Bosses Overview
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Loop scaling will make enemies progressively more difficult each loop by increasing their HP and letting them spawn in clusters. However in the case of bosses, they will continually gain more HP than enemies by loop and have some of their attack patterns changed to become more aggressive, and added together this makes them significantly more challenging on each loop of the game.
Bosses will be listed in the order, however a rough ranking of them in deeploop would be:
- High Difficulty: Big Bandits, Mom, Throne 2
- Medium Difficulty: Hyper Crystal, The Throne
- Medium-Low Difficulty: Lil Hunter
- Low Difficulty: Big Dog
- No Difficulty: Technomancer
Cursed Hyper Crystal can be viewed similarly to Hyper Crystal but is far more spawn-dependent. Captain is unlisted as she can only be fought in L1-L2.
HP scaling works as follows:
- For Enemies: BaseHP * (1 + (1 / 20) * Loop)
- For Bosses: BaseHP * (1 + (1 / 20) * Loop) * (1 + (1 / 3) * Loop)
- For Big Dog: BaseHP * (1 + (1 / 20) * Loop) * (1 + (4 / 5) * Loop)
This means that enemies will gain 5% of their base HP for every loop, while bosses gain the 5% multiplied with 33% of their base HP, or 80% for Big Dog. These are always rounded to the nearest whole number, with Scarier Face modifier going into effect after the full value has been calculated.
Big Bandit strategy
Special scaling:.
- Every loop will contain two more Big Bandits starting with two on L1, simply calculated as Big Bandits = Loop * 2
- They will attack more aggressively, firing at the player far more frequently. They can also start firing again mid-bullet stream to prevent the player from sidestepping their attack.
- If they are able to charge, they will do so pretty much instantaneously.
Loop: | L0 | L1 | L2 | L3 | L4 | L5 | L6 | L7 | L8 | L9 | L10 | L11 | L12 | L13 | L14 | L15 |
HP: | 100 | 140 | 183 | 230 | 280 | 333 | 390 | 450 | 513 | 580 | 650 | 723 | 800 | 963 | 880 | 1050 |
Face: | 80 | 112 | 147 | 184 | 224 | 267 | 312 | 360 | 411 | 464 | 520 | 579 | 640 | 704 | 771 | 840 |
Loop: | L16 | L17 | L18 | L19 | L20 | L21 | L22 | L23 | L24 | L25 | L26 | L27 | L28 | L29 | L30 | L31 |
HP: | 1140 | 1233 | 1330 | 1430 | 1533 | 1640 | 1750 | 1863 | 1980 | 2100 | 2223 | 2350 | 2480 | 2613 | 2750 | 2890 |
Face | 912 | 987 | 1064 | 1144 | 1227 | 1312 | 1400 | 1491 | 1584 | 1680 | 1779 | 1880 | 1984 | 2091 | 2200 | 2312 |
Strategy:
Mom strategy
Special scaling:
- Every loop Mom will increase in speed following the formula of Speed = 1.7 + Loop/2.
- She will also lay more eggs during that attack phase, with one more per loop. Formula is Eggs = Loop + 2.
Loop: | L0 | L1 | L2 | L3 | L4 | L5 | L6 | L7 | L8 | L9 | L10 | L11 | L12 | L13 | L14 | L15 |
HP: | 350 | 490 | 642 | 805 | 980 | 1167 | 1365 | 1575 | 1797 | 2030 | 2275 | 2532 | 2800 | 3080 | 3372 | 3675 |
Face: | 280 | 392 | 513 | 644 | 784 | 933 | 1092 | 1260 | 1437 | 1624 | 1820 | 2025 | 2240 | 2464 | 2697 | 2940 |
Loop: | L16 | L17 | L18 | L19 | L20 | L21 | L22 | L23 | L24 | L25 | L26 | L27 | L28 | L29 | L30 | L31 |
HP: | 3990 | 4317 | 4655 | 5005 | 5367 | 5740 | 6125 | 6522 | 6930 | 7350 | 7782 | 8225 | 8680 | 9147 | 9625 | 10115 |
Face: | 3192 | 3453 | 3724 | 4004 | 4293 | 4592 | 4900 | 5217 | 5544 | 5880 | 6225 | 6580 | 6944 | 7317 | 7700 | 8092 |
Strategy: Note low windup after shooting toxic
Big Dog strategy
Special scaling:
- Big Dog's HP will scale an extra 80% with his base health on top of the normal enemy multiplier, whereas it's 33% for other bosses. (Equation in intro section)
- His bullet spin attack will include two more lines per loop, following the formula of Lines = (Loop * 2) + 6.
- He will shoot out an additional missile each loop, following the formula of Missiles = Loop + 3.
- These also shoot bullets out in loop and each loop they shoot out bullets faster, however the timer gets so low by L20 they will simply fail to fire any bullets.
