Terraria

Terraria

34 ratings
Terraria Boss Ideas 7 [Bosses 46-50 + Extras]
By Okami Tomato
The final parts of Boss Ideas 7; wrapping up a few final things like the final few bosses and the arena.

As usual; not a guide, just a place to neatly organise ideas without me losing them later-on. Also not the end of Boss Ideas, either, just the end of this group.

Anyways, with those small disclaimers out the way, lets go!
   
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[News]
Not too much news, as it wasn't so long ago that the last part of Boss Ideas went up, so I'll make it brief.

1. This is the end of Boss Ideas 7
-Which does mean, via the process of elimination, Boss Ideas 8 is next. With that there will probably be a few more quality-of-life changes and a new cast of characters and bosses, with the occasional returning character.

That's... actually it, to be honest...

Anyways, Enjoy! :)
[Superbosses]
The Superbosses are, as to be expected from their titles, are the bosses only fought once the player has defeated the '???' fight seen after the Grand Conflict boss. Therefore, all of the 5 Superbosses are indeed Expert-Exclusive. Most will also have a complicated summon and, in most cases, will often relate to another boss (or bosses) seen prior in some way.

Superbosses boast massive health pools stretched across numerous phases, damage in the thousands, and some also have allies that appear during their fights. Most will summon some sort of unbreakable* arena to fight in to limit the player's movement, and an overall damage Minimum of 200 is set for each of them that assures that any damage the player takes will be, at the very least, 200 (as to limit the viability of AFK farms).

Luckily, Superbosses don't often have many constraints to their fights, like regular bosses, so most can be fought anywhere and at any time (if a summoner has already been obtained). The only rule is remaining within the arena, with the boss usually becoming immune if taken outside of the arena, but nothing else is really set in stone.
46 - Fragile Sorcerer
Appearance: The Fragile Soul, now almost completely freed from its spherical confinement. Its body is partially reformed, appearing humanoid but with fiery hands and its head still the orb from the Fragile Soul, though larger. The wings and gems remain from before.

Summon: Combine Daybreak Shards and the Fragile Soul's summoning items, creating the Cracked Confinement. The confinement may only be used at a very specific time; during an Eclipse between 11:00-1:00. An Arena of unbreakable blocks is formed around the player, roughly 190x160, that the player must remain inside throughout the fight or the boss becomes invulnerable and rapidly regens health. It begins by saying "Nearly... free... again..."

Fought: Post-Game
Specification: Post-???
Special?: Superboss, Expert-Exclusive, Unusual summoning specifications
Progression?: No*

Stats:
Health:
-70,875,000 (Fragile Sorcerer)
-7,500,000 (Imprisoned Dragons)
Attack:
-1200 (Melee)
-1180 (Violet Ember, Dragon Body Melee)
-1300 (Violet Blast, Crystal Bomb, Dragon Head Melee)
-2000 (Violet Nuke (Type 1))
-3000 (Violet Nuke (Last-Ditch Type 2))
Defence:
-500 (Sorcerer)
-999,999 +99.9% Damage Resistance (Phase 3)
-650 +50% Damage Resistance (Dragons)

[All attacks inflict Shadowflame and Crimson Embers]

