Hive Queen

What it is

A swarm-themed encounter built around a single shielded queen body guarded by four respawning drone anchors. The queen takes no damage while any anchor lives. Killing the fourth anchor opens a damage window, but on the next anchor-respawn tick the dead anchors re-hatch (after a short telegraph) and the shield comes back up. The fight loops “clear anchors, push damage in the open window, brace for the re-hatch” while the queen seeds extra drones from spawn telegraphs and a constant venom radial pressures the player. Fast melee adds drop in opposite the player at a fixed cadence to interrupt anchor-clearing.

The encounter is tagged for the mini-boss pool. It also runs as the final boss when randomly drawn from the boss pool — the same authored roster scales up via the mini ×4 or boss ×8 stat multiplier.

Identity

FieldValue
ThemeBee-pirate hive (queen plus drone swarm)
Biome cuesHive-yellow primary, venom-green accents, white-wax warnings, purple-shadow cool tones, royal-jelly hot highlights
Pool kindmini (eligible for both mini-boss and final boss slots)
Composition1 sharing body (the queen) plus 4 external respawning anchor drones
Bar anchorthe queen body
Roster body AIpatrol_random
Affixes on bodyshielded_respawn (4 anchors of type stinger drone, 12 s respawn cadence)
AbilitiesDrone Hatch Telegraph, Drone Wisp Pulse

Arena

FieldValue
Shapecircle
Radius400 world units
Terrain patternpillar ring (interior pillars provide cover from queen line of sight)
Arena closing duration8 seconds

Body composition and HP

BodyCountHP per bodyShare poolTargetableNotes
Queen (orca-class hive body)17000yesyes, only while no anchor is alivebar anchor; shielded_respawn affix gates damage
Stinger drone anchors4external (not part of shared pool)noyesclearing all 4 opens a damage window; dead anchors re-hatch on the next 12 s tick

Total bar pool: 7000 HP, carried entirely by the queen body. Anchor HP is tracked separately and is not represented on the boss bar.

Phases and damage gates

RuleTriggerEffect
Shielded gateAt least one stinger anchor aliveQueen body takes 0 damage; player must clear all 4 anchors to expose the boss
Damage windowAll 4 anchors deadQueen bar drains normally until the next anchor respawn tick
Anchor respawnEvery 12 secondsAny dead anchors hatch back in; hatch is telegraphed for 1.5 seconds before the drone appears

The fight has no HP-threshold phase transitions and no scripted body swap. The loop is anchor-clear into a brief damage window into a re-hatch that closes the window again, repeating until the queen’s bar empties.

Abilities

Drone Hatch Telegraph

FieldValue
Patternspawn_telegraph
Cooldown8.0 seconds
Telegraph duration1500 ms
Spawn circle count3
Spawn positionsring around the queen
Drone type hatchedstinger drone (same type as anchors)
Telegraph tintvenom-green

Every 8 seconds the queen paints 3 ring-positioned summon circles around herself. After the 1500 ms telegraph, a stinger drone hatches at each circle with a white-wax flash and sparkle-fall cue. These hatched drones add to the swarm but are not anchors — clearing them does not affect the shielded gate.

Drone Wisp Pulse

FieldValue
Patternradial_burst
Cooldown4.0 seconds
Telegraph duration600 ms
Bullet count8
Bullet speed100 world units / s
Bullet damage10
Bullet radius5 world units
Bullet colorvenom-green

A slow, gentle 8-bullet venom-green radial that drifts outward from the queen as if individual drone wisps were peeling off. Low-speed bullets, evenly spaced — the player has wide gaps to slip between them. The pulse runs continuously on its 4 s cadence in parallel with the 8 s hatch cycle.

Spawn profile

FieldValue
Profile idbeacon_clearers
Wave triggerrecurring every 15 s starting at t=10 s
Add typecharger (common, fast melee)
Count per wave2
Spawn positionopposite the player

The beacon_clearers profile is the “anchor-interrupter” profile in the library. Fast melee adds drop in behind the player every 15 seconds with the explicit job of interrupting anchor-clearing — the player cannot stand on an anchor and burn it down without breaking off to handle the chargers.

