Terraria
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Terraria Boss Ideas Part 5 [Bosses 41-60]
Por Okami Tomato
Yes, even more boss ideas. Somehow, even almost reaching 200 bosses in total over the last few years, my brain will still find new ideas.

The same rules as usual apply; not actually a guide, everything's structured the same, etc.

Hopefully the sprites and boss designs in general will be better than that dry streak in the 20s in the last batch, since I've had more time to both think about the bosses and to sprite them.

Anyways, enjoy :)
   
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[Intro Panel]
Welcome to even more boss designs, from the person who brought you mainly boss designs.

As you may expect the same rules do apply with how bosses are labelled, going in the order of appearance, summoning mechanics, stats, attacks, defeat animations, the GelTech's info, its drops and finally anything else interesting to note about them.

However, there have been some changes here-and-there for certain bosses and certain groups of bosses that apply all the way back to Boss Page 4 in some cases:
-All Chaos Mode bosses are given a +50% damage reduction against all attacks. Bosses with damage reductions already have them stacked multiplicatively.
This is mainly so that it is more comparable to Calamity's endgame so that not only is Supreme Calamitas not immediately tankier than half of Chaos Mode, but also so that Calamity's Dev weapons don't immediately shred half of the other bosses.
--Elder Deathworm is exempt from this, however, as he already has loads of health
-All Chaos Mode bosses also halve the player's defence and damage reduction when dealing damage.
Once again done to attempt to balance it properly to Calamity's late-game standards as, compared to Calamity, most of the Chaos Mode bosses are actually rather lacking in damage for some reason.
-The options for potentially re-making older boss designs has been expanded to the 2nd page since many of the designs there weren't very well done or, in some cases, actually finished properly.
A lot of the bosses looked rather bad in most cases, sometimes due to either being partial reskins of other enemies or because of colouration limitations for others.

Anyways, now that all the technical stuff is out the way, I hope you enjoy.
#41 - Spawn of the Extinction
Appearance: A large mechanised serpent plated in silver, black and red metal. Large red and black jaws have been attached to its front and a pointed silver blade-like tail to its back. Each segment has a red orb-like eye surrounded by silvery metal bars with red spikes either side of each segment.

Summon: Use the Crumbling Stone at night. It does not matter where in the world it is used. The boss will not despawn during the day, however, unlike most bosses summoned at night. However, the entire time it is alive the sky will remain black, even if daytime approaches again.

[Fought: Post-Moon Lord]

Stats:
Health: 1,800,000 (2,585,000)
Attack:
-385 (600) (Head Melee)
-195 (300) (Body Melee)
-145 (200) (Red Flame)
Defence: 70
- +60% Damage Reduction (Body and Tail segments only)

Attacks:
The spawn work like most worm-based bosses; following the usual worm AI for most of the fight. While they are to an extent grounded their massive damage output, high durability, and massive mobility make even an airborne fight a difficult one.
-They may release red orb-like projectiles from all of their segments which eventually all explode into fiery explosions, like the Inferno Fork's projectiles upon hitting solid objects. While they start off being released randomly they are eventually fired more in the player's direction as its health gets lower.
-At 50% (35%) health it will summon another Spawn of the Extinction to assist it. This is attempted every time one is taken down to half health. However, only 2 can exist at a time, so if both are taken down to below 50% at the same time no more may spawn.

Defeat: Explodes into chunks of metal, accompanied by bright red particles; the same colours as their projectile attacks.

GelTech Info:
-Mechanised serpentine creatures built in the image of a more powerful entity than themselves. They are rarely seen, but when they are they are rarely ever on their own.

Drops: Only drops items when no more spawn are alive (so even if 10 spawn in a single fight only 1 drops items). A few weapons (with the majority being variants of melee weapons) and an accessory that boosts defence and grants the player a dash attack.

Extra Info:
-This boss has a few similarities to the pre-rework Devourer of Gods from the Calamity Mod, back when it was able to spawn clones of itself in Revengeance mode. While its health may suggest it is more durable, the lower damage reduction on the segments and easier to dodge attacks means the DoG was still a harder fight.
-The player must be careful when fighting this boss to ensure that they bring both down low enough so that no more may be spawned. Otherwise the player risks a longer and harder fight with no additional reward.
-AoE and Piercing weapons may be good when only one is active or when they're both low enough to not spawn any more, but when the player is attempting to deal damage to a specific spawn then they may cause problems.
-Despite being fought relatively early in Post-ML its damage output is still excessively high. Players have to be very careful to avoid being hit by its body, especially its head.
-This boss is actually just a precursor to its Chaos Mode counterpart
--The Chaos Mode counterpart also spawns these as minions, though they are far smaller and aren't allowed to summon more spawn on their own like in their own battle.
[Added: 30/4/19]
#42 - The Extinction
Appearance: A larger, more menacing version of its smaller Post-ML counterpart. Its jaws are larger, it is spikier, the metal bars more defined and its eyes are no longer simple red orbs. Its tail blade is also noticeably larger and more detailed.

Summon: Use the Foreseeable Apocalypse anywhere in the player's world at any time. The sky will turn black and the boss will spawn. For 20 seconds after spawning it will be invulnerable to attacks to ensure that the player cannot deal cheap damage as it unfolds from its spawning point. Player is inflicted with Pressure for the entire fight.

[Fought: Chaos Mode]

Stats:
Health: 85,000,000 (116,500,000)
Attack:
-850 (1500) (Head Melee)
-500 (750) (Body Melee)
-750 (1285) (Tail Melee)
-330 (492) (Chain Burst)
-300 (465) (Bullet Hell)
Defence:
-85 (Head)
-250 +80% Damage Reduction (Body)
-500 +90% Damage Reduction (Tail)

Debuff: Pressure:
-Reduces the player's flight speed by 75%, stopping the player from just flying away from the boss.

Attacks:
Extinction will burrow through the ground, like the majority of other worm enemies, though is able to gain a lot more vertical height than the majority of other worm enemies. Uses ranged attacks and summons against the player as well.
-It may occasionally summon either horizontally or vertically-travelling 'bullet hells' of red fireballs. There are lots of them, but they are often quite spaced out due to the area in which they're allowed to spawn.
-It may sometimes create an explosion from one of its segments. The explosions keep triggering further chain explosions that travel in a straight line towards the player. The explosions have quite large hitboxes so it isn't suggested to remain close when one of these chain explosions triggers.
-It may also spawn versions of the Spawn of the Extinction boss. They deal double damage but have only 45 segments and cannot trigger the spawning of further spawn when at half health. Only one may be spawned at a time throughout much of the fight
--At 50% (65%) health the Extinction will always ensure that one of them is active; spawning a new one if one is killed
---At 33% (40%) the Extinction ensures that two of them are active at a time as opposed to just one.

Defeat: Explodes into fiery gibs upon its destruction. All spawn active at this time will also be despawned.

GelTech Into:
-Hyperdense metal alloys make up its exterior, though its interior remain unknown. Even looking through the scorched remnants shows only a hollow shell...

Drops: A lot of its drops are upgraded versions of it the spawn's drops seen earlier. However, it also drops materials that can be used both to make further weapons and also armour.

Extra Info:
-While the boss is designed to be a larger version of boss #41 its face especially is almost completely different. Everything else seems to have some connection to the spawn though, including its metal bars, tail, spikes, colour scheme, and even similarities in the properties of its projectiles and spawning abilities to an extent.
--Also, much like before, contact damage from its body is still immense, even going so far as to potentially 1-shot the player upon contact with its head.
-What it lacks in health compared to many other Chaos Mode worm bosses it makes up for in having massive resistances added to its body and tail segments, which means the only reliable way to damage it is attacking the head, which is risky.
-The boss' GelTech description is quite ambiguous about its interior, saying that it seems to only be a hollow shell left. This could mean that the Extinction itself either doesn't actually have anything inside of it or it could mean that some of it is absent upon its destruction.
[Added: 30/4/19]
#43 - Returning Phantom
Appearance: A familiar face for those who have read through the first page of bosses back a few years ago. They still don their purple and red robes, though have since gained an aura of black shadowy matter around themselves that was not present originally.

Summon: Use the Eldritch Sundial near the dungeon at night. Taking the boss away from the dungeon does not cause any problems, though they will despawn if it reaches daytime. Any live Cultists around the dungeon are all forcefully despawned and the sky turns purple with black hazy clouds overhead.

[Fought: Post-Moon Lord]
[Special Boss: Extremely Rare Summoning Item]

Stats:
Health:
-8,500,000 (11,000,000) (Stranger)
-2,000,000 (3,450,000) (Harpy)
-100,000 (250,000) (Clone)
Attack:
-255 (480) (Melee)
-230 (440) (Shadowflame Ball)
-300 (550) (Chaos Spear/Sphere/Column)
-280 (500) (Shadowflame Fountain)
Defence: 75