Attacks:
Phase 1:
Due to being the Fragile Soul's nearly-free self, many of its attacks are similar but enhanced versions of the Soul's.
-It retains the horizontally and vertically-moving Violet Ember attack, though the embers are now larger and slightly faster. Violet Blasts, which act the same as before but now release 15-20 embers upon exploding, are mixed in with the Embers for added difficulty.
-It retains the 'spiral' attack of its predecessor, though more embers are summoned with each 'burst', therefore making the gaps tighter, and they are summoned more rapidly, making the gaps even less forgiving. A total of 3 Crystal Bombs, which also act as they had done prior (appearing near the player before exploding after a short period of inactivity), will also spawn during the attack, forcing the player to move around them to avoid them.
-It may summon numerous 'bursts' of embers in random directions around itself, with many being fired in succession. The projectiles are randomly spaced, and even have a decent number of Violet Blasts mixed in with them as well.
-It may disappear, re-appear near the player, and charge at the player up to 3 times in succession. During each charge it leaves Crystal Bombs as it travels and at the end of each charge it releases a Violet Blast.
After taking its health down to 50,500,000, it will fall to the ground in an apparently-weakened state. At this point it will summon an Imprisoned Dragon; a large purple Wyrm with large teeth protruding from its mouth and no visible eyes.
-The Dragons simply act like Wyverns, though their size and natural bulk makes them tough to deal with effectively.
-Whilst 'grounded', the Sorcerer will release Embers in random directions, increasing in speed if damaged, the Dragon is defeated, or if not damaged after a certain time. It continues to speed up until taken into its next phase.
At 45,650,000 health it disappears again and shortly after re-appears active again, with the words "You shall not interrupt my re-emergence!" appearing to signal the beginning of the 2nd phase.
Phase 2:
It has all of its original attacks from before, though adds new 'passive' effects to the fights and a single new attack.
-The 'passive' effects are Violet Blasts will spawn periodically from off-screen, regardless of the Sorcerer's actions. Crystal Bombs may also rarely spawn near the player.
-The Sorcerer's new attack has it teleport near the player, and then after a short delay release a large and exceedingly powerful explosion. It does colossal damage but makes the Sorcerer immobile for a brief moment after use.
Taking the Sorcerer down to 18,500,000 health will cause it to once again fall to the ground, following a similar pattern to its first phase's 2nd half. It summons two Imprisoned Dragons and, whilst immobile itself, launches continuous bursts of Embers outwards indiscriminately that progressively speed up for the same reasons as before.
Once down to 20,000 health it transitions into its 3rd phase, with the words "No! I shall not allow my revival to be halted by a mere mortal!"
Phase 3:
It health is taken to exactly 20,000 as this phase begins (In case of additional prior damage from before the phase transition). Most of this phase is the same as Phase 2, though the boss now only takes 1 damage, the boss' attacking speed increases slightly, and the 'passive' violet blasts become more frequent.
Once taken to 1,000 health it falls down to the ground again, with the appearance of a "NO!" as a more obvious sign of a transition. At this point it summons bursts of embers, like in Phase 2, but continuously summons Dragons so that exactly 2 are almost always active. At 500 health it says "No!" and its attack speed actually slows down noticeably, at 250 health it dulls to a simple "no..." and at 100 to "...", each with its own attack speed drops (and the final ellipses removing its dragon-spawning ability secretly as well).
Once at 0 health it disappears, before re-appearing near the player and using its powerful 'Violet Nuke' explosion attack again as a last-ditch effort before being defeated.

Defeat: Screen fades to white, apart from a black silhouette of the boss. The boss' silhouette disintegrates over the period of a few seconds, leaving no trace once the white flash fades again.

Drops:
Fragment of the Forbidden as a 100% drop, but also a 50% chance to either drop the Soul Plate; an unpredictable magic weapon that deals random damage between two (rather extreme) parameters, or the Fragile Staff; a summoning weapon that summons a minion similar to the Fragile Soul to assist the player.

Hints:
-Dashes and teleports are, as ever, amazing for this boss. They both provide sudden mobility bursts which can help evade both of its high-powered explosion attacks and can also evade the Dragons easier once they are summoned.
-Once the player enters the 3rd phase of the fight faster-firing weapons become the most preferred method of dealing damage. As everything only deals 1 damage per hit the best method is just to hit it as often as possible to offset this massive defence buff as much as possible.
-The last-resort attack exists. Don't immediately drop your guard just because the boss is out of visible health.
--The player MAY be able to tank the last-resort attack, but this would either require some sort of massive damage reduction or an accessory that prevent the player dying if procked. However, face-tanking it will otherwise kill the player and thus, despite how close they are to the end of the fight, cause them to lose regardless.

Extra Info:
-Due to the simple fact that they aren't even fully unbound from their 'confinement' but still manage to become a superboss, the true power of the Sorcerer must be far beyond almost anything the player has encountered prior when at full power.
-Despite this being the final 'canonical' encounter with the 'Fragile' boss, almost nothing is really known about them outside of the fact they were sealed away. No names are given, no backstory, nothing.
--Therefore, this overall gives it some of the least lore of any 'recurring' boss (though, technically, it isn't a recurring boss because the fights, whilst the same entity, are different).
[Added: 22/10/19]
47 - Cosmic Mages
Appearances:
The Stardust Magus, looking mostly the same as before. However, this time around, she doesn't have her dragon to back her up...
The Solar Magus wears a similar dress to the Stardust Magus, though it is orange and the bottom half is shorter and opens in the middle. Her hair appears to be either made of or on fire and constantly releases small embers.
The Nova Magus wears a silver dress that parts at one side. It appears that both her left arm and leg are mechanical. Her hair glows a bright yellowy gold and constantly releases small 'sparks' of light.
The Black Hole Magus wears a black and purple dress; the most similar to the Stardust Magus'. She also holds a book continuously radiating small purple wisps and also wears a pair of black-framed glasses.

Summon: Use the North Star. The item can be obtained as early as the Dungeon, but cannot be used until ??? is defeated. It must be used at night, but the boss doesn't despawn unless the player dies. An arena, roughly 160x140 in size, is summoned around the player that cannot be broken* and the player must fight the boss whilst within its confines or they become immune to damage. The battle begins with blue text reading "Even without my dragon... I-I'll beat you this time!"

