What it is

A mini-boss is the encounter slotted into a “mini-boss” level. It is a full boss-pool encounter run at half-strength stats: the same authored boss roster, the same authored arena and abilities, but with HP and damage multipliers tuned down so the fight serves as a mid-run gate rather than the final wall of a run.

Mini-boss levels appear on a fixed cadence inside a run. Each one swaps biome world-gen for a sealed square arena, spawns one boss roster picked randomly from the same pool the final boss uses, and ends the level the moment the roster’s shared health bar empties. There is no time limit, no biome timer, no portal walk-through — the level is the fight.

The pool of bosses that can roll as a mini-boss is the same pool that can roll as the final boss. Every shipped boss is currently tagged for the mini pool; no boss is mini-exclusive.

Stats / variables tables

Run cadence

ModeTotal levelsMini-boss level slotsFinal boss slot
Normal5level 3level 5
Challenge10levels 3, 6, 9level 10

Per-level kind sequence

ModeL1L2L3L4L5L6L7L8L9L10
Normalnormalnormalmini-bosshardboss
Challengenormalnormalmini-bossnormalnormalmini-bosshardhardmini-bossboss

Stat multipliers vs base authored stats

TierHP multiplierDamage multiplierReward chamber cascade rings
Mini-boss4.04.01
Final boss8.08.02

Mini-boss HP and damage equal half of final-boss HP and damage for the same roster.

Depth ramp on top of the tier multiplier

Position in runDepth multiplierCombined HP multiplier (mini)Combined damage multiplier (mini)
First level of run1.004.004.00
Final level of run1.506.006.00
Normal mode L3 (mini-boss)1.506.006.00
Challenge mode L3 (mini-boss)1.224.894.89
Challenge mode L6 (mini-boss)1.566.226.22
Challenge mode L9 (mini-boss)1.897.567.56

Depth ramp is 1.0 + 0.5 × (currentLevel - 1) / (totalLevels - 1), computed against the run’s total level count.

Mini-boss pool — which boss can roll, and its authored stats

BossArena shapeArena size (world units)Authored HP poolAuthored bar damageAdd-pressure profileRoster body count
Killer Croccircleradius 3506000from authored abilitieslight_pressure1 boss + 4 anchors
Prism Clustercircleradius 4006000 (4 × 1500)from authored abilitiesnone4 gems
Junkrat Captainsrectangle700 × 5006000 (3000 + 2 × 1500)from authored abilitiesheavy_pressure3 captains
Digbot Swarmcircleradius 4506000 (100 × 60)from authored abilitiesnone100
Awakened Mechcircleradius 3808000 (single bar, body swaps)from authored abilitiescrescendo1
Hive Queencircleradius 4007000 + 4 respawning anchorsfrom authored abilitiesbeacon_clearers1 boss + 4 anchors
Reactor Corerectangle800 × 4006999 (3 × 2333 valets)from authored abilitieslight_pressure1 untargetable carrier + 3 valets
Doomsayercircleradius 36010000from authored abilitiesstorm1

Apply the tier × depth multiplier from the previous table to both the HP pool and the bar damage to get the mini-boss values for a given run slot.

Add-pressure profiles run alongside the boss

ProfileTriggerAdd typeCount per waveSpawn position
none
light_pressurerecurring every 8 s from t=4 sorb (common)3arena edge, random
heavy_pressurerecurring every 12 s from t=2 sgunner (common)5cardinal points
beacon_clearersrecurring every 15 s from t=10 scharger (common)2opposite the player
stormrecurring every 20 s from t=15 sgunner (common)8ring around the arena
crescendot=0 s, then HP phase crossingsgunner (common)2 / 4 / 6cardinal / ring / ring

Sealed arena footprint

FieldValue
Shapesquare
Half-extent1400 world units
Side length2800 world units
Wall thickness2000 world units
Player spawnarena center
Player invulnerability on entry3 seconds
Closing animation duration8 seconds (declared per boss; sealed arenas appear at full size instantly)
Biome world-gen inside arenaskipped
Biome events inside arenasuppressed
Background spawner inside arenasuppressed (only the boss roster and the add-pressure profile spawn)

Rewards on mini-boss kill

BossXPCurrencyExtra level-up reward picksCascade ring composition
Killer Croc5005012 × comet fragment, 1 × volatile crystal, 1 × magnetar pulse, 1 × scrap pile
Prism Cluster8008012 × scrap pile, 1 × mineral vein, 1 × comet fragment, 1 × magnetar pulse
Junkrat Captains7007012 × volatile crystal, 1 × comet fragment, 1 × magnetar pulse, 1 × scrap pile
Digbot Swarm100010022 × scrap pile, 1 × mineral vein, 1 × comet fragment, 1 × magnetar pulse
Awakened Mech120012022 × drone wreck, 1 × mineral vein, 1 × magnetar pulse, 1 × scrap pile
Hive Queen9009013 × scrap pile, 1 × mineral vein, 1 × magnetar pulse
Reactor Core95010012 × comet fragment, 1 × mineral vein, 1 × magnetar pulse, 1 × scrap pile
Doomsayer150015021 × scrap pile, 1 × mineral vein, 1 × comet fragment, 2 × magnetar pulse

Mini-boss kills always fire one cascade ring at the death anchor. The reward composition is per-boss; the default fallback ring (used when a boss does not declare one) is 2 × scrap pile + 1 × mineral vein + 1 × comet fragment + 1 × magnetar pulse.

