What it is

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

BossArena shapeArena sizeClosing duration (s)TerrainTotal HP poolBodiesSpawn profileKind
Killer Croccircler=3508open60001 + 4 anchorslight_pressuremini
Prism Clustercircler=4008open6000 (4 × 1500)4 gemsnonemini
Junkrat Captainsrect700 × 5008gauntlet6000 (3000 + 2 × 1500)3 captainsheavy_pressuremini
Digbot Swarmcircler=4508open6000 (100 × 60)100nonemini
Awakened Mechcircler=3808hazard_pads80001 (phase-shifting)crescendomini
Hive Queencircler=4008pillar_ring7000 + 4 respawning anchors1 + 4 anchorsbeacon_clearersmini
Reactor Corerect800 × 4008corridor~7000 (3 × 2333 valets)1 hauler + 3 valetslight_pressuremini
Doomsayercircler=3608pillar_cross100001stormmini

Per-boss body composition

BossBodyHPShare poolIs bar anchorTargetableAI
Killer CrocCroc6000yesyesyes (while no anchors)kite_player
Killer Croc4 × Caiman anchorsexternaln/anoyesexternal
Prism ClusterCitrine1500yesyesyesorbit_center
Prism ClusterRuby1500yesnoyesorbit_center
Prism ClusterJade1500yesnoyesorbit_center
Prism ClusterPearl1500yesnoyesorbit_center
Junkrat CaptainsPierre3000yesyesyes (while no Marcos)patrol_random
Junkrat CaptainsMarco-A1500yesnoyespatrol_random
Junkrat CaptainsMarco-B1500yesnoyespatrol_random
Digbot SwarmForeman60yesyesyesdisperse_to_fill
Digbot Swarm99 × Digbots60 eachyesnoyesdisperse_to_fill
Awakened MechLoader → Drillbot → Bigbot8000 (single bar, body swaps)yesyesyesformation_lock
Hive QueenOrca7000yesyesyes (while no stingers)patrol_random
Hive Queen4 × Stingers (respawning)externaln/anoyesexternal
Reactor CoreHauler999999noyesnohold_center
Reactor Core3 × Valets2333 eachyesnoyesorbit_center
DoomsayerSolaris Oracle10000yesyesyeshold_center

Phase thresholds

BossPhase ruleThresholds
Awakened MechBody swap at HP fractions; ability swaps with body66% (Loader → Drillbot), 33% (Drillbot → Bigbot)
Killer CrocAnchors block damage until cleared4 anchors alive → boss takes 0 damage
Junkrat CaptainsPierre gated by MarcosBoth Marcos must die before Pierre takes damage
Hive QueenStinger anchors block damage; respawn on cadence4 anchors alive → queen takes 0 damage; dead anchors respawn every 12 s
Reactor CoreHauler untargetable; Valets carry the pool3 valets dead → encounter ends
Prism ClusterEach gem 25% of pool; equal sharePer-gem death drains 25%
Digbot SwarmEach Digbot 1% of poolPer-body death drains 1%
DoomsayerSingle 90 s judgment ramp; beam fires at t=90 s30 s / 60 s / 80 s / 85 s / 87 s / 90 s escalation beats

Abilities — Killer Croc

AbilityPatternCooldown (s)Start delay (s)Telegraph (ms)DamageRange / count
Cone Slamcone_slam4.01.5140030length 240, half-width 55°, 6 bullets

Abilities — Prism Cluster (per gem)

AbilityPatternCooldown (s)Start delay (s)Telegraph (ms)Damage / secPhase offset (deg)
Citrine Beam Sweepbeam_sweep3.51.01000400
Ruby Beam Sweepbeam_sweep3.51.010004090
Jade Beam Sweepbeam_sweep3.51.0100040180
Pearl Beam Sweepbeam_sweep3.51.0100040270

Beam arc 120°, sweep duration 600 ms, length resolves to arena radius.

