 anchors alive → boss takes 0 damage
Junkrat Captains
Pierre gated by Marcos
Both Marcos must die before Pierre takes damage
Hive Queen
Stinger anchors block damage; respawn on cadence
4 anchors alive → queen takes 0 damage; dead anchors respawn every 12 s
Reactor Core
Hauler untargetable; Valets carry the pool
3 valets dead → encounter ends
Prism Cluster
Each gem 25% of pool; equal share
Per-gem death drains 25%
Digbot Swarm
Each Digbot 1% of pool
Per-body death drains 1%
Doomsayer
Single 90 s judgment ramp; beam fires at t=90 s
30 s / 60 s / 80 s / 85 s / 87 s / 90 s escalation beats
Base enrage timer at level 1 is 120 seconds. Level 1 applies no scaling (multiplier 1.0 across all dimensions). For boss-tier vs mini-tier pools, the boss-tier multiplies HP and per-body damage in the roster by 2 at spawn time.
How it works (gameplay flow)
Boss encounter is triggered when the level type rolls a boss or mini-boss level.
A boss arena is created at the encounter location, shaped circle (radius) or rectangle (width × height) per the boss’s arena config.
Arena closes in over 8 seconds, sealing the play space.
Boss roster spawns at configured positions (center, cardinal compass points, ring around center, or fixed offsets).
Persistent visual layers attach on encounter start: auras, core pulses, orbital rings, rune circles, lattice lines, hex tile shimmers, conduit lines, underglow shadows, edge vignettes, dust motes, floor glow stripes, refraction sweeps. Some layers are arena-scoped, others host-attached.
Bodies use their AI (kite, patrol, hold center, orbit center, disperse to fill, formation lock) and fire abilities on cooldown.
Bodies marked sharesHealthWithBoss drain the shared boss bar when damaged.
Some bosses gate damage to the anchor: Killer Croc by shielded anchors, Junkrat Captains by gated Marcos, Hive Queen by shielded_respawn Stingers, Reactor Core by untargetable Hauler with Valets carrying the pool.
Awakened Mech swaps its body type at 66% HP and 33% HP through respawn_as, swapping abilities and visual palette per phase.
Hive Queen respawns dead Stinger anchors every 12 seconds.
Doomsayer ramps a 90-second escalation timeline ending in a screen-bisecting death beam that one-shots the player.
Each boss can also spawn pressure adds through a spawn profile (none, light pressure, heavy pressure, beacon clearers, crescendo, storm).
On any non-boss sharing body death, the per-body death cinematic fires.
On the final sharing-body death, the encounter-end death cinematic fires (zoom pulses, shockwave stacks, shards bursts, screen tints, edge vignettes, smoke clouds).
After the death cinematic, the reward chamber spawns: bonus XP, currency, extra reward picks, and a custom 5-prop pickup cascade ring (or default 2 Scrap + 1 Mineral + 1 Comet + 1 Magnetar).
Arena tear-down runs and the player resumes the run.
Interactions
Combat system: bullet → enemy collision pipeline drives hit feedback, bar drain, and per-body death triggers.
Affix system: shielded, shielded_respawn, gated, respawn_as, gateGroup affixes control invulnerability, anchor binding, phase swaps, and damage gating.
Ability system: registers each boss ability into the shared registry; cone_slam, aimed_volley, spiral_vortex, radial_burst, beam_sweep, death_beam, wall_sweep, spawn_telegraph, telegraphed_circles patterns drive bullet emission and telegraph rendering.
Enemy system: each boss roster body references an enemy type id (Backwater, Junkrats, Industria, Solaris factions).
AI system: per-body AI ids kite_player, patrol_random, hold_center, orbit_center, disperse_to_fill, formation_lock drive movement.
Arena system: provides shape, radius, cardinal points, ring positions, random points, closing duration, and terrain pattern.
Spawn profile system: drives the pressure-add cadence during the encounter.
Reward system: XP, currency, extra reward picks, and the 5-prop pickup cascade.
Low-perf mode: skips ambient arena layers (dust motes, floor glow stripes, refraction sweep) and reduces per-body persistent layers on mobile.
Level scaling: HP, damage, fire rate, move speed, limb sweep speed, spawner frequency, projectile speed, effect radius, and enrage timer all scale per level with their cap behaviors.
What it does NOT do
Does not roll a true boss-tier encounter from the pool. All shipped bosses are mini-tier. The boss-tier code path doubles HP and per-body damage but never selects from the boss pool until a boss-tier entry is authored.
Does not draw a background loop video. The BossBackgroundLoop data hook exists, but no shipped boss sets it.
Does not provide a HUD text-overlay primitive for ticker messages (“JUDGMENT IN 30”, “JUDGMENT IN 10”). Doomsayer substitutes dread-red tint pulses.
Does not expose a per-hit visual hook in the boss definition contract. Per-hit feedback (Doomsayer’s gold glass-crack, void-purple sparks, starlight sparkles) is driven from the bullet → enemy collision pipeline elsewhere.
Does not directly mutate persistent layer alpha or rotation from one-shot death hooks for layers without cached handles. Death cinematics emit transient burst proxies in those cases.
Does not include a dedicated smoke particle profile. Smoke effects use groundImpactCircle or tinted additiveSparkBurst as proxies.
Does not include a skyward-drift particle profile. Doomsayer’s ascending-souls effect uses standard outward-drifting sparks.
Does not include an attractor field primitive. Hive Queen’s bee silhouette is rendered as a ring of small spark bursts at fixed outline offsets.
Does not drop the outer purple corona layer on Doomsayer’s death beam by default; the perf cut is gated behind a flag set to false.