Fought: Post-Game
Specification: Post-???
Special?: Superboss, Expert-Exclusive, Unusual Summoning Item Request
Progression: No*

Stats:
Health:
-10,000 (Stardust (Phase 1))
-75,000 (Galactic Cell)
-30,000 (Mini Galactic Cell)
-16,750,000 (Stardust (Phase 2))
-21,350,000 (Solar)
-22,450,000 (Nova)
-20,000,000 (Black Hole)
Attack:
-1000 (Stardust Melee, Mini Galactic Cell Melee, Solar Fireball, Nova Bullets, Black Hole Melee)
-1100 (Stardust Burst, Galactic Cell Explosion, Solar Melee, Nova Arrow Storm, Black Hole Burst)
-1200 (Stardust Blaze, Galactic Cell Melee, Twin Eruptions, Nova Melee, Black Hole Wrath)
-1450 (Stardust Dragonfury, True Daybreak, Super-Nova, Black Hole Bomb)
Defence:
-999,999 +99% Damage Resistance (Stardust, Phase 1)
-300 (Stardust, Phase 2)
-350 (Solar, Black Hole, Galactic Cell)
-420 (Nova)

Attacks:
Phase 1:
In the first phase the Stardust Magus fights the player alone. She still has her pattern of attacking whilst remaining mostly in-place before teleporting and repeating the cycle, but she no longer has her dragon as she did in her original fight. She has new attacks at her disposal, however:
-She may now summon up to 3 Galactic Cells. These are larger, purple versions of Star Cells that mostly act the same as Star Cells do, though reduce the piercing effect of projectiles by 10 when hit by them.
-She may launch a massive barrage of blue glowing star-shaped projectiles at the player over the course of a few seconds. The speeds they are launched at are randomised and some also travel at slight angles as opposed to directly at the player. The attack will target the player as they move as well.
-She may create 4 explosions near herself, each creating a long blue strand of light from the explosion to another location closer to the player. The end of each of these strands also explodes, creating more blue strands and continuing the cycle. After 5-7 explosions are created no more strands are produced and the attack ends.
-She may concentrate a lot of energy near herself before shaping it into an attack similar in design to the Grand Stardust Dragon. The dragon-shaped projectile will fly at the player and has pseudo-homing capabilities, but disappears after a few seconds.
Once reduced to 0 health, the Stardust Magus will fall down to the ground. After a few seconds of inactivity, more dialogue will appear; though each with its own colours:
-"You have some nerve going after Stardust!" will appear in orange
-"On our way, sis!" will appear in yellow
-"You've made a poor decision..." will appear in purple
Shortly afterwards, the 3 other magus will appear near the Stardust Magus, she will get up, and the fight will continue.
Phase 2:
All 4 attack the player in similar manners to the Stardust Magus on her own: attacking, then teleporting. However, now that there are 4 of them, 2 will attack at a time instead of just 1; with each of the magus having their own health bar and attacks.
-The Stardust Magus' attacks remain the same in this phase
-The Solar Magus' attacks are mostly melee-oriented, much like most solar enemies
--She may launch up to 5 fast-moving pseudo-homing fireballs at the player that explode violently. They act much like the Lunatic Cultist's, but are far more powerful
--She may use a weapon very similar to the Solar Eruption. It moves like the Eruption, but arcs less before retracting. Due to its speed 2 of these 'Eruption' chain projectiles will be active at a time, and a total of 8 are launched at the player before the attack ends.
--Her strongest attack has her summon a Daybreak-like spear, which she then throws at the player. The Daybreak has a damaging 'aura' around itself, and a long damaging trail as well. Once it hits a block it will stop travelling and, after a period of about 1 second, create a massive fire column that can span the whole arena from the Daybreak and passing by the Solar Magus herself.
-The Nova Magus' attacks are mostly ranged-based.
--She may summon a weapon much like the chain gun and begin firing golden bullets at the player. The attack continues for about 5 seconds, with the Nova Magus continuously adjusting her aim to face the player.
--She may summon a bow and fire numerous arrows skyward. After a second or two passes the arrows will begin falling vertically from the sky at high speeds, either dealing damage during the fall or from an explosion created once they land.
--She may create a golden energy ball above her head and 'throw' it at the player. After it travels a short distance it will stop, and shortly thereafter explode violently; both creating a massive explosion and a horizontally-travelling damaging shockwave as well.
-The Black Hole Magus' attacks are mostly magic-based.
--She may create a large cluster of explosions around herself, and then shortly after another 'ring' of explosions a little further out than the last group.
--She may summon a total of 5 portals. From 3 of these Galactic Cells will emerge, but from the other two large, somewhat spherical entities will emerge. These entities, called 'Wraths', chase the player until they despawn and cannot be damaged.
--The Black Hole Magus' final attack has her summon a large black hole in the centre of the arena which drags the player towards it, trapping any players who get caught within it. After around 8-10 seconds pass it will shrink and then instantly release a massive 'explosion' of energy, dealing damage to anyone too close (and definitely damaging the people caught within the original black hole)
Defeating any of the magus will cause the others to subtly, but surely, increase their attacking speed. Once only 1 remains undefeated the attack speed takes a drastic boost instead, however.