Attacks:
Phase 1:
Starts off the fight invulnerable, floating in-place, giving dialogue
"Ah, I have been re-awoken once again"
"Another obstacle presents itself to me, even in the midst of my eternal slumber"
"Perhaps their is vengeance within their hearts, or conquest"
"Oh maybe..."
At this point he will lose their invulnerability and begin teleporting around and firing off magic attacks at the player:
-He may fire 6 shadowflame balls, 3 up and 3 down, which curve round and pass by each other, almost like a set of jaws.
-He may fire a rapid volley of 10-12 shadowflame balls which explode violently on contact with solid objects
-He may, after a small delay, throw a large black sphere which pulsates with energy. Once thrown it will explode into a burst of 20 chaos spheres which all disperse outwards.
Phase 2:
At 80% health he will pause and become invulnerable again, giving more dialogue.
"No... there is a familiarity about you."
"You've... seen me before... haven't you?"
"Maybe you were the one who shattered my mortal form prior..."
"And such an act is punishable... by death"
At which point he becomes vulnerable again and begins using new attacks alongside his previous ones:
-Can send 5 volleys of shadowflame balls at the player, each volley made of 6 projectiles fired in rapid succession
-Can fire an arc of 7 shadowflame balls followed by an arc of 9
-Can fire a large chaos sphere at the player which fires out shadowflame balls in random directions as it travels
Phase 3:
At 60% health it stops again, visibly changing a little by this point as well. He is invulnerable when speaking, as usual.
"This fight is tiring on my form. I cannot summon Wyverns like this"
"However, clones are within my capabilities still"
"Good luck bringing harm to my person when you can't tell this person from theirs"
From here on out he will begin summoning clones of himself. They teleport around and fire lone shadowflame balls at the player. He also adds a few new attacks to his arsenal.
-Can fire up to 3 chaos spheres in succession
-Can make a wave of 9 shadowflame bolts, followed by a faster wave of 7, then by a faster wave of 5 and then finally an even faster wave of 3
Phase 4:
At 35% health he becomes invulnerable and speaks again.
"My clones prove ineffective due to their dull minds"
"However, I have one last puppet I may use I have been saving for emergencies."
"Maybe, when I'm finished with you, you too shall become one of my puppets"
The stranger disappears and another, human-seeming person with strings attached to them appears in his place and begins attacking the player. Her attacks are different from the stranger's and clones stop spawning.
-May perform up to 3 simultaneous charges
-May release a burst of shadowflame balls outwards (max. 20)
-May fire an arc of up to 10 shadowflame orbs at the player
-May throw up to 10 chaos spears in succession, with mild delays inbetween
Upon the 'Puppet' being defeated her strings are snapped and the stranger appears behind her. She turns around and hits him directly in the face, causing him to clutch at his mask. The still-nameless person flies off and leaves the stranger to face the player alone.
Phase 5:
Takes quite a toll from the punch, though begins this phase with more dialogue
"...Nooo..."
"My form... it cannot hold..."
"I need more power..."
"...your power..."
Uses all his previous attacks plus two more
-Can summon a portal above himself that continuously spits out arcing balls of shadowflame
-Can throw down a larger chaos spear that explodes into a massive column of chaotic fire after a few seconds

Defeat: Reaches out towards the player before his body gives out and melts away into a pile of black sludge on the ground. The sludge eventually shrinks away and vanishes, though it takes up to a full day cycle to be completely gone.

GelTech Info:
-"Restless soul of a powerful sorcerer, defeated long ago by a warrior with far greater power than he. It seems that even in death he holds hatred for that warrior... and for those who share similar strength of will"

Drops: Magic and melee weapons, as well as an armour set based on his robes and an accessory that grants teleportation and another that grants general mage-oriented boosts.

Extra Info:
-This boss is very similar in design to the Mysterious Stranger/??? seen in guide 1; even having an almost identical sprite, many similar attacks, and even a later form which utilises a winged humanoid girl to fight for him
-There are some hints from unused dialogue to suggest that the nameless 'Puppet/Harpy' girl was the Harpy Princess' sister, though it went unused in the actual fight
--This differs from the original M.S. battle where the 'harpy' was an evil clone of the princess instead
-This boss was originally meant to be fought in Chaos Mode, though was moved down to only being Post-Moon Lord due to the large influx of Chaos Mode bosses being designed recently.
[Added: 30/4/19]
#44 - Oblivion
Appearance: A large, grey, partially-liquified sphere with several large holes in the front. Many of these holes are leaking a darker grey substance from them. The design looks like a remade version of Oblivion back from the 1st boss page, though visibly less stable.

Summon: After defeating the Boss Rush, Oblivion's dormant state (called '???') can rarely be found at the surface in a dormant state with 100,000 health, though it doesn't move or deal damage. Destroying this husk will summon Oblivion, creating an arena of blocks to fight him in and with the sky turning red and black throughout the fight. It does not matter where or when he is fought. However, taking him out of the arena gives Oblivion an additional 99% damage resistance, making most attacks only deal about 1 damage.

[Fought: Chaos Mode]
[Special Boss: Rare-Spawning Encounter, No Summoning Item]

Stats:
Health:
-145,000,000 (200,000,000) (Oblivion)
-500,000 (650,000) (Oblivion Slimes, Mini-Oblivion, Servents of Oblivion)
Attack:
-480 (740) (Melee)
-450 (688) (Oblivion Energy)
-455 (697) (Elemental Attack) (Inflicts either Electrified, On Fire!, Frostbite or Venom)
-1000 (Instant Kill) (Black Hole)
Defence: 35

Attacks:
Phase 1:
Oblivion remains dormant while 10 Servants of Oblivion orbit him. Each fires projectiles every second at the player while Oblivion slowly moves towards the player, immune to attacks. When the servants are destroyed Phase 2 begins.
Phase 2:
Oblivion summons another 8 Servants to orbit him, though he is now stationary. He begins spawning 3 different types of enemy from his mouth and gaining a single attack.
-Oblivion may summon one of three enemies:
--An Oblivion Slime which hops aggressively towards the player and can jump very high
--A smaller version of himself that fires 4 shots in an arc at the player
--A Servant of Oblivion which is separate from the ones orbiting him, though with the same fire-every-second mentality the others share.
-Oblivion himself may fire a burst of 18 shots outwards. They are all evenly-spaced but the angles they are launched at aren't always the same.
Phase 3:
Oblivion awakens, with multiple smaller eyes and one larger eye appearing from many of the holes in his body. He becomes vulnerable to damage from now on.
-He uses his previous attack and sometimes spawns enemies like before
-He may create vertical, horizontal or even diagonal bullet hells
-He may stay either above or to the side of the player and fire projectiles at them
At 85% health he transitions into phase 4
Phase 4:
During this phase he begins using a few elemental-themed attacks along with his previous ones. This is signalled with him stopping for a moment and letting out a loud sound from his mouth, somewhere between a shriek and a roar.
-Uses Phase 2 and 3's attacks
-Can fire a bolt of electricity at the player that splits into 2 upon hitting a solid surface and travelling along it for a few seconds. (Inflicts Electrified)
-Can spew large amounts of fire from his mouth while above the player. Can also sometimes do it with ice as well. (Inflicts either On Fire! or Frostbite)
-Can summon large thorns from the ground which travel outwards from the starting point to the edges of the arena. (Inflicts Venom)
At 60% (70%) health he transitions into a new phase.
Phase 5:
Lets out another roar/shriek and begins using attacks based on other bosses, as a reference to his original battle. Ditches all previous attacks briefly.
-Can bounce around the arena walls, dealing contact damage
-Can summon Servants of Oblivion while flying above the player
-Can teleport around, trying to ram into the player with charges every teleport
-Can perform a horizontal charge followed by flying up diagonally while firing off oblivion energy shots
-Can perform a chain-dash attack
-Can slowly move towards the player while firing off oblivion energy shots and fireballs that inflict On Fire!
-Can perform 3 charges in succession followed by a massive barrage of oblivion energy shots
-Can create a large, sweeping laser that deals Oblivion's contact damage
At 25% (40%) health he transitions let again into a new phase. This time, however, he gains his most powerful attacks.
Phase 6:
Lets out another roar/shriek to signal phase transition.
-Uses all of his previous attacks from Phases 2-4
-Can summon a Black Hole from his mouth and move towards the player, teleporting on occasion to close a distance or approach from a new angle.
-Can rain down projectiles diagonally that ricochet off the ground and go back up again.
-Can summon a large pillar of fire which inflicts On Fire!
-Can rain icicles down from the ceiling that inflict Frostbite
-Can briefly electrify the arena, with contact inflicting Electrified
At 10% health he will transition into Phase 8 in normal mode
(At 30% health in expert mode he transitions into Phase 7 instead; an expert-mode exclusive form)
Phase 7:
Oblivion will begin shifting into various forms, each resembling other mods' final bosses, though entirely grey and red. Each transformation lasts about 10 seconds before he almost immediately shifts to a new one.
-In Calamitas form it can fire pseudo-homing shots that explode into smaller shots that travel outwards, fire projectiles at the player while remaining horizontal to them, or create bullet-hells of horizontal and vertical projectiles
-In Overseer form it can summon portals which summon minions and can act as its own personal teleporters, fire bursts of projectiles at the player, or fire a few fast pseudo-homing projectiles that eventually disappear on their own
-In Ragnerok Form it can summon orbs which orbit the player before eventually stopping in-place, summon fireballs that drop from the sky from the centre of the arena outwards, or fire off a chain of explosions that travel in a line.
(At 10% health this form also transitions into Phase 8)
Phase 8:
Oblivion falls to the floor, stationary, though still vulnerable to attack.
-A continuous flow of projectiles made to look like Servants of Oblivion fly out of him in random directions. The frequency starts off large but only grows as his health wanes.

Defeat: Once out of health Oblivion releases one final shriek as his body crumbles away. A few more Servants of Oblivion fly upwards out of the wreckage, though cannot be interacted with.

GelTech Info:
-Many eyes watch from within; the many victims of its rampage. It slumbered, dormant for a time, though has been re-awoken by a foolish act.

Drops: A large assortment of weapons of the same sort of tier as the rest of Chaos Mode, despite how much harder Oblivion is in comparison to most of them. Many of the weapons launch projectiles similar to the Servants of Oblivion and the summoning staff summons a mini-Oblivion which also launches servant-shaped projectiles. Can also drop accessories and a material used to upgrade a few accessories and make an armour set.

Extra Info:
-Like a few other bosses Oblivion was originally a boss seen back in the first boss page. There he was only found at the very end of the boss rush as the game's final boss, with around 3 times the health the Moon Lord carried and with around 10 phases in his fight.
--As a reference, this Oblivion can also only be found after the Boss Rush, though is found randomly in the player's world as opposed to its final boss.
-Like Lunar and the final Chaos Doppelganger fights, Oblivion is meant to be a post-game encounter. This is also true for his original fight.
-In his Expert-exclusive phase he will imitate other mods' final bosses, though using his own colour scheme. These bosses are Supreme Calamitas from Calamity, Ragnarok from Thorium, and the Overseer from Spirits.
[Continued...]
#44 - Oblivion (Continued)
--Strangely, in Ragnarok form, he doesn't evenly distribute his 3 attacks for that boss between the 3 elementals as expected. Instead, Aquarius doesn't have any attacks while Omnicide has 2.
-Oblivion's major re-sprite has been planned since early 2018, though I was unable to make it look good enough to warrant a new fight or page alterations. Instead, I ended up actually just re-making the entire sprite and fight again.
-Oblivion's sprite shows many red eyes within his body. These appear to be Servants of Oblivion, as well as the larger eye being Oblivion himself
-The final phase of the fight has the Servants of Oblivion escaping from the body before it is destroyed. However, unlike the rest of the fight, they count as projectiles as opposed to NPCs here.
-Like with the original battle, Oblivion's first 2 phases have him immune to damage while his servants do all the work.
-A few attacks, like the elemental crystals and chains, were unused due to other bosses using similar attacks since recently (Like the Prismatic Corebuster and Chaos Doppelganger)
-Oblivion has sadly been demoted from final boss, but it is still post-game
[Added: 1/5/19]
#45 - Emerald Dragon
Appearance: A large, green dragon covered in large emerald chunks. Fiery green energy erupts from its neck and head and similar greens appear on its underbelly and claws.