Loop: | L0 | L1 | L2 | L3 | L4 | L5 | L6 | L7 | L8 | L9 | L10 | L11 | L12 | L13 | L14 | L15 |
HP: | 300 | 567 | 858 | 1173 | 1512 | 1875 | 2262 | 2673 | 3108 | 3567 | 4050 | 4557 | 5088 | 5643 | 6222 | 6825 |
Face: | 240 | 454 | 686 | 938 | 1210 | 1500 | 1810 | 2138 | 2486 | 2854 | 3240 | 3646 | 4070 | 4514 | 4978 | 5460 |
Loop: | L16 | L17 | L18 | L19 | L20 | L21 | L22 | L23 | L24 | L25 | L26 | L27 | L28 | L29 | L30 | L31 |
HP: | 7452 | 8103 | 8778 | 9477 | 10200 | 10947 | 11718 | 12513 | 13332 | 14175 | 15042 | 15933 | 16848 | 17787 | 18750 | 19737 |
Face: | 5962 | 6482 | 7022 | 7582 | 8160 | 8758 | 9374 | 10010 | 10666 | 11340 | 12034 | 12746 | 13478 | 14230 | 15000 | 15790 |
Strategy: By Loop 10 Big Dog has more health than any other boss except Throne 1, though it would take ages for him to have the highest HP.
Hyper Crystal strategy
Special scaling:
- Hyper Crystal will gain another two Laser Crystals spawned in its circle per loop, with the formula of Crystals = 3 + (Loop * 2).
- If the Hyper Crystal is in its searching phase and explodes a Laser Crystal near the player, the lasers shot out will also scale by loop with a similar formula, being Lasers = 5 + (Loop * 2).
Loop: | L0 | L1 | L2 | L3 | L4 | L5 | L6 | L7 | L8 | L9 | L10 | L11 | L12 | L13 | L14 | L15 |
HP: | 550 | 770 | 1008 | 1265 | 1540 | 1833 | 2145 | 2475 | 2823 | 3190 | 3575 | 3978 | 4400 | 4840 | 5298 | 5775 |
Face: | 440 | 616 | 807 | 1012 | 1232 | 1467 | 1980 | 2259 | 2552 | 2860 | 3183 | 3520 | 3872 | 4239 | 4620 | 5016 |
Loop: | L16 | L17 | L18 | L19 | L20 | L21 | L22 | L23 | L24 | L25 | L26 | L27 | L28 | L29 | L30 | L31 |
HP: | 6270 | 6783 | 7315 | 7865 | 8433 | 9020 | 9625 | 10248 | 10890 | 11550 | 12228 | 12925 | 13640 | 14373 | 15125 | 15895 |
Face: | 5016 | 5427 | 5852 | 6292 | 6747 | 7216 | 7700 | 8199 | 8712 | 9240 | 9783 | 10340 | 10912 | 11499 | 12100 | 12716 |
Strategy:
Cursed Hyper Crystal strategy
Cursed Hyper Crystal has the same properties (HP & loop scaling) as the normal Hyper Crystal, however it will spawn Cursed Laser Crystals instead and will rarely include Lightning Crystals in its circle.
Strategy: Include circling around CHC and avoiding telefragging.
Lil Hunter strategy
Special scaling:
- Lil Hunter initiates fighting the player based on time spent in level which scales by loop, following the formula Seconds = 7 / (1 + (loop / 2)).
- If in close range he will rapidly fire his bouncy bullet projectiles, and will fire more based on loop. Formula being Bouncy Bullets = 11 + Loop.
- His long range bullet attack will also gain more projectiles scaled with loop, following the formula of Bullets = 10 + (Loop * 2).
- The amount of explosions on his death will increase each loop, thus increasing the radius as explosions are pushed outwards. The formula being Explosions = Loop * 3.
Loop: | L0 | L1 | L2 | L3 | L4 | L5 | L6 | L7 | L8 | L9 | L10 | L11 | L12 | L13 | L14 | L15 |
HP: | 140 | 196 | 257 | 322 | 392 | 467 | 546 | 630 | 719 | 812 | 910 | 1013 | 1120 | 1232 | 1349 | 1470 |
Face: | 112 | 157 | 205 | 258 | 314 | 373 | 437 | 504 | 575 | 650 | 728 | 810 | 896 | 986 | 1079 | 1176 |
Loop: | L16 | L17 | L18 | L19 | L20 | L21 | L22 | L23 | L24 | L25 | L26 | L27 | L28 | L29 | L30 | L31 |
HP: | 1596 | 1727 | 1862 | 2002 | 2147 | 2296 | 2450 | 2609 | 2772 | 2940 | 3113 | 3290 | 3472 | 3659 | 3850 | 4046 |
Face: | 1277 | 1381 | 1490 | 1602 | 1717 | 1837 | 1960 | 2087 | 2218 | 2352 | 2490 | 2632 | 2778 | 2927 | 3080 | 3237 |
Strategy:
Technomancer strategy
Special scaling:
- There will only ever be one Technomancer attacking a player, however the amount of 'outposts' it gains increases by loop, following the formula of Outposts = Loop + 2.
- However due to limited space on level generation, many Technomancer outposts will fail to spawn, typically not more than 7 or 8 could be seen, but sometimes can be low as just 2 or 3.