Reward chamber ring placement

FieldValue
Anchor positionlast-sharer-death position, falling back to a still-alive boss anchor, falling back to arena centre
Cascade rings spawned1 (mini), 2 (final boss)
Ring jitter on a second ringup to ~80 world units in x and y

Per-mini-boss-kill effects in addition to the cascade

EffectTrigger
boss_kill signal fires with the boss’s XP, currency, and def idencounter end on the win path
Per-prop break synergieseach cascaded prop rolls its own break-synergy effect
Sealed arena teardownwalls drop, terrain pattern is culled
Level advancegame._bossLevelCleared flag set; the engine progresses to the next level kind
Level-up reward picks grantedextraRewardPicks from the boss def, in addition to the level-up choice the level granted on its own

How it works

A run is a fixed five-level (normal) or ten-level (challenge) sequence. Level kinds are resolved by index from the run-progression sequence; level 3 in both modes is always a mini-boss level.

When the engine advances into a mini-boss level it tears down any prior arena, skips biome world-gen, spawns a sealed square room of side length 2800 around the ship, suppresses the background spawner, picks a random boss def from the mini pool (or uses the override id on the run node), and calls the boss-spawn entry point with the mini tier flag. The roster is materialised from the def using the boss’s arena spec, the arena terrain pattern is applied, persistent boss VFX layers are registered, and the add-pressure profile is armed.

The mini tier flag multiplies the authored HP and damage of every body in the roster by the mini-tier HP and damage multipliers. The engine then multiplies both numbers again by the depth ramp, which scales linearly with the level’s position inside the run. The same boss def used at the final-boss slot of the same run will spawn with twice the HP and twice the damage of the mini-boss version, before depth scaling.

The level ends when the roster’s shared health pool reaches zero. The win path fires the boss_kill signal carrying the def’s XP, currency, and id; spawns the reward chamber cascade at the death anchor; sets game._bossLevelCleared; and the level controller advances to the next level. The player keeps any level-up reward picks granted by the boss def. The player’s level-up choices keep functioning normally throughout the encounter.

The AI Director continues to run during a mini-boss encounter and continues to feed its heat-driven personality, fire-rate, and aggro-range modifiers into every alive enemy, including the roster bodies and the add-pressure profile’s adds.

Interactions

The mini-boss pool and the final-boss pool draw from the same boss def registry, with the kind tag selecting which slot each def is eligible for. Every shipped boss is currently in the mini pool, and the final-boss slot picks from the same set with the boss-tier multiplier applied. A boss that ships at kind “boss” later will become final-boss-only.

The depth ramp applies to every boss-level spawn equally, so the same mini-boss def is harder at the third mini-boss slot of challenge mode than at the first. In challenge mode the second and third mini-boss slots are stronger than the normal-mode mini-boss slot.

The add-pressure profile attached to the boss def is the only source of non-roster enemies during a mini-boss encounter. Biome-pool spawning, biome events, hub/spoke loot props, and ambient lanterns are all suppressed inside the sealed arena.

The reward chamber cascade composition is authored per boss def. Each cascaded prop rolls its own break-synergy effect when broken, so clearing the ring after a mini-boss can chain several pickups in one beat.

Challenge mode payouts are doubled at run-assembly time. The XP, currency, and reward-pick numbers in the table above are the authored per-def values; the run wrapper around them applies the challenge-mode payout multiplier where applicable.

What it does NOT do

It does not introduce mini-boss-only enemies. The mini-boss is always one of the boss-pool encounters, run at the mini stat tier; there is no elite-enemy variant pool that only appears in mini-boss slots.

It does not extend or shrink the run length. Mini-boss slots are fixed at level 3 (normal) and at levels 3, 6, 9 (challenge); they cannot be re-rolled out of the sequence.

It does not impose a time limit. There is no timer on a mini-boss level, no soft timer, no escape mechanic. The only outcomes are killing the roster or dying.

It does not generate biome terrain inside the arena. The arena is a self-contained square; biome hubs, spokes, events, lanterns, and loot props do not appear.

It does not let the background spawner run. Only the boss roster and the add-pressure profile attached to the boss def can spawn enemies during the encounter.

It does not drop the run-end portal. A mini-boss kill advances to the next level directly; the portal walk-through exists only on the legacy out-of-sequence path used by dev and playground scenarios.

It does not scale rewards with depth. XP, currency, extra reward picks, and the cascade ring composition are authored per boss def; the depth ramp tightens the fight but does not change the payout.

It does not preserve boss-fired projectiles after a player death. Roster bullets persist for their natural lifetime on player death and are cleared instantly on win or level exit.