Abilities — Junkrat Captains

BodyAbility idNotes
Pierrepierre_telegraphed_circlesTelegraphed AoE rings
Marco-Amarco_aimed_volleyAimed bullet volley
Marco-Bmarco_aimed_volleyAimed bullet volley

Abilities — Digbot Swarm

AbilityPatternCooldown (s)Telegraph (ms)Bullet countBullet speedBullet damageBullet radius
Foreman Radial Burstradial_burst6.0160016180156

Abilities — Awakened Mech (per phase)

PhaseAbilityPatternCooldown (s)Telegraph (ms)BulletsSpread / arcDamageNotes
0 (Loader)Aimed Volleyaimed_volley2.0800515° spread12bullet speed 240, radius 5
1 (Drillbot)Spiral Vortexspiral_vortex8.0n/a2 / emit, 100 ms interval270°/s rotationper-bulletsustain 4000 ms, bullet speed 180
2 (Bigbot)Cone Slamcone_slam3.015008 follow-upslength 300, half-width 70°35white-hot wedge

Abilities — Hive Queen

AbilityPatternCooldown (s)Telegraph (ms)Notes
Spawn Telegraphspawn_telegraph8.01500Hatches 3 Stinger drones at ring-positioned circles
Drone Wisp Pulseradial_burst4.06008 bullets, speed 100, damage 10, radius 5

Abilities — Reactor Core

BodyAbilityPatternCooldown (s)Telegraph (ms)DamageNotes
HaulerWall Sweepwall_sweep10.0200030horizontal, speed 280, 2 gaps × width 90
Valetsnonegenerators only

Abilities — Doomsayer

AbilityPatternCooldown (s)Start delay (s)Telegraph (ms)Sustain (ms)DamageNotes
Aimed Volleyaimed_volley2.50700n/a104 bullets, spread 12°, speed 220, radius 5
Death Beamdeath_beam99990.0300040099999 (instakill)line width 80, multi-layer composition

Doomsayer 90-second escalation timeline

Time (s)Beat
0–30Calm gloom; ambient void-purple breathing tint every 5 s
30–60Gathering; gold rune-ring brightens, stronger purple breathing tint
60Judgment-in-30 breakpoint; dread-red edge vignette ramps in
60–80Every 5 s dread-red tint beat
80Gold rune-ring locks; star convergence accelerates
85Core pulse doubles to 1.6 Hz; per-second dread tick begins
87Screen darkens; horizontal beam axis appears; camera pulls back
87.55 starlight spark emissions converge on Oracle
88.5Gold rune aura saturates
89.5Beam axis pulses at 8 Hz, thickens
90Death Beam fires (white core + gold halo + purple corona + dread-red edge)
90.4Beam fades; 80-spark ash-fall along path
90.6Vignette lifts
91.0Starlight afterglow

Rewards

BossXPCurrencyExtra reward picksReward cascade types
Killer Croc500501comet_fragment, comet_fragment, volatile_crystal, magnetar_pulse, scrap_pile
Prism Cluster800801default (2 Scrap + 1 Mineral + 1 Comet + 1 Magnetar)
Junkrat Captains700701volatile_crystal, volatile_crystal, comet_fragment, magnetar_pulse, scrap_pile
Digbot Swarm10001002default
Awakened Mech12001202drone_wreck, drone_wreck, mineral_vein, magnetar_pulse, scrap_pile
Hive Queen900901scrap_pile, scrap_pile, scrap_pile, mineral_vein, magnetar_pulse
Reactor Core9501001comet_fragment, comet_fragment, mineral_vein, magnetar_pulse, scrap_pile
Doomsayer15001502scrap_pile, mineral_vein, comet_fragment, magnetar_pulse, magnetar_pulse

Death-cinematic durations

BossCinematic duration (s)
Killer Croc2.4
Prism Cluster2.0 (encounter end) / 1.4 (per gem)
Junkrat Captains2.6 (Pierre) / 0.9 (Marco)
Digbot Swarm2.4 (encounter end) / 1.2 (Foreman)
Awakened Mech3.0 (death) / 1.4 (per phase transition)
Hive Queen2.6
Reactor Core3.0
Doomsayer2.8

Per-level scaling

StatPer-level growthCap typeCap valueCap steepness
HP× 2.00uncapped
Damage× 2.15uncapped
Turret fire rate× 1.25soft cap3.00.30
Move speed× 1.10soft cap2.00.25
Limb sweep speed× 1.15soft cap2.50.20
Spawner frequency× 1.20soft cap3.00.25
Projectile speed× 1.12hard cap2.0
Effect radius× 1.10soft cap2.50.20
Enrage timer× 0.88soft cap0.250.30

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.
  • VFX layer kit: dustMotes, floorGlowStripes, underShadow, aura, corePulse, orbitalRing, runeCircle, hexTileShimmer, refractionSweep, latticeLine, conduitLine, edgeVignette, telegraphLine, fullscreenSlice, screenTintPulse, cameraZoomPulse, shockwaveStack, shockwaveBand, shardsBurst, additiveSparkBurst, groundImpactCircle.
  • 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.