- Technomancers can also spawn more Turrets per loop, following the formula of Turrets = Loop + 1.
- This is the upper limit of what can spawn, but it may spawn less of them if it does not have enough space.
Loop: | L0 | L1 | L2 | L3 | L4 | L5 | L6 | L7 | L8 | L9 | L10 | L11 | L12 | L13 | L14 | L15 |
HP: | 350 | 490 | 642 | 805 | 980 | 1167 | 1365 | 1575 | 1797 | 2030 | 2275 | 2532 | 2800 | 3080 | 3372 | 3675 |
Face: | 280 | 392 | 513 | 644 | 784 | 933 | 1092 | 1260 | 1437 | 1624 | 1820 | 2025 | 2240 | 2464 | 2697 | 2940 |
Loop: | L16 | L17 | L18 | L19 | L20 | L21 | L22 | L23 | L24 | L25 | L26 | L27 | L28 | L29 | L30 | L31 |
HP: | 3990 | 4317 | 4655 | 5005 | 5367 | 5740 | 6125 | 6522 | 6930 | 7350 | 7782 | 8225 | 8680 | 9147 | 9625 | 10115 |
Face: | 3192 | 3453 | 3724 | 4004 | 4293 | 4592 | 4900 | 5217 | 5544 | 5880 | 6225 | 6580 | 6944 | 7317 | 7700 | 8092 |
Strategy:
Throne 1 strategy
Special scaling:
- The Throne's attacks will include more bullets, covering much more of the screen with bullets.
- Firstly its large orb attack will break into an extra orb row per loop, with the formula of Orb Rows = Loop + 7.
- Similarly the tri-shot attack will gain one bullet per loop for each row, with the formula being Bullet Rows = Loop + 8.
- This makes the attack phase last longer but does not prevent The Throne from doing other attacks during this time, allowing it to fire different attacks at the same time.
- Guardian Statues upon breaking will spawn one more guardian per loop, with the formula of Guardians = Loop + 1.
Loop: | L0 | L1 | L2 | L3 | L4 | L5 | L6 | L7 | L8 | L9 | L10 | L11 | L12 | L13 | L14 | L15 |
HP: | 1500 | 2100 | 2750 | 3450 | 4200 | 5000 | 5850 | 6750 | 7700 | 8700 | 9750 | 10850 | 12000 | 13200 | 14450 | 15750 |
Face: | 1200 | 1680 | 2200 | 2760 | 3360 | 4000 | 4680 | 5400 | 6160 | 6960 | 7800 | 8680 | 9600 | 10560 | 11560 | 12600 |
Loop: | L16 | L17 | L18 | L19 | L20 | L21 | L22 | L23 | L24 | L25 | L26 | L27 | L28 | L29 | L30 | L31 |
HP: | 17100 | 18500 | 19950 | 21450 | 23000 | 24600 | 26250 | 27950 | 29700 | 31500 | 33350 | 35250 | 37200 | 39200 | 41250 | 43350 |
Face: | 13680 | 14800 | 15960 | 17160 | 18400 | 19680 | 21000 | 22360 | 23760 | 25200 | 26680 | 28200 | 29760 | 31360 | 33000 | 34680 |
Strategy:
Throne 2 strategy
Special scaling:
- The giant orb attack will be similar to The Throne, where each additional loop the orb will break into an additional row of orbs, being Rows = Loop + 7. However in addition, it will also shoot extra number of orbs scaled by loop, being Orbs Fired = Loop + 2.
- The bright orb stream will also scale with one more bright orb per loop, being Orbs Fired = Loop + 3. The stream will also gain more packed green bullets per loop, being Stream Length = 26 + (Loop * 10).
- The stationary attack where it shoots out a ring of orbs directly in every direction will scale with one more orb row per loop, being Rows = Loop + 10. In addition each orb row has more orbs packed onto the end scaled by loop, being Row Length = 15 + (Loop * 5)
Loop: | L0 | L1 | L2 | L3 | L4 | L5 | L6 | L7 | L8 | L9 | L10 | L11 | L12 | L13 | L14 | L15 |
HP: | 600 | 840 | 1100 | 1380 | 1680 | 2000 | 2340 | 2700 | 3080 | 3480 | 3900 | 4340 | 4800 | 5280 | 5780 | 6300 |
Face: | 480 | 672 | 880 | 1104 | 1344 | 1600 | 1872 | 2160 | 2464 | 2784 | 3120 | 3472 | 3840 | 4224 | 4624 | 5040 |
Loop: | L16 | L17 | L18 | L19 | L20 | L21 | L22 | L23 | L24 | L25 | L26 | L27 | L28 | L29 | L30 | L31 |
HP: | 6840 | 7400 | 7980 | 8580 | 9200 | 9840 | 10500 | 11180 | 11880 | 12600 | 13340 | 14100 | 14880 | 15680 | 16500 | 17340 |
Face: | 5472 | 5920 | 6384 | 6864 | 7360 | 7872 | 8400 | 8944 | 9504 | 10080 | 10672 | 11280 | 11904 | 12544 | 13200 | 13872 |
Strategy: