Junkrat Captains
What it is
The third boss in the roster. A three-captain encounter built around a heavy mortar captain (Pierre) flanked by two support gunners (Marcos). Pierre is invulnerable while either Marco is alive — the fight is a forced “kill the flankers, then burn the heavy” loop, with continuous mid-tier gunner pressure flowing in from the cardinals throughout the fight.
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
| Field | Value |
|---|---|
| Theme | Explosive scrap captains (rust-orange furnace pulse, gold halo on the leader) |
| Biome cues | Rust orange, burnt yellow, ember red, oil black, flash white, halo gold |
| Pool kind | mini (eligible for both mini-boss and final boss slots) |
| Composition | 3 sharing bodies (1 heavy mortar + 2 support gunners) |
| Bar anchor | Pierre |
| Roster body AI | patrol_random (all three) |
| Affixes on Pierre | gated (gate group captains_marcos) |
| Affixes on Marcos | none (members of the gate group) |
| Abilities | Pierre — Telegraphed Circles; Marcos — Aimed Volley |
Arena
| Field | Value |
|---|---|
| Shape | rect |
| Size | 700 × 500 world units |
| Terrain pattern | gauntlet |
| Arena closing duration | 8 seconds |
The gauntlet terrain spawns 6 destructible pillars (each 300 HP, 30-unit radius) in two staggered rows of 3 along the arena’s long axis. The pillars break sightlines on Marco volleys and Pierre’s mortar circles, but they’re chip-clearable in 2-3 weapon volleys so the cover degrades as the fight progresses.
Body composition and HP
| Body | Count | HP per body | Share pool | Targetable | Notes |
|---|---|---|---|---|---|
| Pierre | 1 | 3000 | yes | yes (only when both Marcos are dead) | bar anchor; gated affix gates damage |
| Marco (left) | 1 | 1500 | yes | yes | spawns at offset −180 from arena center |
| Marco (right) | 1 | 1500 | yes | yes | spawns at offset +180 from arena center |
Total bar pool: 6000 HP. Pierre carries 50% (3000), each Marco carries 25% (1500). All three drain the same shared pool, but Pierre’s portion is gated — incoming damage to Pierre is filtered to zero while any Marco still lives.
Phases and damage gates
| Rule | Trigger | Effect |
|---|---|---|
| Gate closed | At least one Marco alive | Pierre takes 0 damage; player must clear both Marcos to expose him |
| Marco-A dies | First Marco kill while Pierre is alive | Visual flare on Pierre (gold halo cue); gate still closed if the other Marco lives |
| Gate open | Both Marcos dead | Pierre’s portion of the bar drains normally |
The fight has no HP-threshold phase transitions and no scripted body swap. The loop is two-Marco-clear → Pierre damage window → encounter ends when the bar empties.
Abilities
Pierre — Telegraphed Circles
| Field | Value |
|---|---|
| Pattern | telegraphed_circles |
| Cooldown | 5.0 seconds |
| Circles per cast | 3 |
| Circle radius | 80 world units |
| Damage per circle | 25 |
| Telegraph duration | 1500 ms |
| Placement | random points across the arena |
| Circle color | rust orange |
Pierre paints three telegraphed AoE circles at random arena positions every 5 seconds. After the 1500 ms windup the circles detonate for 25 damage each inside the radius. Standing in overlapping circles eats all three hits.
Marco — Aimed Volley
| Field | Value |
|---|---|
| Pattern | aimed_volley |
| Cooldown | 2.5 seconds |
| Bullets per volley | 5 |
| Spread | 25 degrees |
| Bullet speed | 220 world units / second |
| Bullet damage | 8 |
| Bullet radius | 5 |
| Bullet color | ember red |
| Telegraph duration | 800 ms |
Each Marco fires an aimed mortar volley at the player every 2.5 seconds. After an 800 ms telegraph, 5 ember-red bullets fan out in a 25-degree spread aimed at the player’s position at telegraph end. Two live Marcos = two staggered volleys; this is the encounter’s primary chip-damage source while the gate is closed.
Spawn profile
| Field | Value |
|---|---|
| Profile id | heavy_pressure |
| Wave trigger | recurring every 12 s starting at t=2 s |
| Add type | gunner (common) |
| Count per wave | 5 |
| Spawn position | cardinal (4 cardinal arena points) |
The heaviest add cadence of any shipped profile. Five common gunners drop on the cardinals every 12 seconds from t=2 s onward, so the player never gets a clean shooting gallery on the captains — the gauntlet pillars become essential cover as the gunner count grows.
Rewards
| Reward type | Value |
|---|---|
| XP on kill | 700 |
| Currency on kill | 70 |
| Extra level-up reward picks granted | 1 |
| Cascade ring composition | 2 × volatile crystal, 1 × comet fragment, 1 × magnetar pulse, 1 × scrap pile |
The cascade ring overrides the default 2 scrap + 1 mineral + 1 comet + 1 magnetar composition. The doubled volatile crystals lean into the explosive identity — each crystal grants a 25% chance to drop a burning-aura proximity-damage pickup on break — so the post-fight collection turns the reward chamber into a minefield as the magnetar pulls the player through the volatile field.
Scaling
Junkrat Captains 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:
| Slot | Tier HP multiplier | Tier damage multiplier | Reward chamber cascade rings |
|---|---|---|---|
| Mini-boss appearance | 4.0 | 4.0 | 1 |
| Final boss appearance | 8.0 | 8.0 | 2 |
Depth ramp on top of the tier multiplier is 1.0 + 0.5 × (currentLevel − 1) / (totalLevels − 1), applied to both HP and damage.
| Slot | Depth multiplier | Combined bar pool HP | Combined per-bullet Marco damage |
|---|---|---|---|
| Normal mode L3 (mini) | 1.50 | ×6.00 (36000 bar pool) | ×6.00 (48 per Marco bullet) |
| 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 run | 1.50 | ×12.00 (72000 bar pool) | ×12.00 (96 per Marco bullet) |
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 current level at encounter spawn.
EXTRACT-CANDIDATE flags
- The mini ×4 / final ×8 tier multipliers and the depth ramp formula are duplicated from
mini-bosses.mdandkiller-croc.md. 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.tsand is shared by every boss. Currently not documented on a canonical scaling page; recommend extracting to abosses/scaling.mdor extendingbosses.mdonce all 8 entity pages exist, and replacing the trailing scaling paragraph here with a link. - The
gatedaffix (gate-group lookup against sibling enemies, damage filter while any group member is alive) is the load-bearing mechanic for this encounter and is shared with no other shipped boss. Belongs onaffixes.md; this page should link out rather than re-describe. - The
telegraphed_circlesability pattern is unique to Pierre across the shipped roster. Its random-arena placement, circle-radius bullet model, and telegraph rendering are not yet documented; flag for the abilities page if/when a “boss abilities catalog” is broken out. - The
aimed_volleyability pattern (used by Marco) is more common but its full param surface (telegraph + spread + bullet count + speed) isn’t catalogued in one place; same flag. - The
gauntletterrain pattern (two staggered rows of 3 pillars at 300 HP, 30-unit radius) is unique to this encounter. Belongs on aterrain-patterns.mdpage if/when one is created; currently only mentioned in passing onbosses.md. - The
heavy_pressurespawn profile is exclusive to this encounter. Already documented onmini-bosses.mdandbosses.md; no extraction needed.