Defeat: In the first phase, the Stardust Magus will simply fall to the ground when defeated. In the second phase, defeating any of the magus will cause them to simply flinch and disappear, usually with their respective particle colours. The final one defeated will create a larger burst of particles that uses all 4 of their respective colours to signal the boss' defeat.
47 - Cosmic Mages (Continued)
Drops:
The Cosmos-Bound Fragment is the only definite drop, but the boss also has a few other drops. It can drop Star Cookies; powerful healing items that restore both health and mana though has a 5-minute cooldown separate from both health and mana potions, the Solar Breaker; a powerful sword that can negate most enemies' defence for a time, Nova Bullets and Nova Arrows; both powerful ammunition types for guns and bows respectively, and finally the Black Hole Tome; which will summon a Black Hole that can sometimes mess with enemy movements, enemy projectile movements, and also sometimes outright destroy lesser enemies or most types of projectile.

Hints:
-Take a break during the phase transition. The 'cutscene' that happens takes a few seconds, which can be a good time to rest and regen some health and ammo and re-apply buff potions.
-Use Phase 1 to familiarise yourself with the Stardust Magus' attacks. This means you don't have to essentially learn 4 different attack patterns in the next phase, only 3.
-Moving around the magus in a circular motion can be very helpful for dodging certain attacks, specifically the Stardust Magus' barrage, Solar Magus' Twin Solar Eruptions, and the Nova Magus' Nova Bullets.
-Keep some form of teleportation handy, as due to this fight's RNG the player may occasionally find themselves in an unfavourable spot and may sometimes have no other ways of avoiding their massive damage.
--Teleports can also be very handy for the Black Hole Magus' Black Hole Bomb as a get-out-of-jail-free card for if the player is in danger of being sucked into the black hole.

Extra Info:
-The Stardust Magus' themed drop is very similar to her original summoning item in both appearance and name.
-The Stardust Magus and Solar Magus both represent pillars, whereas the Nova Magus and Black Hole Magus do not. However, the Black Hole Magus is similar to the Nebula Pillar due to her partially-purple colouration
-The connection between the magus seem to be that they are sisters, as indicated rather explicitly in the Nova Magus' entry dialogue just before the beginning of the second phase.
[Added: 24/10/19]
48 - Alder
Appearance: A large, armoured, partially-humanoid entity. It dons a set of dark greyish blue and purple armour, a red cloth is wrapped around its waist, and it wears a cape that seems to show stars within it. Alder's entire lower body appears to be a shiny purple stone, possibly a gem, in place of legs; with the only other parts of his body visible being his matt-black arms (a feature only otherwise seen on Chaotic Entities). Numerous eyes peer through various holes in its armour, though a single unblinking one watches through the helmet's visor.

Summon: Can be encountered after ??? is defeated anywhere in the world, but most commonly at the surface. He cannot be harmed by any means, but can be spoken to. He will usually give dialogue about 'other worlds' and about characters like Terminus, often alongside the options of either closing the dialogue or 'challenge'. Selecting challenge will summon a 150x100 arena around the player and Alder and the fight will begin. "This is no mere sparring match. I cannot assure your safety" is the most common dialogue he will give after being challenged, though sometimes it varies.

Fought: Post-Game
Specification: Post-???
Special?: Superboss, Expert Exclusive, No Summoning Item
Progression?: No*

Stats:
Health: 68,750,000
Attack:
-1220 (Melee, Red Ring, Void Lashes)
-1150 (Red Stars)
-1100 (Blue Stars, Yellow Stars)
-1300 (Grand Star)
Defence: 500 +0-20% Damage Resistance (Resistance based on health %)

Attacks:
Phase 1:
Alder, unlike a lot of other bosses and Superbosses especially, doesn't actually teleport. He will fly to a position relative to either the player or arena, and then attack as opposed to simply teleporting to the desired location. However, his movements are swift and intervals in-between attacks are short.
-He may draw a weapon similar to a halberd, and swing it at the player up to 3 times in succession, gaining ground with each subsequent swing.
-He may summon a 'bullet hell' of blue, hollow stars. All of them fly horizontally and all from the same direction, though at varying speeds. Alder remains immobile throughout most of the attack; a total of 5 seconds out of 8 before relocating to attack again.
-He may raise his halberd to the sky, summoning in up to 3 large hollow 'grand stars' that fall from the sky diagonally. After some time passes (random for each individual star) they will explode into smaller hollow yellow stars that are dispersed outwards randomly from each grand star's explosions.
-He may swing his halberd back before summoning a red ring around its blade. He then swings it forward, launching the red ring. The red ring bounces off walls until it despawns, summoning an ever-increasing number of hollow red stars as it travels. Red stars start off stationary, though after around half a second begin to accelerate at the player's location (not homing, just the direction the player was at the moment they began movement).
At around 40,000,000 health Alder will say "Not bad, kid!" and begin his 2nd phase.
Phase 2:
He gains a few new attacks, all used alongside his previous attacks. His attack speed increases slightly in this phase as well.
-His eyes may all disappear from inside his armour, which is then followed by 3 black 'spikes' protruding from Alder's body in the player's direction. The spikes, while launched separately, are summoned in rapid succession. Their range is short but their speed is impeccable.
-He may swing his halberd in the player's direction, summoning either an arc of yellow or red stars. Yellow stars simply travel outwards at a constant speed, whereas the red ones accelerate as they travel.
-He may begin to launch a rapid barrage of yellow stars at the player from his chest, usually performed near the centre of the arena. Unlike most other 'barrage' attacks, all of the projectiles are launched directly at the player with no angle offset. After around 5-7 seconds of firing at the player the attack ends.
At around 20,000,000 health Alder will say "Regrettable mistake, kid!" and begin his 3rd phase.
Phase 3:
In Alder's 3rd phase his armour will partially break away, revealing even more eyes underneath. His attack speed increases once more and he gains even more new attacks.
-He gains a variant of his phase 1 'bullet hell' that uses red stars instead of blue. The technicalities are mostly the same as the original, but the stars now accelerate whilst travelling as well; making the attack shorter but more dangerous.
-He may move horizontally to the player and dash near instantly across the arena, leaving a trail of red stars that after a short delay accelerate towards the player's last-known location. The attack is fast and is sometimes used up to 3 times in succession.
-He may summon a stationary grand star and smash it with his halberd, launching its fragments skyward. After a short delay numerous yellow stars will fall downward diagonally at high speeds and, once at a y-coordinate below the player, can ricochet off of the ground and back upwards again.

Defeat: Holds his arm and slumps slightly, followed by him de-summoning the arena. The player can talk to him again and, upon doing so, he will talk about a potential re-match in the future before disappearing. Cannot be found again once defeated in the same world.

Drops:
The Star-Fury Fragment; a material used to craft a single item, as well as his signature Halberd and the Starstorm; the former being a powerful melee weapon that can both be used as a sword and spear that launch stars and the latter being a powerful ranged weapon that uses fallen stars (though has a ~90% reduced ammo consumption rate). Also drops the Shield of the Cosmos, which takes up 2 accessory slots but provides a massive assortment of both offensive and defensive buffs.

Hints:
-As his items are 1-of-a-kind per world, so don't accidentally sell or discard them and make sure to have inventory space when speaking to him post-battle to avoid them simply being dropped.
-If an attack involving lots of red stars is used, then the player could trigger all of them and then dash away, causing them all to harmlessly pass by the player
-The boss' damage reduction slowly scales with his damage, though it doesn't really become noticeable until after losing a decent chunk of his health.
-If he is not in the middle of an obvious attack do not get too close. If he decides to use the Void Lashes attack when you are close damage is almost assured unless you have a dash or teleport handy.

Extra Info:
-Alder's appearance actually has some similarities to some previously-encountered bosses. It has a large stone-like lower body much like Scourge, and also a mostly-black body with numerous red eyes like the Forbidden's original design back from the very first Boss Ideas page.
-While Alder does appear to be a Chaotic Entity, due mainly to his matt black un-reflective body, he lacks the white eyes common among them; making his status questionable.
--Alongside this is the fact he can only be fought after the '???' boss, putting it roughly on-par with the Doppelganger in terms of power, which is strange as Chaotic Entities are only otherwise considered mere fragments of his power. But this might be due to it being weakened by numerous prior fights in other Boss Ideas pages, most notably 4 & 5.
-Another oddity with Alder is the mention of a 'sparring match' at the start of his fight; implying that we have fought him at some point before (as a sparring match is never mentioned elsewhere in his dialogue).
[Added: 25/10/19]
49 - Arcana & Arcane Engine
Appearance: Arcana is a humanoid entity made of, at least partially, a golden fire. Bronze and golden metal plating also makes up a decently large portion of her body.
The Arcane Engine, the main part of the fight, is a large bronze ring with yellow crystals and golden spines and 's' patterns covering it and two large, decorated wings at its sides. A golden orb is present in its centre, potentially acting as some sort of energy core, that continuously radiates streaks of golden energy.

Summon: Use the Sanctuary anywhere in the world. The Sanctuary itself is hard to craft; using a massive amount of items gathered from Hardmode to the Post-Game. Once it is used a 200x175 arena of unbreakable* blocks is summoned around the player, as with most Superbosses, and Arcana will appear, often just introducing herself and informing the player of a 'big mistake', before the Arcane Engine also appears and the fight begins properly. Arcana is invulnerable until the Engine also shows up.

Fought: Post-Game
Specification: Post-???
Special?: Superboss, Expert Exclusive
Progression: No*

Stats:
Health:
-15,000,000 (Arcana)
-65,450,000 (Arcane Engine)
Attack:
-1120 (Arcana Melee, Gold Flares)
-1000 (Arcane Engine Melee, Lightstorm)
-1200 (Golden Detonators, Counter-Burst)
-1300 (Golden Arrow, Golden Firestorm)
Defence:
-200 +30% Damage Resistance (Arcana)
-300 +15% Damage Resistance (Arcane Engine)
--300 +99.99% Damage Resistance (Arcane Engine, Phase 1)

[All of this boss' attacks can inflict Burning Light - 50%]

Attacks:
Phase 1:
In this phase, Arcana will do most of the attacking whilst the Arcane Engine only attacks infrequently. Arcana will use an attack before repositioning herself with either a series of rapid dashes or teleporting, whereas the Arcane Engine will remain mostly motionless a little above the centre of the arena. The Engine also has a massive defence boost at this point and cannot be damaged easily.
-Arcana can launch a flurry of gold flares at the player; fireball-like projectiles that explode violently on contact with solid blocks or the player. Up to 8 flares are launched at once, though their angles and speed vary mildly.
-Arcana may shield herself in a protective field, both becoming immune to damage and immobile. After a few seconds she will detonate the shield, damaging the player if they are nearby. If the shield is attacked a gold flare will spawn on the shield where it was hit and, upon the shield's destruction, will be launched outward. It is one of only few 'counter-attacks' that deals fixed damage.
-Arcana may distance herself from the player and draw a bow. After a few seconds of charging she will fire a powerful energy-infused golden arrow at the player, which moves at high speeds and deals high damage. There are small audio cues based on how far the arrow is charged, with the 3rd signalling that it is about to be launched. The attack cannot be interrupted, however.
-Arcana's last attack her her leap into the air, then become immobile whilst in mid-air. She then summons a large column of golden fire around herself that goes from the top of the arena to the bottom (and then some). After a few seconds the fire column fades and she falls back down to the ground.
-The Engine's only attack in this phase has it summon up to 20 'detonators' randomly across the arena, then detonate them all after a short delay. The explosions are quick and fairly large, but the attack is more of an annoyance at this point more than anything.
Once Arcana has been defeated, the Engine itself will become active for the 2nd phase.
Phase 2:
Arcana remains inactive, simply kneeling on the ground, whilst the Engine attacks. The Engine teleports in-between attacks to move, though always teleports somewhere at least some distance from the player (to avoid cheap contact damage). The Engine has many new attacks.
-It may summon a multitude of detonators, all evenly-spaced throughout the arena. They all detonate at around the same time, though the detonations often start in a corner, then the ones next ones nearest that corner explode, and so on and so forth until all of them explode. The explosion 'waves' only last 2 seconds. This attack can be used up to 3 times in succession, often with the explosions starting in different corners for each subsequent usage. The attack is always used first at the beginning of the 2nd phase.
-The Engine's Phase 1 detonator attack has been amplified and now features up to 50 detonators, though otherwise remains mostly the same.
-It may summon small 'flickers' of light throughout the arena, which all explode into horizontal explosions of damaging light after a short delay. They are often summoned in patterns as opposed to randomly.
-It may launch numerous bursts of gold flares from itself in large, complex patterns. Some of these patterns are similar to other bosses, like a spiral pattern or simple rapid-succession bursts, but there are also some unique ones that resemble shapes like flowers.
Once taken down to 30,000,000 health, the 3rd - and hardest - phase of the fight will begin.
Phase 3:
Arcana re-enters the fight at this point, recovering her entire health bar. Both Arcana and the Engine attack alongside each other, but are slowed down slightly compared to the previous phases due to many attacks overlapping.
-The only new attack belongs to the Arcane Engine, which can summon up to 5 golden firestorms in the arena. These are identical in appearance and function to Arcana's version of the attack, but can be summoned anywhere as opposed to just where the engine is, and also have slight longer wind-ups signalled by certain parts of the arena giving a golden glow to indicate where these fire pillars will appear.
Defeating one of them will not remove them from the fight, however. The defeated one will decrease their attack speed significantly, but in response the other combatant will increase their attacking speed to compensate.

Defeat: Once both are defeated, Arcana will take her kneeling stance from the 2nd phase while the Engine teleports over the player's head. The Engine's core will shake violently and, after a brief moment of immobility, explode. The frame that held the core will slowly fall down from the sky and through the background, whilst Arcana simply proclaims a simple "...Impossible..." and teleports away, ending the fight.
49 - Arcana & Arcane Engine (Continued)
Drops:
-It always drops the Forefather's Fragment, as well as potentially dropping a bow akin to the bow Arcana herself uses, as well as a powerful summoner item that creates a powerful explosion based on the amount of minions the player has active, but also de-summons all of the minions upon use. It also has two very rare drops, both pets; one a small version of Arcana, and the other a small version of the Engine itself.

Hints:
-As usual, dashes and teleports are extremely handy for this fight.
-Taking some time to learn both Arcana and the Engine's attacks may be useful, especially during the hectic 3rd and final phase. This can actually be done even without taking time to avoid attacking the boss, as they both have vast amounts of health anyways so you'd probably see all of their attacks during a normal fight anyways.
-This boss can inflict both Chaotic Ember and Burning Light, so even outside of its already-devastating damage output it can also provide a large amount of damage-over-time damage and also lower defence to make the attacks even more dangerous.
-There is no point attacking the Engine during the 1st phase, as it reduces almost all damage to single-digits.
-Keep an eye on Arcana during both phases she is active. Her light arrow attack is heavily damaging and hard to dodge without prior knowledge of her using it. Listening for the audio cues is often also hard to do due to other occurrences during the fight (especially the detonator explosions which are also loud in comparison) so even that is an unreliable method.

Extra Info:
-Arcana and the Ancient Engine were among the first designs for the superbosses, with the only superboss designed prior to it being the magus sisters.
-The Arcane Engine currently holds the record for being the largest non-worm-boss animated sprite, even if its animations are mostly minor.
--However, outside of worm bosses, the Engine is the 3rd largest boss ever made; only beaten outright by Reflux and the 2nd Garagon sprite, both from Boss Ideas 5.
[Added: 26/10/19]
50 - Broken Gaia Dragon
Appearance: A massive grey dragon with fiery horns and spikes over its body. For some reason, it appears that both its legs have already been almost completely removed, only leaving behind ragged remnants.

Summon: Use the Earth Dragon's Stone anywhere in the world. Unlike the other superbosses, there is no arena to confine the player when fighting the Gaia Dragon. The boss will only despawn if the player gets a considerable distance away or dies; a farther distance than with most bosses before despawning. The Stone itself can only be obtained from Chorus after she gives special dialogue only provided rarely after ??? is defeated, with her giving the player a warning after providing the player the summoning item. The Dragon slowly lowers itself from the sky, then lets out a roar to begin the fight.

Fought: Post-Game
Specification: Post-???
Special?: Superboss, Expert Exclusive
Progression: No*

Stats:
Health:
-38,540,000 (Gaia Dragon)
-3,400,000 (Barrier)
Attack:
-1312 (Melee)
-1188 (Fireball) (Inflicts On Fire! - 100%)
-1230 (Firestorm) (Inflicts On Fire! - 100%)
-1045 (Wind Blade) (Inflicts Confused - 33%)
-1090 (Blaze) (Inflicts On Fire! - 33%)
-1100 (Thunder) (Inflicts Electrified - 33%)
-1080 (Blizzard) (Inflicts Chilled - 33%)
-1250 (Meteor) (Inflicts Dazed - 33%)
--1.2x (Deflected Attacks)
-999,999 (Extinction)
Defence:
-1000 (Gaia Dragon)
-350 +25% Damage Resistance (Shield)

[Any attacks that can inflict On Fire! will inflict it for an exceedingly extended amount of time]