Summon: Use the Emerald Medallion anywhere in the player's world at any time. The boss will not despawn if taken to any particular biomes nor due to the time of day. However, it is recommended that the player summons it close to a water source. Burning Sky debuff inflicted on player throughout entire fight

[Fought: Post-Moon Lord]

Stats:
Health: 5,000,000 (6,450,000) / [Technically 6,450,000 (8,000,000)]
Attack:
-230 (405) (Melee)
-285 (490) (Outraged Melee)
-300 (505) (Emerald Meteor) (Inflicts Emerald Flames)
-185 (318) (Emerald Flame Breath) (Inflicts Emerald Flames)
-205 (363) (Emerald Fireball) (Inflicts Emerald Flames)
Defence: 165

Debuff: Emerald Flames:
-10 damage per second to the player, seen as a bright green version of On Fire!. Debuff doesn't expire until the player is submerged in water or dies, even using a Nurse.
Debuff: Burning Sky:
-Player's vertical flight speed reduced by 40%. Weaker than other flight-weakening debuffs due to the boss' mobility

Attacks:
Phase 1:
Flies around, performing up to 5 charges at the player before using one of its other attacks
-May spit a large arc of up to 8 green fireballs. These explode violently on contact with players or solid objects
-May fly close to the player and begin breathing a green fire breath. The range is comparable to the Elf Melter
-It may perform an arcing 'swoop' while its claws glow green
-It may charge while breathing a shorter trail of flames, though this trail will also release arcing fireballs as it is created
At 2,000,000 (3,000,000) health the boss will stop and let out a roar. It will heal 1,450,000 (1,550,000) health and the message "The flames burn eternal" will appear in green. The Dragon will also unleash a green circular 'aura' (Outraged). Then the boss' attack pattern will change
Phase 2:
Performs 4 longer charges between each special attack now instead of 5 smaller ones. Contact damage uses 'Outraged' as opposed to its old melee damage
-Fireball arc from before is followed up by another arc of 7 fireballs almost immediately
-Green flame breath has a longer range and is wider. Also drops a few fireballs as well
-May perform up to 3 'swoops' in succession
-Shorter trail of flames made longer and produces more fireballs
-He gains a new attack in which he summons several large meteors from the sky which explode violently on contact with solid objects and also release arcing fireballs as well

Defeat: The dragon explodes into a massive cluster of green flames. These flames do inflict Emerald Flames if touched and so are still dangerous until they disappear.

GelTech Info:
-"Powerful guardian of the Emerald Flames; embers which seem to almost burn forever. However, it appears that they have now been extinguished... or perhaps passed down to another"

Drops: Numerous weapons that can inflict Emerald Flames, which deals double damage for enemies and 3x for bosses. The weapons are all also themed around dragons and/or gemstones. Also drops Empowered Emeralds; used to make armour and upgrade a few weapons (Including Betsy's drops and the Flamethrower). Can also drop a Green Egg which summons a small Emerald Dragon pet.

Extra Info:
-The Emerald Dragon bears a few similarities to Yharon from Calamity, being a post-Moon Lord dragon with millions of health which heals off damage and talks about fire when transitioning into Phase 2. Some were intentional while others were mere coincidences.
-The Emerald Dragon's signature debuff, Emerald Flames, will cause anything inflicted with them to burn until they are mostly submerged in water.
--Players using the Chaos accessory are immune due to the accessory's massive list of debuff immunities
--NPCs, if ever inflicted, will likely die due to them not going to seek water when affected
---The Nurse, however, can heal herself indefinitely, as well as NPCs close to her
--Some enemies can extinguish themselves, but those who ignore blocks or ones that cannot submerge like Bats cannot
--Bosses, for the most part, cannot interact with water and so cannot extinguish themselves ever
---The buff itself means that, even when the weapons become obsolete in the late-game, that they can still be useful due to their debuffs lasting the entire boss battle and likely racking up thousands of damage against the boss for free
----The debuff is the Necromancer Overlord's worst nightmare since it locks him onto a soft time limit and cares not for his massive defences. Partnering it with further debuffs for that fight only shortens it even further.
[Added: 1/5/19]
#46 - Stardust Magus
Appearance: The Stardust Magus, though her sprite has been redesigned since the first appearance. There are a few mild differences in her overall design, like some alterations to the dress' patterns, but the main difference is the addition of a small Star Cell she sits on throughout the fight.

Summon: Use the Stardust Souffle at night at the surface. Taking the boss anywhere that isn't the surface doesn't cause any problems, though the boss does despawn if it reaches daytime.

[Fought: Post-Moon Lord]

Stats:
Health:
-115,000 (185,000) (Magus)
-22,000 (30,000) (Giant Cell)
Attack:
-75 (120) (Cell/Magus Melee)
-78 (127) (Stardust Dragon Melee)
-68 (108) (Starstorm)
-85 (155) (Moongazer Laser)
Defence:
-50 (Magus)
-15 (Cell)

Attacks:
The boss will spawn inside of a larger Star Cell, floating inside of it. This giant cell needs to be popped before the boss can be damaged. The Magus has only a few attacks it can use inside the cell:
-It can gather stardust and summon one of the Stardust Pillar enemies.
-It can temporarily summon a Stardust Dragon which charges at the player in an arc and despawns again.
Once the Giant Cell is popped it will split into 4 Star Cells and the Magus will be seen riding a 5th. The Giant Cell regenerates around the Magus 30 seconds after being destroyed, forcing the player to pop it again later.
While outside of the Giant Cell, the Magus gains a few new attacks on top of her old ones:
-She can summon large clumps of Stardust which fall down slowly from the sky at varying angles. More spawn at a time the lower her health gets
-She can summon up to 2 Stardust Dragons at a time instead of one, this becomes more likely to replace the single spawns the lower her health gets
-She may charge up and fire a large, light-blue laser at the player. This attack only happens at 50% (65%) health or lower when outside the Giant Cell.

Defeat: The Cell she is riding on pops and the Magus falls vertically off-screen, holding down her dress. Her drops are dropped in succession as she falls, though they are all dropped before a second passes as to reduce the odds of hard-to-reach rewards.

GelTech Info:
-"A powerful space mage that made her way to these lands for... food? Are you sure this is truly the Stardust Magus of legends? ...Food!?"

Drops: A few Stardust-themed items, a lot of Stardust Fragments, and a couple of accessories. One grants the player a Star Cell minion, another grants the player a protective Cell bubble that boosts health and mana regen if you aren't damaged for a time and the third grants Summoner buffs. Also drops a Star Cell mount in Expert Mode and, rarely, a pet that looks like a small version of the Magus which also rides a Star Cell.

Extra Info:
-While the fight shares similarities and even directly imports some aspects of her old battle, the fight has for the most part been improved and made more interesting for the player with the addition of some new attacks and modifications to some of the mechanics.
-The GelTech description actually seems to be a little angry or just dumbfounded at the idea that the Stardust Magus came all this way for some food
--The GelTech also hints at the Stardust Magus actually being quite famous, referring to her as the 'Stardust Magus of legends' in the description
-The Star Cells finally have the correct naming and colours, unlike the original fight
[Added: 1/5/19]
#47 - Whisper
Appearance: A black-cloaked skeletal lich wearing a red gemstone around his neck. He has no visible legs, though has skeletal hands visible from under his sleeves. His hood is pulled back, showing his face. His face consists of a relatively-humanoid skull with two horns; one of which is broken.

Summon: Use the Lich's Skull at night in the Underground or Cavern layers. Taking him elsewhere doesn't cause anything bad to happen but if it reaches day he will leave, though will inflict Horrified onto the player until he is summoned again. The debuff disappears if the player dies or re-summons Whisper another night. Player is inflicted with Heavy Gravity throughout the fight.

[Fought: Chaos Mode]

Stats:
Health: 10,000,000 (x4) (11,862,000) (x5)
Attack:
-365 (514) (Whisper & Skull Melee)
-350 (480) (Chaos Sphere)
-400 (600) (Giant Chaos Sphere)
Defence: 40

Attacks:
Walks slowly towards the player, remaining grounded at all times. Uses various bullet-hell-eqsue attacks. Is able to teleport every few seconds if the player gets too far.
Life/Phase 1:
-Can summon a large sphere which releases smaller spheres in random directions before vanishing
-Can summon several large spheres which explodes into 6 smaller ones that disperse outwards
-Can summon several vertically-descending orbs which span a width of roughly 5 times the screen's size
-Can summon 3-4 giant spheres which shoot 5 smaller ones at the player each before vanishing
-Can summon a single giant sphere which slowly moves towards the player, continuously firing smaller spheres in a spiral pattern until it vanishes
Upon reaching 0 health he will appear to die, then re-appear with a full health bar.
Life/Phase 2:
"You believe this to be wise? Attempting to kill the unkillable!?"
Walks a little faster and gains a few new attacks. Uses all previous attacks still.
-Can summon horizontal or vertical bullet-hells consisting of several small projectiles crossing large distances
-Can summon large horizontal sphere walls with evenly-spaced gaps. Up to 3 walls are summoned in succession
-Can fire up to 3 slow-moving large spheres at the player that explode into massive clusters of smaller ones that disperse outwards
Upon reaching 0 health he proceeds to 'die' again, though returns only a few seconds later
Life/Phase 3:
"You seem adamant to achieve the impossible. Do as you will."
He uses all his previous attacks, though now levitates a little off of the ground, moving at the same speeds as before and teleporting slightly more often
-May stay in place and launch arcing spheres that explode on contact with solid objects
-May fire up to 5 volleys of 4-sphere attacks; each sphere per attack launches diagonally at the player from roughly the corners of the screen.
-May summon diagonal bullet-hells from 45-degree angles. Works like the other two types, but is also a bit slower to compensate for how strange they are
Upon reaching 0 health he proceeds to die again and, as before, he reappears shortly after
Life/Phase 4:
"Futile!"
He gains no new attacks in this phase, though he does begin properly flying around instead of just levitating off the ground like he used to
At 0 health he dies again and reappears after a slightly-increased period of time
Life/Phase 5:
"What's this...? I seem to grow... weary..."
He gains no new attacks but will now begin sometimes overlapping two different attacks over each other. This happens 50% (100%) of the time, making this phase harder than the others. He also flies faster and teleports more frequently.

Defeat: Lets out an echoing shriek and disintegrates into a pillar of light, his robe being left behind as a gib before that, too, vanishes.

GelTech Info:
-"Long ago he was a powerful sorcerer who swore allegiance to the previous king. After a failed spell he went mad and attempted to cheat even death itself."

Drops: Only drops the Dreaded Cloth upon defeat, though this is used to make weapons, armours, and upgrades a few accessories.

Extra Info:
-Whisper's design had quite a few re-designs, with him starting out as the grim reaper and eventually being re-designed into a lich
-Most of his attacks are different variations of bullet-hells or use heavy amounts of projectiles
--Many of them are designed to be able to work somewhat well alongside each other
---However, bear in mind that many attacks use similar-looking projectiles with mildly different properties, though luckily most of them move differently or have similar methods of dodging them. They also all have varying colours, even if the differences are mild
[Added: 3/5/19]
#48 - Lihzahrd King Scottem
Appearance: A Lihzahrd enemy with fancier, golden-lined robes and golden shoes and a crown. He is slightly taller and has a longer tail than other Lihzahrds. He also has an armour set that uses similar colours to the temple itself; orangey browns with bright yellow glows in-between some of the stone plates.

Summon: Use the Lihzahrd Crown in the Temple. Time of day is unimportant due to it being in the temple. Taking the king out of the temple will not immediately despawn him, though eventually he will leave if the player keeps him out for too long.

[Fought: Late Hardmode (Post-Plantera)]

Stats:
Health:
-34,500 (45,000) (Scottem)
-3,500 (5,500) (Armour)
Attack:
-58 (92) (Melee)
-50 (78) (Fireball)
Defence:
-15 (Scottem)
-60 (Armour)

Attacks:
Scottem slowly moves around when armoured, trying to either melee the player or use magic attacks. Lihzahrds and Flying Snakes spawn throughout the fight.
-May stand still and fire up to 5 yellowy magic bolts at the player. They travel through blocks and inflict On Fire! if they hit the player
-May summon up to 8 yellowy bolts near to himself which all fly at the player simultaneously. They inflict On Fire! if they hit the player
When the armour is destroyed Scottem will charge at the player like the Bone Lee enemies in the dungeon but, due to it being a boss, it is knockback immune and able to jump higher and move faster. After 30 seconds pass the armour is regenerated.

Defeat: Scottem himself is launched flying and off-screen, leaving the shattered remains of his armour and his broken crown behind.

GelTech Info:
-"The king of the Lihzahrds, suited in energised stone armour as seen making up the temple's defender. While he is powerful, he is rather cowardly."

Drops: Energised Stone Fragments and some Lihzahrd-themed weapons. Also drops an accessory that turns the player into a Lihzahrd. Fragments used for armour and a few other items and/or consumables.

Extra Info:
-Scottem himself is an inside joke with a couple of my friends, though I then promised to make it a sprite
-He is intended to be fought around the same time as Golem, as evidenced by his stats
-Scottem actually has a rather lacking amount of drops when compared to the Golem, though some are quite useful for Golem's fight and others are different types of weapons than what Golem drops, making the temple more useful for other classes like the Summoner
[Added: 3/5/19]
#49 - Dance Machine F.K.-II
Appearance: A large bulky robot with mostly humanoid proportions. It wears a yellow and white hat, an open yellow jacket, yellow shorts, and large white shoes. Its eyes are yellow and its jaw is disproportionate to the rest of its face, causing it to hang in front. Its hands are also a lot larger than the arms.

Summon: Use the Pile of Junk at the surface forest. Taking it anywhere else will not despawn the boss and time of day isn't important. The Pile of Junk mainly consists of things like Iron/Lead Ore and Bars, Empty Buckets, and a couple of Silver Coins.

[Fought: Pre-Hardmode]

Stats:
Health: 4,000 (6,000)
Attack: 20 (34)
Defence: 15

Attacks:
Dance Machine remains grounded the entire fight and interacts with most blocks, unless considered trapped where it is allowed to phase through some to get close to the player again. The boss uses dance moves to attack the player, including disco 'points' and moonwalks. He can only deal melee damage and thus lacks any projectiles. He is still quite fast (and speeds up more and more in expert mode)

Defeat: Launched upwards and away, with his chest plate opened to drop his loot. A smoke trail is also left as he is launched which disappears after a couple of seconds.

GelTech Info:
-"A robot with few cares in the world and a natural talent for dance. Even in battle it seems they want more of a dance battle than a firefight."

Drops: Funky Fabric, which is used to make an armour set, a Metal Fist which works like the KO Cannon, though weaker, a bow that fires arcing, bouncing cogs that travel along the ground when they bounce 3 times, and a summoning staff that summons mini versions of the boss that can be upgraded with Hallowed Bars and Souls of Might in Hardmode.

Extra Info:
-The boss' design, name and attacks are all based on F.K. from Shake II, a character who is arguably more known for his music being used in a custom Team Fortress 2 map than from his own game.
--The character would dance in the game, as the first part of the name suggests, their name was F.K. which is the 2nd part of its name and the II comes from 'Shake II', the title of F.K.'s arguably most famous appearance.
-The boss' lack of range and their need to sometimes stop to dance makes them one of the easiest bosses in the game, though his speed could still make him harder than the EoW or EoC since he is faster than a walking player and, in expert mode, almost catches up with Hermes Boots at full speed.
-The Boss' armour set is based off of his clothes, though his mask already appears to be wearing the hat (even though it doesn't count as the hat, don't get it confused)
[Added: 4/5/19]
#50 - Class-Proof Golems

(Left-to-right: Warrior-Proof, Ranger-Proof, Mage-Proof, Summoner-Proof)
Appearance: Large, armoured humanoids. Each one wields a large golden axe which they use for most of their attacks. The most notably strange thing is their heads, which are all large cubes that are disproportionately large compared to their bodies. Each one uses a different colour scheme, except for the golden areas which remain the same on all 4.

Summon: Use the Power Gem at night or underground. Boss will not despawn unless the player dies and it loses a target. There are 4 different types of Power Gem, one per Golem, but they are all made in the same way.

[Fought: Late Hardmode]

Stats:
-75,000 (100,000)
Attack:
-85 (140) (Melee)
-70 (123) (Tomahawk Boomerang)
-100 (170) (Missile)
-30 (60) / 60 (120) / 90 (180) / 120 (240) / 150 (300) (Charge Attack)
Defence: 60 [+80% (90%) damage reduction against each ones' respective classes]

Attacks:
The Golems will spend a lot of their time slowly walking towards players along the ground, using attacks based on the player's location compared to their own. They can pass through blocks if they feel like they need to, like the Mourning Wood and Everscream bosses from the 'moon' events.
-If players are too far away or are considered to be dealing too much DPS they will guard, becoming immune to damage while also being immobile. Eventually they will drop their guard and begin moving again
-It may swing its axe if the player is nearby. The range is very long and the swing is quite fast.
-If players are out of its swing range it may throw its axe at them before it returns back to them. It is fast and covers a lot of ground, plus the axe's hitbox is also very large.
-If players are close to the ground but out of its reach it may charge power before launching itself through the air in an arc. After landing it creates a large explosion around itself.
-Finally, it may also hold its axe back and begin charging power. Every 0.5 seconds it goes up a level up to 3 and then it takes 1 second to go to level 4 and then level 5. Each level increases not only the range, but also the damage.
--Level 1 and 2 are smaller and less damaging than the Golems' normal swings
--Level 3 has a larger swing and deals slightly more damage than normal
--Level 4's swing goes both in front and behind the Golem in a massive slash and deals lots of damage
--Level 5's will cause it to launch into the air, twirling the axe around itself, before slamming back down into the ground. The axe and Golem let out lots of red, damaging energy which only increases the already-massive range of this attack.

Defeat: They drop their weapons, stagger back and forth, and then collapse to the ground.

GelTech Info:
-"Colossal guardians, each originally designed to counteract a specific class of weapon. Some received large, durable plates, others received enchantments to resist magic, others given several interlocking plates to resist attacks from numerous sources. In any case, they still failed at their mission, and were released to roam the world forever mindlessly."

Drops: Each drops a set of weapons, materials to make armour, and accessories to provide buffs for their respective classes. Each drops an Axe that works differently (Melee for warrior, a throwing axe for ranged, a magic axe for mage and an axe summon for summoner). Combining all 4 accessories and some of the materials allows for the creation of an accessory that provides universal buffs and combining the axes makes an axe that counts as the damage type that would benefit the user most (based on damage bonuses) or resorts to melee (if all damage bonuses are equal).

Extra Info:
-The Golem use Hellstone, Chlorophyte, Mythril and Hallowed bar colours respectively.
--Hellstone is used for Warriors due to the Hellstone armour being a warrior set and for the fact that a lot of the fire-based weapons are melee.
--Chlorophyte is used for Rangers because of Chlorophyte Bullets, arguably one of the best ammo types in the game and for Shroomite being made partially out of Chlorophyte as well
--Mythril wasn't chosen for any particular reason other than sounding magical for Mages, making it overall the weakest choice
--Hallowed was chosen for Summoners because of the fact that Hallowed bars in general are almost useless for Summoners. Unlike the others this was more of a counter-pick as opposed to being a related bar type.
-The Golems themselves were all based on Happy Wars' Attack, Magic and Ballista-Proof enemies seen during the limited-time Tower Defence mode. While I don't play the game anymore I still found their designs quite interesting due to how weird they were.
--Their Charge Attacks, Missile and Tomahawk Boomerangs are also based off of the Charge Attack, Rocketman, and Double Tomahawk from Happy Wars as well, though adjusted for them to fit better into Terraria
---However, their death animations are actually based off of the Gargantuar enemies from Plants vs Zombies
-Each Golem drops items based on the class they're resistant to, making trying to get the items in class playthroughs excessively difficult.
[Added: 4/5/19]
#51 - Ultimate Slimey
Appearance: Slimey has returned, with a fancier and more complex armada of mech suits. The suit he uses to begin with is a blueish silver with light blue 'veins' travelling through it. A light blue core is also seen in its chest. Fiery energy erupts from pipes on its back, with these being used for flight instead of his original slime wings.