Rewards

Reward typeValue
XP on kill900
Currency on kill90
Extra level-up reward picks granted1
Cascade ring composition3 × scrap pile, 1 × mineral vein, 1 × magnetar pulse

The cascade ring is a custom 5-prop ring (overriding the default 2 scrap + 1 mineral + 1 comet + 1 magnetar). The composition leans into the swarm fantasy: the hive collapses into rubble (scrap-heavy loot), with a magnetar pulse sweeping the field to pull the scattered drone-debris and pickups toward the player. Mineral vein rounds out the workhorse currency drop.

Scaling

Hive Queen is a mini-pool boss. The authored stats above are the level-1 baseline. The encounter is scaled at spawn by the boss tier multiplier and the run-depth ramp:

SlotTier HP multiplierTier damage multiplierReward chamber cascade rings
Mini-boss appearance4.04.01
Final boss appearance8.08.02

Depth ramp on top of the tier multiplier is 1.0 + 0.5 × (currentLevel - 1) / (totalLevels - 1), applied to both HP and damage.

SlotDepth multiplierCombined HPCombined damage per wisp bullet
Normal mode L3 (mini)1.50×6.00 (42000 bar pool)×6.00 (60)
Challenge mode L3 (mini)1.22×4.89×4.89
Challenge mode L6 (mini)1.56×6.22×6.22
Challenge mode L9 (mini)1.89×7.56×7.56
Final-boss draw, last level of run1.50×12.00 (84000 bar pool)×12.00 (120)

In addition, every boss inherits the default per-level scaling curve (hp ×2.0/level uncapped, damage ×2.15/level uncapped, plus soft/hard caps on fire rate, move speed, projectile speed, sweep speed, spawner frequency, effect radius, and enrage timer) starting from the player’s currentLevel at encounter spawn.

EXTRACT-CANDIDATE flags

  • The mini ×4 / final ×8 tier multipliers and the depth ramp formula are duplicated from mini-bosses.md and the other per-entity pages. Acceptable per the wiki “tables can duplicate” rule — kept here so the per-entity page is readable standalone.
  • The default boss scaling curve (per-level multipliers, cap behavior, base enrage timer) lives in data/boss-scaling.ts and is shared by every boss. Currently not documented on a canonical scaling page; same EXTRACT note as the Killer Croc page — recommend a bosses/scaling.md extraction or a section in bosses.md once all per-entity pages exist.
  • The shielded_respawn affix is the load-bearing mechanic for this fight (anchor count, anchor type, respawn cadence, hatch telegraph, damage-gate behavior) and is shared in concept with shielded (Killer Croc) but adds the respawn cadence. Belongs on affixes.md; this page should link out rather than re-describe.
  • The spawn_telegraph and radial_burst ability patterns are not yet documented. Flag for a “boss abilities catalog” page once one exists. The spawn_telegraph pattern in particular is reused outside the abilities system (the affix-driven hatch reuses the same 1.5 s telegraph window) and should be a single canonical definition.
  • The beacon_clearers spawn profile is currently used only by Hive Queen. Already mentioned on bosses.md and mini-bosses.md; no extraction needed.
  • The 6-layer persistent VFX kit (dust motes / under-shadow / purple core pulse / golden aura / hex shimmer / royal-jelly core pulse) plus the continuous yellow spark trail and the 2.6 s bee-silhouette death cinematic are visual-only and described in the source. Omitted from this page per “facts only” scope, but flag for a dedicated bosses/vfx-kits.md if a visual-direction catalog is ever broken out.
  • The level-1 baseline figures (7000 HP, 10 damage per wisp bullet, 900 XP, 90 currency) are duplicated from the data file — same reason as Killer Croc: per-entity pages must be standalone-readable.