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.