Summon: Use the Slime Caller Mk.II anywhere in the world. The boss will spawn and the fight begins. He does not despawn until there are no targets left, which would require players either getting too far away or all being dead. He is not affected by time or place. The summoner's materials include the summoner for the original Slimey fight, as well as one of his drops.

[Fought: Chaos Mode]

Stats:
Health:
-10,000,000 (13,450,250) (Normal Suit)
-55,000,000 (78,000,000) (Leviathan Suit)
-18,750,000 (22,450,750) (Titan Suit)
-6,500,000 (10,000,000) (Sonic Suit)
Attack:
-390 (600) (Normal Melee, Laser / Leviathan Laser / Titan Fist Laser / Sonic Melee, Laser)
-378 (580) (Normal Missiles / Leviathan Missiles / Titan Missiles)
-410 (632) (Normal Core Laser / Leviathan Body Melee / Titan Melee, Core Laser)
-600 (990) (Leviathan Head Melee)
Defence:
-225 (Normal / Leviathan Head)
-300 (Leviathan Body* / Titan)
-170 (Sonic) [Immune when energised]

*The Leviathan's Body will halve the damage of piercing weapons for every segment they travel through

Attacks:
Phase 1/ Normal Suit:
"Oh it's you again. Well this time I'm packin' a much stronger punch, trust me"
Flies around after the player, attempting to use one of a few attacks.
-May perform a series of charges, wielding a large sword, attempting to deal contact damage
-May fire a barrage of lasers at the player from his hands
-May fire a series of missiles upwards which fall down vertically after a few seconds
-May fire a massive laser from his core which sweeps up to 60 degrees in only a couple of seconds, though has a cooldown
After defeating this suit it will explode, though Slimey will teleport away and into another nearby suit.
Phase 2/ Leviathan Suit:
His next mech suit appears to be a colossal worm. Slimey rides in the front, with cores visible on every other segment. More blue energy is seen between its jaws and spikes, guarding most of its body segments.
"Aww, my main suit got toasted already. Well, I have this one!"
If the player is near to the ground it will burrow, but if they are in the air often it will fly after them as well. It tries to circle for a while before ramming into the player with its head.
-It may fire massive barrages of lasers at the player from its body segments
-It may fire missiles with eventually travel horizontally across the screen, either from the left or right. They are evenly-spaced in normal mode (but are random in expert)
Once again, when out of health, the suit begins to explode. Slimey teleports away again and re-appears in a large, bulky suit.
Phase 3/ Titan Suit:
"Ooo boy, time to pull out some of the big guns then! How's about this!?"
The titan suit isn't able to fly like the other suits, but makes up for this with additional bulk and damage
-He may use his jetpack to perform a 'super-jump' which passes through blocks and is useful for reaching high-up players
-He may fire missiles that travel upwards and then all turn diagonally sharply to land in-front of the mech, making a right-angle of almost-guarenteed damage if players are within it.
-May perform several punches in a row, each releasing a holographic fist which is aimed at the player
-May perform the came chest-laser attack as the 1st suit could, though the laser is larger but doesn't move as much
Again, at 0 health, the suit explodes. Slimey teleports away and enters his final suit; the Sonic Suit
Phase 4/ Sonic Suit:
The suit spends 30 seconds at a time energised; making it faster and immune to damage. However, once this runs out, it spends 30 seconds in a slower, vulnerable state.
-It can perform a chain dash attack with a sword
-It can perform up to 3 dashes which travel very fast over long distances
-May fire a stream of lasers at the player that ricochet off of blocks

Defeat: The final suit sparks and appears like it will explode, though it doesn't. Slimey activates the 'energised' mode and flies off.

GelTech Info:
-Slimey's back with a new series of mechanical gizmos and gadgets. They're all quite fancy; being made out of a rare ore mostly found below the oceans. Must take quite a lot of time and effort to make them.

Drops: Energised Metal Bars and Radiating Cores; materials used to make weapons and armour sets for every class. Can also drop accessories and 'mounts' based on the Normal and Titan mechs the player can equip and use.

Extra Info:
-Both Slimey and his rematch are Chaos Mode bosses, which is the only other case than Chaos and Omnicron to have two bosses based off of the same character in the same difficulty
--And Slimey is the only one of these to be considered a good character, as the other two are shown as villainous
-His 1st and 4th suits, the Normal and Sonic ones, are very similar. However, there are a few mild differences, though the most obvious are the massive wings.
-He has around 85,000,000 health in Normal mode alone, which is one of the highest amounts of health of any boss in the game. Bear in mind, however, this is divided unevenly between four different bosses in the same fight
[Added: 4/5/19]
#52 - Titanium Gunship
Appearance: A series of oval-shaped titanium-plated segments, each with a large railgun mounted to the tops of them. A few pipes can be seen on the surfaces of each segment, though otherwise they are relatively smooth. A few red 'sensors' can also be seen on each gun and groups of 5 can be seen on both ends.

Summon: Use the G.U.N. anywhere in the player's world. The Gunship will not despawn under any circumstances other than all players in the world dying. It will chase players across the map to catch them, so ensure everyone is ready before summoning it.

[Fought: Post-Moon Lord]

Stats:
Health: 5,450,500 (7,780,000)
Attack:
-115 (170) (Melee)
-98 (150) (Red Laser)
-110 (162) (Missile)
-85 (130) (Yellow Laser)
Defence: 100*

*Piercing weapons' damage halves with every segment they hit

Attacks:
Flies overhead, never attempting to melee the player unless they fly into it. Each one of its lasers locks onto and fires at targets individually most of the time, allowing it to threaten multiple people even in multiplayer. It has 3 types of projectile they can fire.
-The standard red laser which is used most of the time. They have high velocity and can pass through blocks
-Missiles which start off slow but accelerate very fast and eventually explode on contact with solid objects in a large, violent explosion
-Sometimes all the guns will all synchronise briefly and all rapidly begin firing smaller yellow lasers. They cannot pass through blocks but are slightly faster than the red lasers. They can each still target individual players, however, if the player is in multiplayer.

Defeat: Explodes into fire and gibs, nothing too unique.

GelTech Info:
-"A heavily-armoured, well-armed machine originally built for the purpose of defence. However, it has since gone rogue and started going haywire, running away from its creator"

Drops: A few magic and ranged weapons, all of them based on guns or lasers. Also drops an accessory that boosts the player's stats in Expert Mode.

Extra Info:
-The Gunship, unlike other worm enemies, doesn't actually try to melee the player, or even deal additional damage from its head.
-The head and tail of the Gunship are very similar, but to be fair most of its segments are also very similar.
-The boss, despite having a decent health pool, is actually quite simple and intended to be fought quite early in the Post-Moon Lord game
-It is almost impossible to beat this boss damageless due to its continuous laser barrages performed throughout the entire fight
[Added: 4/5/19]
#53 - Dokuro
Appearance: 3 guesses as to who it is and the first two don't count

Summon: Use the Pristine Salt Cube at the surface. Time of day is unimportant. Dokuro will not despawn if the player takes him underground or to another biome, only if there are no players nearby to target, like with most bosses. The Heavy Gravity debuff is bestowed upon the player throughout the whole fight.

[Fought: Post-Moon Lord]

Stats:
Health: 1,676,740 (2,180,000)
Attack:
-110 (185) (Melee)
-128 (220) (Rapid Spin)
-100 (171) (Shockwave)
-175 (302) (Home Run)
-180 (310) (Calamitous Earthbreaker)
Defence: 85

Attacks:
Dokuro will continuously pursue the player, using high-speed and often highly-damaging attacks. While he lacks flight, he has very high ground speed and a high jump which, partnered with the player's vertical handicap, makes him dangerous regardless.
-When close to the player he will swing his hammer. While this does no additional damage it does increase the size of his hitbox, making it more likely his hit will connect
-Sometimes he will perform a 'spin attack' with his hammer. This both increases the size of his hitbox and decreases his falling speed, but also limits his horizontal movement while in effect
-He may stop moving and prepare to swing his hammer for a moment before it begins glowing yellow, at which point he will swing it up to 5 times; each releasing an after-image of the hammer that spins towards the player, unaffected by gravity and passing through blocks.
-He may stop moving and prepare to swing his hammer, though it instead glows orange. He will release a single, powerful swing. The range is massive and it deals lots of damage on hit. It also has massively increased knockback compared to most enemies, even knocking back players who have a Cobalt Shield equipped.
-Finally, he may stop and prepare to swing his hammer over his head instead. It begins glowing red and he performs a jump, slamming the hammer into the ground. Two large fiery pillars erupt either side of him.

Defeat: His hammer is launched flying and Dokuro himself uses a magic mirror and leaves. He drops his items as he teleports. Bear in mind that, for whatever reason, the hammer still does damage as it flies off into oblivion.

GelTech Info:
-"Just don't ask him about The Calamity"

Drops: An accessory set and his hammer, as well as a few weapons for other classes themed around the Calamity mod, plus a sword which looks like bones. The hammer works both as a hammer and a powerful melee weapon that fires after-images in Mouse1 swings and can perform the 'Home Run' on Mouse2 swings.

