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

FieldValue
ThemeExplosive scrap captains (rust-orange furnace pulse, gold halo on the leader)
Biome cuesRust orange, burnt yellow, ember red, oil black, flash white, halo gold
Pool kindmini (eligible for both mini-boss and final boss slots)
Composition3 sharing bodies (1 heavy mortar + 2 support gunners)
Bar anchorPierre
Roster body AIpatrol_random (all three)
Affixes on Pierregated (gate group captains_marcos)
Affixes on Marcosnone (members of the gate group)
AbilitiesPierre — Telegraphed Circles; Marcos — Aimed Volley

Arena

FieldValue
Shaperect
Size700 × 500 world units
Terrain patterngauntlet
Arena closing duration8 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

BodyCountHP per bodyShare poolTargetableNotes
Pierre13000yesyes (only when both Marcos are dead)bar anchor; gated affix gates damage
Marco (left)11500yesyesspawns at offset −180 from arena center
Marco (right)11500yesyesspawns 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

RuleTriggerEffect
Gate closedAt least one Marco alivePierre takes 0 damage; player must clear both Marcos to expose him
Marco-A diesFirst Marco kill while Pierre is aliveVisual flare on Pierre (gold halo cue); gate still closed if the other Marco lives
Gate openBoth Marcos deadPierre’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

FieldValue
Patterntelegraphed_circles
Cooldown5.0 seconds
Circles per cast3
Circle radius80 world units
Damage per circle25
Telegraph duration1500 ms
Placementrandom points across the arena
Circle colorrust 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

FieldValue
Patternaimed_volley
Cooldown2.5 seconds
Bullets per volley5
Spread25 degrees
Bullet speed220 world units / second
Bullet damage8
Bullet radius5
Bullet colorember red
Telegraph duration800 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

FieldValue
Profile idheavy_pressure
Wave triggerrecurring every 12 s starting at t=2 s
Add typegunner (common)
Count per wave5
Spawn positioncardinal (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 typeValue
XP on kill700
Currency on kill70
Extra level-up reward picks granted1
Cascade ring composition2 × 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:

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 bar pool HPCombined 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 run1.50×12.00 (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.md and killer-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.ts and is shared by every boss. Currently not documented on a canonical scaling page; recommend extracting to a bosses/scaling.md or extending bosses.md once all 8 entity pages exist, and replacing the trailing scaling paragraph here with a link.
  • The gated affix (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 on affixes.md; this page should link out rather than re-describe.
  • The telegraphed_circles ability 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_volley ability 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 gauntlet terrain pattern (two staggered rows of 3 pillars at 300 HP, 30-unit radius) is unique to this encounter. Belongs on a terrain-patterns.md page if/when one is created; currently only mentioned in passing on bosses.md.
  • The heavy_pressure spawn profile is exclusive to this encounter. Already documented on mini-bosses.md and bosses.md; no extraction needed.