Bosses - Tleety/rift-runners-wiki GitHub Wiki

Floors and Bosses

Map version 1.6

Every floor has a theme with its own terrain, weather, creeps, miniboss (room 5) and boss (room 10). The themes repeat in this order, getting harder every time round:

Floor Theme Miniboss Boss
1, 4, 7, ... The Whispering Woods Broodmother Old Mossback, Warden of the Grove
2, 5, 8, ... The Frozen Wastes Ancient Wendigo Hrimgar the Glacier Tyrant
3, 6, 9, ... The Burning Depths Doom Guard Cindermaw, the Molten Wyrm

How boss fights work

  • Introduction: when a miniboss or boss room starts, the picture freezes and zooms in on it while its name is shown. Then you can move again, and 1 second later the fight starts (it can't be hurt before that).
  • Minibosses and bosses get a big life bar at the top of the screen with their name, phase marks and a status line that tells you what to do in special moments.
  • Telegraphs: almost every move is marked on the ground in red first (circles, lines, cones, rings with a gap). Step out of the red before it lands.
  • Phases: bosses change phase at 70% and 35% life, minibosses at 50%. A phase change starts with a roar: 1.5 seconds where the boss can't be hurt or moved.
  • Staggered bosses take 50% more damage. Each boss has moves that leave it staggered: that is your damage window.
  • With several heroes alive, a move goes at a random other hero instead of the nearest one 30% of the time, so nobody is safe at the back.
  • Bosses have 5 times their base life; minibosses and bosses gain 70% life per extra hero in the party (see Runs and Rooms).
  • Second loop: from floor 4 on, every boss starts with one of its later-phase moves (noted below).
  • Beating the boss heals every hero to full and gives a relic pick.

The Whispering Woods

Creeps: timber and dire wolves, forest and giant spiders, furbolgs, forest trolls, treants, owlbears.

Broodmother

Miniboss, floor 1. Phase change at 50% life.

  • Egg Sacs: every 22 seconds she places 3 egg sacs around the arena (each marked by a ring). Unbroken sacs hatch into spiderlings after 8 seconds. The sacs are weak (5% of her life each): break them.
  • Web Shot: a marked line. The web roots whoever it hits for 1.5 seconds.
  • Venom Burst: when you are close, a blast around her that leaves a poison pool for 6 seconds.
  • Phase 2: every sac left hatches at once and she gets faster, moving and attacking quicker.

Tip: spread out against Web Shot, and clear the sacs before 50% so the phase change doesn't flood the arena.

Old Mossback, Warden of the Grove

Boss, floor 1 (a giant furbolg). Phases at 70% and 35%.

Phase 1

  • Maul Combo: when you are close, three cone swipes; the last one is bigger, wider and knocks you back. He is then staggered for 1.2 seconds.
  • Charge: a long marked line. If he slams into a rock, a tree or the arena edge, he is staggered for 3 seconds.
  • Ground Pound (Hard Mode, and from floor 4 on): two shockwave rings roll out from him. Each ring has a gap: step through it.

Phase 2

  • Overgrowth: four roots burst up one after another, chasing the target. Keep moving.
  • Saplings: three Grove Saplings take root away from him, then slowly walk to him after 4 seconds. Each one that reaches him heals him 3% of his life. Kill them on the way.

Phase 3

  • Hibernate (once): he falls asleep and heals 3% of his life per second for 6 seconds. Deal 8% of his life in damage to wake him: he is then staggered for 7 seconds.
  • His moves come faster, with shorter warnings.
  • Second loop: Overgrowth (without saplings) from phase 1.

Tips: bait the Charge with a rock or tree behind you, then punish the stagger. Save your burst for Hibernate: waking him early is worth a long stagger.


The Frozen Wastes

Creeps: white wolves, ice trolls, polar furbolgs, tuskarr, wendigos, magnataurs, frost revenants.

Ancient Wendigo

Miniboss, floor 2. Phase change at 50% life.

  • Leap: he jumps onto a marked spot at the target, knocking heroes back.
  • Howl: a wide blast (600) that slows.
  • Claw Frenzy: up close, three quick cone swipes.
  • Phase 2, the snowstorm: he vanishes (he can't be hurt). Footprints show where he will leap from; he leaps onto the target's marked spot and is then open for 1.5 seconds.

Tip: in the storm, watch the footprints, step off the mark and hit him while he recovers.

Hrimgar the Glacier Tyrant

Boss, floor 2 (a magnataur). Phases at 70% and 35%.

His hits add Chill to heroes: 3 stacks freeze you for 1.5 seconds. Each stack slows you for 2 seconds; the stacks fade 5 seconds after the last one.

Phase 1

  • Ice Spears: a fan of three marked lines; the spears fly until they hit a wall.
  • Glacial Slam: when you are close, a blast around him that leaves slowing ice patches for 8 seconds.
  • Icicle Fall: marked spots around the target, and one on every other hero.

Phase 2

  • Ice Wall: a long line of ice pillars rises between him and the target for 18 seconds.
  • Boulder: thrown at the target, with a knockback. It shatters any pillars it flies over or lands on: if a wall boxes you in, bait a boulder through it.

Phase 3

  • Whiteout: freezing fog closes in from the edges over 12 seconds to a safe square in the middle. Outside it you gain Chill and take damage every second.
  • Avalanche: three waves sweep across the safe square, each with one gap. A wave that hits you freezes you.
  • Second loop: Ice Wall from phase 1.

Tips: don't let Chill stack to 3 near a slam or an avalanche. Keep track of the Avalanche gaps; they move between waves.


The Burning Depths

Creeps: lava spawns (they split), voidwalkers, red dragon whelps and drakes, satyrs, fel stalkers, felguards, fire revenants, infernals.

Doom Guard

Miniboss, floor 3. Phase change at 50% life.

  • Rain of Fire: five marked circles fall one after another around the target (the first one on every hero too), leaving burning ground.
  • Infernal Drop: a marked spot; the infernal stuns where it lands, then fights. At most 2 infernals at a time.
  • Dread Cleave: a cone up close.
  • Phase 2, the Dread Portal: he opens a portal that sends a fel stalker every 4 seconds (up to 5) until it is broken. Breaking it staggers him for 3 seconds.

Tip: switch to the portal as soon as it opens, then turn on him during the stagger.

Cindermaw, the Molten Wyrm

Boss, floor 3 (a red dragon). Phases at 70% and 35%.

Phase 1

  • Flame Breath: a fire sweep across a marked cone in front of him.
  • Tail Swipe: if you stand behind him, a wide swipe with a knockback.
  • Fireball Volley: seven marked spots around the target that leave burning ground for 6 seconds.

Phase 2

  • Takes Wing: at once, then every 25 seconds. He rises out of reach (he can't be hurt), strafes three lines of fire across the arena and drops a meteor on every hero. After 8 seconds he lands on a marked spot and is staggered for 2 seconds.

Phase 3

  • Molten Floor: lava creeps in from the edges over 12 seconds to a safe square.
  • Basalt rocks rise as cover.
  • Inferno: a channel, then two waves of fire roll outward from him across the whole arena. Only cover behind a rock or wall saves you: stay behind it until both waves have passed. He is staggered as they go out.
  • Whelps: every 16 seconds four whelps hatch and run to him. Each one that arrives makes him hit 15% harder (up to 5 times). Kill them first.
  • Second loop: whelps from phase 1.

Tips: stay out of the cone and away from his tail; the side is safest. When the status line says "Inferno! Get behind a rock!", do exactly that.