Extra Info:
-As you can probably tell the boss is entirely inspired by DM Dokuro, most well-known for both his original music works and remixes of some other songs.
--His weapon, drops, summoning item, health, and even his GelTech description are all references to various things Dokuro has either worked on or made himself, with the most obvious examples being the various references to the Calamity Mod, for which he composed the music
---His most damaging attack is also a reference to the Calamity Mod, as well as the debuff inflicted at the start of the fight and his GelTech description
----The main reference in the GelTech description is to Supreme Calamitas' theme, a request that he didn't seem all to pleased with receiving about 10,000 different times
---The skeletal sword he drops is actually a reference to Bonescuffle, a famous remix of Bonetrousle he made a few years back, as opposed to more Calamity references
---Things like his hammer and summoning item were taken from the Coffee Break videos he uploads every month-or-so
-Sadly, most of Dokuro's attacks were chosen rather randomly as opposed to having input from the people themselves like Shockal had. (However, this is mainly because the likelihood of me being able to get in touch with Dokuro and get him at a good time is too low to be able to count on, so unless he sees this and asks me himself this is how it's probably going to stay for now)
[Added: 5/5/19]
#54 - The Sentry
Appearance: A large quadrupedal mech with several 'veins' of yellowy-orange energy seen on each of its plates. It has a lone, spherical eye in the centre of its body which connects to several more of these 'veins'. 5 curved plates, referred to as Pods, are also seen around the outside of his body.

Summon: Use the Nova Core Alpha anywhere in the player's world. The player is debuffed with Heavy Gravity throughout the fight, but there are no other penalties for taking him to any specific areas or for being fought at any other times.

[Fought: Post-Moon Lord]

Stats:
Health:
-45,750 (72,000) (Pod) (x5)
-100,000 (160,000) (Drone) (x5)
-255,000 (465,300) (Body)
--983,750 (1,625,300) (Total)
Attack:
-164 (278) (Melee)
-138 (220) (Laser)
-140 (223) (Missile)
-200 (450) (Red Missile)
Defence:
-[Immune] / 130 (Body)
-55 (Pod)
-85 (Drone)

Attacks:
Each section of the Sentry does its own specific things at various points in the fight and thus will each be labelled separately:
Body:
The body will slowly walk towards the player, jumping every few seconds or more frequently if the player spends a lot of time airborne. It is allowed to pass through blocks if it needs to.
-It is immune to damage until all 5 Pods and their Drones have been destroyed.
-Once more than 2 Pods have been destroyed it is allowed to fire 8 lasers from its eye outwards in various directions
-Once at least one Drone has been destroyed it can fire 3 rounds of lasers, each made of 4 lasers each. The first is in each cardinal direction, the second at 45-degree angles, and the third in the cardinal directions again.
-If all 5 Pods have been destroyed it can start firing large barrages of missiles at the player. While they are quite inaccurate the number of them fired and the speed they travel at make them dangerous
-It can fire larger red missiles if the player spends too long out of its reach, either by camping from higher platforms it cannot reach or by staying too far away. They pass through blocks, home-in and deal massive damage
Pods:
The only vulnerable points on the Sentry's body at the start of the fight. Each time a Pod is destroyed a Drone will be released.
Drone:
Released when the Pods are destroyed. Each flies near to the player, firing barrages of lasers at them or charging every now-and-then.
Once all 5 Drones are destroyed (meaning all 5 Pods as well) the Sentry's main body becomes vulnerable.

Defeat: Explodes, sending massive chunks of metal flying everywhere.

GelTech Info:
-"The original attempt at creating a machine that could be used to defend these lands. However, it was deemed a failure as it seemed to have a destructive temperament, even after being reprogrammed."

Drops: Several mechanically-themed weapons, most of which being ranger weapons like guns and rocket launchers. Also drops a couple of accessories, with one causing the player to release lasers when damaged and another which summons a small Drone that fires lasers at enemies.

Extra Info:
-The Sentry itself isn't actually made using pre-existing metal textures like a few other bosses, nor even ones seen on other bosses made prior: Its metal is currently exclusive to itself.
-According to the GelTech description, the Sentry was the original attempt at creating a machine to defend people. Technicus would later me made to fill this role.
--Also, due to the description and design, it is likely Slimey worked on this one as well, likely with help from other people too.
-Despite Sentry's clunky and rather simple design it is apparently really only meant to act almost as a transporter for the drones, which make up the majority of its more dangerous firepower.
-The Red Missiles do not despawn on their own; they need to hit something, which is likely to be the players they were targeted at.
[Added: 6/5/19]
#55 - Crimson Aether, Glorious Aggressor
Appearance: A head-haired warrior donning a set of silver and reddish armour. She has a large pair of silver and red wings as well, though unlike a few similar bosses like Skye isn't labelled 'half-harpy', so it is unknown if these wings are natural or work like the players' own. She wields a large silver and red lance (though this isn't seen in the sprite above).

Summon: Use the Crimson Whisper anywhere in the player's world. The boss doesn't despawn under any circumstances unless all players in the world are dead or if the world is closed (via save and exit, like with virtually every other boss).

[Fought: Chaos Mode]
[Special: Uncraftable Summon dropped by Expert Mode Bosses in Chaos Mode]

Stats:
Health: 28,750,000
Attack:
-523 (Melee)
-755 (Crimson Drill)
-485 (Rapid Strikes)
-512 (Red Wind)
Defence: 150

*Her stats are the same in Normal Mode since her item is normally Expert exclusive. It is possible to fight her in a Normal world by taking the item over to it, but nothing changes about the fight.

Attacks:
Phase 1:
Flies around, staying close to the player. Uses attacks every few seconds, though is briefly stationary before launching each attack.
-May perform 3 charges in a row. Each charge is extremely fast and each covers a lot of ground
-May summon a small red tornado that follows the player, like Duke Fishron's, though as opposed to summoning a larger tornado upon making contact, it instead just does damage. These mini-tornadoes despawn either upon hitting the player or after being active for too long.
-May perform a powerful downward strike that creates a red spiral of wind around the Aggressor as she attacks. Deals 'Crimson Drill' damage, even if the player only touches the wind spiral as opposed to the boss herself.
At 33% health she transitions into phase 2. The sky turns red and she gains new attacks and becomes significantly faster in attacking speed and movements.
Phase 2:
As opposed to flying around like before she instead moves so fast that she appears to 'teleport' much like Storm and the Lunatic Cultist. She attacks, performs rapid movements to reposition herself, and attacks again.
-She retains all of her previous attacks
-She may perform the 'Crimson Drill' attack horizontally as a long-ranged dash attack
-She may perform 'Rapid Strikes' where she continuously moves close to the player, performs a short-ranged dash, and moves in for another one. Up to 6 of these can happen in succession, either horizontally of vertically.
The fight is won in one of two ways; if the player is able to defeat the boss, or if the player manages to survive the Aggressor's attacks for an extended period of time. As this time approaches she slows down and her defence drops until eventually she just gives up.

Defeat:
-Defeated Via Damage: Her armour cracks, lance breaks, and numerous feathers fall from her wings. She slams the remnants of her lance into the ground and flies up and away.
-Defeated Via Exhaustion: Drops her lance, visibly exhausted, then flies away much slower than if defeated from damage

GelTech Info:
-While she has wings, it is debatable whether she is a similar species to the Half-Harpy Princess mentioned in legends. Her wings may be completely natural, or perhaps work in a similar way to your own?

Drops: Her drops are dependent on how she is defeated: If by damage under normal circumstances she drops the Broken Lance and Talisman of the Warrior, if when becoming tired she drops the Broken Lance and Talisman of the Strategist, and if by exhaustion alone then she drops the Red Lance and Talisman of the Survivor. The Broken Lance can be crafted into the Red Lance using some Chaos Mode crafting materials. Also drops Crimson Feathers no matter how she is defeated used for crafting materials.

Extra Info:
-Her name and a few other details of her fight are based on Galneryus, a Japanese Metal band, making it the third (technically 4th) boss to be based on a band of some kind alongside the Defenderflies and the Artificial Agriculture.
-Despite references to crimson and the colour red in general, she has no ties to the Crimson biome
-Her design has a few similarities to the Prism Knight seen back in the 4th boss page, though the design seems more refined and most obviously doesn't use rainbows anymore. This was actually unintentional.
--Another similarity is their Expert-exclusive fights, a feature that only those 2 bosses currently share
-Each of the Talismans she drops has effects based on which way she was defeated.
--The Talisman of the Warrior boosts damage and attacking speeds, plus reduced mana usage for mages
--The Talisman of the Strategist increases critical strike chance and damage, and reduces ammo cost for rangers
--The Talisman of the Survivor provides defence and damage reduction, plus an extra minion slot for summoner
---The Talisman of the Strategist is probably the hardest to get due to needing the player to defeat it in a sort of middle-ground to the others, and only provides a roughly 40-second window to do this
----Also, strangely, each of the Talismans provides a buff for 3 of the 4 main classes, excluding Warrior. This may be because the Lance, a 100% drop from the boss, is a Warrior Weapon.
-Due to the method of getting her summoning item, it is likely some players will never even meet this boss on some playthroughs unless they go out of their way to find it or if they fight enough bosses.
[Added: 12/5/19]
#56 - Soul Crystal
Appearance: A floating, giant pink crystal. It continuously sparkles and lets off a very powerful glow that illuminates an area roughly equivalent to Ultrabright Torches.

Summon: Use the Energised Geode in the Underground or Cavern layers. The boss will not follow the player to the surface nor underworld and, if the player spends too long in either, the boss will teleport away and despawn.

[Fought: Pre-Hardmode, Early Hardmode]

Stats:
Health: 5,950 (7,800) / 15,000 (24,850)
Attack:
-40 (75) / 65 (110) (Melee)
-48 (92) / 70 (119) (Homing Bolt/ Crystal Shield)
-50 (96) / 78 (140) (Pink Laser)
Defence: 25 / 70

Attacks:
Floats in-place, using teleportation to move itself around. It attacks players using various energy or crystal-based attacks.
-It may fire an arc of 3 pink lasers at the player. They are larger and faster in hardmode
-It may summon spherical pink bolts of energy that continuously move towards the player, through blocks, attempting to hit them. They disappear after 20 seconds in Normal, 35 in Expert or Hardmode and don't despawn in Expert Hardmode
-It may summon numerous small crystals around itself, make them rotate quickly, and then cause them all to explode. These crystals don't have any special properties in Normal, block projectiles in Expert or Hardmode and deflect shots back at the player in Expert Hardmode

Defeat: Releases a brilliant pink explosion and a large multitude of pink particles. Also drops large fragments of crystal as gibs.

GelTech Info:
-Energy-infused minerals buried deep underground that, due to the energy slowly growing unstable, have grown to massive sizes. They release energy towards any alien material they are presented with which, in this case, means you.

Drops: In pre-hardmode it drops diamonds, rubies, and a few weapons based on crystals or geodes. Also drops Enchanted Crystals which are used to make more defensive mage or summoner armour. In hardmode they can also drop Souls of Light and Crystal Shards as well, usually in large quantities.

Extra Info:
-The boss' ability to drop Souls of Light and Crystal Shards in Hardmode make it a great way to farm them, especially since the materials used to make its summons are also dropped by the boss itself, allowing farms to be self-sustaining.
-It is one of few enemies in Expert mode that can deflect projectiles (only in Hardmode), with the others including the Biome Mimics and a Solar Pillar enemy.
-The Boss itself resembles, in movements and design, the Prismatic Corebuster's weak spots.
[Added: 12/5/19]
#57 - Bastion
Appearance: A colossal construction made of red bricks. Its body appears to resemble a castle, including its head, which itself seems to have a large overhanging jaw also made of more stone. Two yellow eyes shine from its face. Instead of having legs it has a large drill which it uses to bore into the ground and transform into its alternate phase; a large red castle complete with towers made of its arms and head.

Summon: Use the Model Fortress at the surface. Bastion will not despawn if taken to any specific biomes, depths or activated at any particular times.

[Fought: Post-Moon Lord]

Stats:
Health:
-2,450,000 (3,385,000) (Bastion)
-8,500 (12,500) (Drones)
Attack:
-285 (500) (Melee/ Mega Missile)
-150 (285) (Missiles)
-130 (260) (Bullets)
-850 (2500) (Drill)
-165 (300) (Drone)
Defence:
-185 (350) (+20 (35)% Damage Resistance) / 250 (Immune) (+60 (100)% Damage Resistance) (Bastion)
-250 (Drones)

Attacks:
Attack Mode:
Bastion slowly flies around, launching barrages of attacks at the player continuously
-He may launch winged drones that fly at the player that attempt to ram into them
-He may fire a barrage of lasers at the player for a few seconds
-He may launch several missiles that home in on the player for a few seconds before travelling in whatever direction they were pointed at before exploding
-He may fire lasers from his eyes that pass through blocks and pierce players and NPCs
Every 20 seconds, Bastion will activate his drill and crash into the ground. In doing this he transitions into Defence Mode. If the player is hit by the drill they take massive amounts of damage but this doesn't stop him transitioning.
Defence Mode:
Bastion gains additional defence and damage reduction (Invulnerable in Expert) and becomes immobile, transforming into a form like that of a castle; embedded into the ground.
-He retains the ability to summon flying drones, fire laser barrages and fire missiles
-He can spawn mechanical enemies from a gate on his chest that each perform different actions
--Some drones act like Archers, firing arrows at the player when they are within range, others use Guns instead and fire volleys of bullets at nearby players, and some fire Magic bolts that explode and can teleport.
-He can also fire a massive missle that continuously homes in on the player until it hits a solid object, where it explodes. It is hard to make it explode safely without proper measures being taken beforehand.
After another 20 seconds, Bastion will pull himself out of the ground and transform back into his more human Attack Mode. The cycle repeats until he is defeated.

Defeat: Explodes into massive chunks of brick, stone, and metal. His drill falls directly downwards and deals massive damage still. Once the drill hits the ground it keeps drilling downwards until it burrows all the way out of the world or despawns due to distance, though the drill is mainly just for effect as it isn't important for its drops.

GelTech Info:
-A colossal fortress designed to safehouse inventions that were never finished. Since then, the Bastion itself has been remodelled into a mechanical defensive unit of its own, being able to now actively protect the things inside on its own accord.

Drops: A lot of items based on brick, stone, and machinery. Drops Mechanised Brickwork, a material used for crafting armour and further weapons and items. Drops an accessory that summons a flying drone minion. Many of its weapons are melee or ranger-based, being things ranging from laser guns and rocket launchers to large rocket fists.

Extra Info:
-Bastion's design has been finished for a while but, due to it seeming too difficult to successfully sprite, it was temporarily dropped until now
-Bastion is said to safehouse a lot of technology and have been mechanised itself, with mild hints that Slimey may be involved due to some parallels with the Technicus Juggernaut; another colossal automaton designed for defence.
-The player can still be killed by its drill even after it is defeated if they stand beneath it once it is defeated
--In Multiplayer there is a slim chance of catching players beneath you unaware as its drill falls if they are busy mining or performing any other actions beneath the fight
[Added: 12/5/19]
#58 - Sandmen

(Left-to-Right: Sandman, Corrupt Sandman, Crystal Sandman, Crimtane Sandman)
Appearance: A large creature made out of shifting sands. Clumps of sandstone* stick out from areas of its body making claws, teeth and spikes. It has a 'mouth' at the front of its body made of a hole with various sandstone spikes surrounding it, giving it the appearance of a mouth. It has long arms and bulky legs, as well as lacking any actual head as its mouth is in its chest and it lacks any other facial features.

Summon: Use the Jagged Sandstone Cluster in the desert. The boss will not leave the desert, so if the player spends too long outside the desert it will despawn. Time of day is unimportant but, depending on what type of desert he is fought in, different variants will appear. (Normal for normal, Corrupt for corruption, Crystal for hallowed, and Crimtane for crimson)

[Fought: Hardmode]

Attacks:
Health: 20,000 (32,000) / 24,000 (42,500)
Attack:
-85 (150) / 100 (210) (Melee)
-65 (100) / 85 (188) (Sand Bellow)
Defence: 55 (+45% Damage Reduction*) / 65 (80) (+50% Damage Reduction*)

*Damage Reduction is as stated for all normal attacks. However, using Ice or Wind-based attacks will ignore the damage reduction and thus deal additional damage
[Certain versions of the boss have certain boosted stats: Normal has additional health, Corruption has more ranged damage, Crimson has more melee damage, and Crystal has more defence]

Attacks:
The Sandman slowly lumbers around the Desert, either trying to deal contact damage or use one of his attacks
-He may burrow into the ground before tunneling underneath the player and leaping out of the sand to hit them. Height of the leap based on player's height; with the Sandman always reaching enough height to catch the player in 1 second max.
-He may spit a large cluster of sand balls from his mouth that eventually slow down and arc downwards sharply. The sand balls leave behind sand blocks when they land.
-He can spit out several arcing sand balls in rapid succession; each travelling slightly further than the last. These also leave sand blocks once they land.
(In Expert Mode, Sandman will begin slowly getting faster as the fight progresses)

Defeat: Explodes into massive clusters of sand and sandstone, even dropping a pile of sand blocks where he is defeated that land in a clump that almost resembles a flattened version of the boss.

GelTech Info:
-A hulking mess of living sand, slowly slinking across the desert looking for hostility. It seems very keen on picking fights, despite not having any sort of eyes nor brain with which to detect this hostility.

Drops: Several sand-themed weapons, as you would expect, as well as Sandstone Plating; used to craft throwing armour and upgrades to the Bone Glove and Sand Gun.

Extra Info:
-The boss actually has a pseudo-weakness in both Ice and Wind based attacks as they ignore its otherwise-high damage reduction.
--This, to an extent, makes sense as the Desert has in recent times started becoming somewhat of a counterpart to the Ice Biome.
-The boss' design was partially based off of the Frostmaw; an unused boss from Boss Page 4
--Rather ironically, the Sandman has ended up with a weakness to ice; Frostmaw's original elemental basis.
-Each of the 4 variants has an enhanced stat when compared to the other three, as stated above. However, these enhancements become more extreme if the player is in Expert Mode, where they either become stupidly hard to kill or deal damage comparable to Post-Moon Lord enemies' Normal-mode damage.
-This boss is able to extend the desert to an extent from two of its own attacks, meaning that it could potentially catch up to players who try to take quick breaks outside of the desert since it wouldn't normally follow them out.
--The Boss' sand-spawning ability also makes it useful when used alongside the weapon upgrades made using the Sandstone Plating; both of which use Sand either as an ingredient for its ammo or just outright fire sand.
[Added: 13/5/19]
#59 - Shroom-Mite
[Base design concept suggested by: Guy With A Hat]

Appearance: A large, bright blue, winged worm-like creature. Its body shares the same colours as Shroomite; ranging from deep blues to white. Each wing is made of several interlocking spikes, fanned out into the shape of wings.

Summon: Use the Illuminant Lure in one of three places: An underground Mushroom Biome, an above-ground Mushroom Biome at night, or the Ocean at night. The boss will only despawn during the day if at the surface layer or if taken underground too far away from any mushroom biomes. The boss, despite having several summoning areas, is still quite finicky.

[Fought: Post-Moon Lord]

Stats:
Health:
-650,000 (1,000,000) (Mite, Clones)
Attack:
-85 (160) (Melee) (Inflicts Cordyceps)
-80 (148) (Lingering Spore Cloud) (Inflicts Cordyceps - 50% (100%))
-68 (130) (Falling Spores) (Inflicts Cordyceps - 33% (85%))
Defence:
-60 (Head)
-200 (+75 (90)% Damage Reduction) (Body & Tail)
-(0* (Clones))

Debuff: Cordyceps:
-Deals 5 damage per second to the player. Can stack up to 10 times with itself for a maximum of 50 damage per second. Debuff takes a decent amount of time to wear off.

Attacks:
Flies around near to the player, sometimes going above them and sometimes below. Uses attacks with increasing frequency as it does damage.
-It can launch spore clouds from its body that linger in place for a long period of time once they slow down and stop.
-It can drop several spore clouds from its head and tail segments as it moves which stay in place and linger for a long period.
-It can launch spores into the sky that eventually slowly rain down diagonally and randomly in a large 'wave' after a few seconds
-If taking too much punishment or if enough time passes it may also briefly go invisible. When invisible it is immune to damage but can still attack. It cannot deal contact damage while invisible. Eventually, it will re-appear, where it becomes vulnerable again and contact hurts once more.
-(In Expert Mode the boss summons 'clones' of itself that look the same and have its base health. Clones take 100x the boss' normal damage and cannot use any of its attacks nor go invisible; making them more distractions and moving barricades in reality)

Defeat: Explodes into more spore clouds and brilliant blue particles that linger for a decent amount of time, disappearing one-by-one.

GelTech Info:
-"Gentle giants once, though disturbed by the increased aggression from competitors in their local habitats. Prefer damp climates."

Drops: Mushroom-themed items, though strangely enough it doesn't drop any weapons. It does drop Shroomite Scales, however, materials used to craft weapons and some ranger armour upgrades.

Extra Info:
-This is another rare case of a boss having its own unique debuff, Cordyceps, a rather unique damage-over-time debuff that actually stacks with itself as well as others.
--It is sadly only unique from a boss standpoint as some Post-Moon Lord Mushroom Biome enemies also get the chance to inflict it
---This can, during the fight, artificially buff the power of the debuff as other enemies apart from the boss itself can get involved and inflict it on the player as well if they aren't careful
--Cordyceps themselves are fungi that attach themselves to live hosts (insects mainly) and eventually begin to 'zombify' their hosts
-The boss' GelTech's description of 'preferring damp places' is taken into consideration when looking at their spawning locations; a massive body of water or a damp and dark underground mushroom-filled cavern.
-The boss, unlike other worm bosses, doesn't seem to really share similarities with the Devourer in this case, instead probably being closer to Calamity's Astrum Deus instead
--This is because of it being able to spawn lingering projectiles that hang in the air, its glowing design that utilises colours like blue, the necessity to spawn it in the dark, and its brief periods of invulnerability under specific conditions (However, most of these were unintentional to be fair)
[Added: 13/5/19]
#60 - Chaos Endurance
Apparance: Either another Chaos Doppelganger, or indeed Chaos himself. Like before he is usually seen as a smile in the shadows, with its face sometimes twisting and morphing briefly into other varying forms; though always carrying traces of its signature smile with each.

Summon: Use the Chaotic Reality Bender Fragment anywhere in the player's world. The boss only despawns if all active players are under the effects of Phase Shift or are dead. Heavy Gravity is bestowed upon the player throughout the fight, which actually ends up being more beneficial than anything as it reduces the chances of flying into another oncoming attack. Like with the Revenge fight, the Dryad and Nurse are put into Phase Shift, and as always the sky turns black.

[Fought: Chaos Mode]
[Special Boss: Post-Post-Game!?]

Stats:
Health: ???
Attack: Varying
Defence: 0

*1: Chaos' health, as opposed to being a set number, instead just counts up the total damage inflicted upon him. His health is virtually infinite.
*2: Anything that should deal over 5,000,000 damage is reduced to 1 as to avoid commands like Butcher from mods breaking the boss.
*3: The attacks' damage is calculated based on the damage they dealt in the final Chaos Doppelganger fight as opposed to having a new list for the same attacks.
*4: The player cannot take damage lower than 150 (200) in this fight. Anything that would normally deal below this threshold of damage is instead rounded up to dealing said amount of damage. (This prevents AFK farms from working properly either)

Debuff: Phase Shift:
-If any players are taken to a point where they should be killed they are instead healed back to full health and inflicted with Phase Shift. Phase Shift makes them immune to damage, but unable to use items or interact with anything (NPCs, traps, etc.), leaving them to just be able to move around and spectate in Multiplayer games. (Meaning Hardcore players don't have to surrender their character by fighting this boss and also stopping a potential infinite-respawn chain if there are enough players)
-Phase Shift can only be removed from the player once Chaos is no longer active in the player's world (and thus the fight has ended)
-Chaos ignores players inflicted with Phase Shift entirely, even if they have items to draw aggression

Attacks:
Phase 1:
Chaos starts out using only his attacks from his first encounter back in the Post-Moon Lord game. The attacks themselves, however, are often larger and use more projectiles that move faster as well.
After taking 100,000,000 damage from the player he transitions into Phase 2, usually with a message in the chat informing the player of them 'Gaining his interest'
Phase 2:
Chaos now has access to all of his Chaos Doppelganger Returns attacks which, much like before, use larger projectiles that move faster and are more plentiful.
Again, after taking 250,000,000 damage total, he transitions into his 3rd and final 'true' phase. This is signalled once again by mention of the player showing 'Sheer willpower and raw determination'
Phase 3:
Chaos now has access to all of his attacks as he has now gained access to his Chaos Doppelganger Revenge attacks as well. The attacks, like before, use larger and faster projectiles in higher concentrations than in the original battles.
Finally, after taking 1,000,000,000 damage, he signals the final proper transition by saying the player has 'Succeeded his expectations'
"Phase 4+":
As opposed to gaining new attacks or being defeated, the boss' damage stat will instead slowly increase. Every 20,000,000 damage dealt against him adds 5 more damage to each of his attacks from here on out. The damage boosts do not cap which means, if the player lasts for a long time, the boss can start dealing 1-hit-kills*.
The increases in damage are usually signalled by remarks from Chaos who mentions either making your fight harder or simply just "More."

Defeat: Once all players are in Phase Shift or dead the boss either talks down towards or congratulates players based on the damage that is dealt to the boss. Chaos then leaves, the sky turns back to normal, and each player is freed from Phase Shift and given their respective items immediately.

[There is no GelTech Info for this boss since he cannot actually be beaten normally, sorry]

Drops:
-Depends on the points gained by the damage dealt. The formula used is Damage Dealt/Active Players x 1,000,000. Points are used to determine the drops; with rarer drops being more likely to be rewarded with more damage.
--All drops are accessories that grant buffs to the player's stats either as general boosts or as specific stat buffs if combined with other items. Rarer items grant better buffs. May also drop several pets and a couple of mounts uncommonly if taken to "Phase 4" or higher.

Extra Info:
-Chaos Endurance was not meant to be a winnable boss battle; more-so being designed as a post-game challenge to get players to improve their skills and challenge each other.
-This boss has been planned back since Chaos Doppelganger's Returns but never got used. However, with some redesigns, it now works quite well
-Many of the pets and mounts the boss drops are mostly based on other important characters in the lore; Mini-Garagon and Cosmic Beetle mounts, and Chibified versions of Storm, Ember, Slimey, Frost, Pinky, Omnicron, Scourge, and even the Torch Wyvern.
-It is still left quite ambiguous as to the identity of this boss: It may be the actual Chaos... or merely a stronger Doppelganger.
-Technically speaking, this is one of the only bosses without the ability to actually kill the player, as anything that would kill players while it is active instead just puts them in Phase Shift.
-This boss has a multitude of anti-cheat mechanisms put in place to stop people from freely racking up large amounts of damage
--Phase Shift is used to stop large quantities of players just continuously respawning while other players keep it active, creating a nearly-infinite cycle of boss harassment
--Chaos' natural teleporting ability (both of himself and of players) means that setting up teleporters isn't likely to be successful as you can be plucked from them at a moment's notice (Or, if you're unlucky, you could teleport right on top of Chaos on accident)
--The 'Damage-basin' means that cheesing immunity frames off of other lesser enemies isn't a self-sustaining strategy either.
--The Nurse is also made impossible to interact with so the player cannot just autopause cheese parts of the fight (though, since Chaos can 1-shot the Nurse, it doesn't really matter anyways without a design solely based around keeping the Nurse alive)
[Added: 13/5/19]
[Ending Notes]
First off another thanks for coming to view this, and I hope you enjoyed.

If you did you could always check out other similar guides, like the ones listed below
https://steamcommunity.com/sharedfiles/filedetails/?id=1673027776
https://steamcommunity.com/sharedfiles/filedetails/?id=1652869689
https://steamcommunity.com/sharedfiles/filedetails/?id=1617364334
[The most recent three, which all relate to each other in both what Chaos Mode is and in the overall layout of every page]


Also, if you have any ideas, feel free to leave them in the comments. While I can't make all of them I try to at least make as many as possible, so there's a decent chance your idea could end up being sprited (of course, you get credited at the top of the page so everyone can see... if you want that is)


[The Trending Tomato award for briefly making it to #1 on trending and a decent amount of time as the most popular for the recent couple of weeks]
40 comentário(s)
Okami Tomato  [autor(a)] 20/abr./2020 às 11:03 
Thanks Endo :)

Also, kaden, I know it's a late response but now I've now stopped referencing other mods as much, but idk maybe in the future?
The Red Crown 19/abr./2020 às 22:51 
Your guides are very good
kaden0823 14/jan./2020 às 12:21 
what about stuff tying into the mod of redemption? such as more giant xenomite nightmares, or more vlitch things.
Okami Tomato  [autor(a)] 3/ago./2019 às 12:22 
'Morph Class' you say?

Okay, this mod has my interest now :P
takizalar 3/ago./2019 às 12:20 
probably my favorite thing about Qwerty is the morph class.
It feels like it goes more in depth into the idea (Debuffs, Buffs, armors that can give special powers to specific morphs, 2 different kinds of morphs, ect)
Pretty small, but it makes up for it in creativity.
(Enemies that stick to walls like friggin ninjas!)
(Projectile destroying projectiles!)
I could go on......
Okami Tomato  [autor(a)] 3/ago./2019 às 12:16 
Hmm, I think I've heard of Qwerty's Bosses and Items before, but never tried it out

Might have a look at it and add it to my mod list at some point :)
takizalar 3/ago./2019 às 12:13 
I reccomend using Qwerty's Bosses And Items
Fight the bosses.
Seriously, those suckers are creative as frick
Noehtap: "Qwerty, the darkness isn't effective, they just use light pets"
Qwerty: "Thats why were not using actual darkness, were are using black boxes"
Okami Tomato  [autor(a)] 21/jun./2019 às 10:46 
Thought about it to be honest, but people keep complaining about worm bosses...


...unless...

...maybe...
Apex 21/jun./2019 às 10:38 
What about the Magma Devourer.
A large worm like entity made up of Magma and obsidian spawned from fishing with a truffle worm in hell.
It is extremely large compared to the player.

Head Stats
9000 / 10000 HP
20 Def

Body Stats
11000 / 12000 HP
25 Def

Tail Stats
9900 / 11000 HP
50 Def

Attacks
Magma spit
Magma Manipulation
Magma Rain
Fire Bomb
Obsidi-Shield
Chunk Launch
Okami Tomato  [autor(a)] 6/jun./2019 às 12:55 
To be fair I did think about having crossover Calamity content, maybe bringing back some of the designs from Boss Page 3 but made better, like maybe the Astrum Delirium and a couple of others (but obviously with improved sprites for them all).

Might make a mini-page on it or add it to one of the later parts to #5 with notes to say it's crossover content