Attacks:
Phase 1:
The Gaia Dragon will usually charge at the player 2-4 times, and then use an attack. While most of its attacks are fire moves, it does have other elemental attacks at its disposal.
-It may fly over the player's head, launching large quantities of fireballs from its mouth that explode violently on contact with the player or blocks
-It may charge directly at the player whilst launching fireballs at them
-It may flap its wings whilst remaining in-place, eventually summoning up to 5 fiery pillars near itself that remain active for a few seconds before fading away slowly.
-It may flap its wings and create a wind that pushes the player in the direction it is facing, as well as summoning numerous crescent-shaped projectiles that rain down diagonally from the sky in the direction it is facing as well.
-It may create a burst of flames around itself, which is then followed by a massive fire pillar to erupt from directly below the player after a mild delay.
-It may summon a stormcloud overhead that darkens the screen, with the clouds also dropping 5 lightning bolts down randomly before dropping a 6th on the player after a mild delay.
-It may summon a blizzard that obscures the player's vision and causes numerous large snowflake-shaped ice projectiles to fall from the sky; getting stuck in the ground until the attack ends where they melt.
Once taken down to <500,000 health it becomes briefly invulnerable and rapidly heals back to full health in 999,999 health chunks. Once fully healed it will continue the fight in its 2nd phase.
Phase 2:
Loses its invulnerability, but gains two new attacks; one directly able to affect its other attacks.
-The 'normal' attack has it summon meteors down from the sky that explode on contact with blocks. This attack will continue into other attacks as well.
-He gains the ability to summon a barrier. When the barrier is up the Gaia dragon will remain close to the player, but doesn't use most of its attacks. The barrier also blocks any damage unless destroyed. After a short delay it will use one of its attacks on itself. If the barrier is broken it will deal 15x the attack's damage to itself, but if the barrier is up the attack will be deflected and enhanced, with the barrier lowering by itself after the attack:
--If used with the Wind Blade a tornado is summoned around the Gaia Dragon that draws the player towards it. The projectiles are larger and now come from both the upper-left and upper-right.
--If used with Blaze the explosion of flames around itself is larger and launches fireballs out randomly, and 4 pillars are now summoned below the player; with a new one summoned every 1.5 seconds.
--If used with Thunder the first bolt always hits the Gaia Dragon, and now a total of 9 are summoned; the 1st hitting the Dragon (as stated), the 2nd, 4th, 6th and 8th landing randomly and the remaining 4 targeting the player. The bolts are also larger
--If used with Blizzard the blizzard itself deals mild 'chip damage' and the snowflakes are replaced with faster-falling chunks of ice, which create icicles on the ground they hit, as well as on any semisolids they pass through.
--If used with Meteor more meteors are summoned, and any that hit the shield itself create an explosion and launch a large amount of fireballs outwards randomly.
Once taken back down to <500,000 health it will do what it did back in Phase 1; becoming immune to damage and healing. However, it now heals to ~50% health as opposed to full health before entering the 3rd phase.
Phase 3:
Attacks are the same, though there is a single new addition; a countdown timer. The timer isn't too strict, but if the player takes too long to kill the boss it uses its new, ultimate attack: Extinction.
-Extinction creates a massive wall of flames that coats the player's screen wherever in the world they are and, after a minor delay, rapidly begins dealing 999,999 damage; only fading again once all players active in the world are slain. Once the timer hits 0 the boss becomes invulnerable as well.

Defeat: Lets out a roar as it begins to glow white and have beams of light burst from its body. After a few more seconds it explodes completely, leaving no trace outside of its drops.

Drops:
The Fragment of Fury is a guaranteed drop, and it has the chance to drop the Tome of Elements or the World Scorcher; the former a book that randomly uses smaller-scale variants of its elemental attacks, and the latter a powerful sword that deals increased damage against targets inflicted with any sword of damage-over-time debuff. May also drop the Gaia Dragon's Wings; a set of very powerful wings that has a near-limitless flight capacity outside of boss fights and are otherwise on-par with the wings found in late Chaos Mode.

Hints:
-Rest in-between the phases. It doesn't attack during phase transitions, so take this time to rest and recuperate if needed.
-Teleportation and dashes are always helpful, especially with its flame pillars and lightning bolts dropping or rising at the player's location frequently.
-Its low health and shallow attack pool in the first phase should be a hint that, maybe, there is more to this fight than meets the eye (which is true)
--Its theoretical health is roughly around 95,350,000; actually making it one of the tankest Post-Game bosses

Extra Info:
-Its Phase 3 addition is indeed another reference. It's a literal Countdown to Extinction.
I'll see myself out
-The specific mention of it being 'Broken' in the boss' title, and also its missing legs, indicates that this boss is actually currently in a weakened and more vulnerable state than normal.
--Combining this with the fact that it is arguably the hardest non-event superboss means that, whatever it was prior, it must have been powerful
[Added: 26/10/19]
[Arenas]
The 'Arenas' are a series of 'boss rushes' that allow the player to face off against most of the bosses from both Vanilla Terraria and Boss Ideas 7. The Arenas are divided into 3 types, though all 3 are fought at the earliest at the beginning of Chaos Mode.

Blocks will make up the Arena walls, much like with the Superbosses, but each arena has a different size, based on difficulty. The background will change to something like a Colosseum, with crowds seen cheering.

The bosses themselves will always have at least some change to them. In all 3 Arenas the bosses lose their original spawning conditions to that none try to flee whilst the player is still alive (e.g. daytime or the wrong biome), though also in the later 2 arenas they will have increased stats for added challenge. Drops are removed from bosses as well, excluding a few heart drops per boss; the same applying for their minions as well. Not all bosses are seen in every arena, which is especially true with Chaos Mode bosses and the Superbosses, but there are also some bosses that do not appear in any versions of the Arena:
-Event Bosses (Numerous) - Usually only about as strong as a mini-boss due to having to contend with their respective event's enemies. Very few exceptions.
-Wall of Flesh - The only vanilla 'boss' not seen. Not used due to instant-kill mechanic and forced player movements, as well as fighting environment alongside the boss' size.
-Riftwalkers & Chorus - Both unused for lore purposes or later fight gimmicks
-Forest Guardian - Battle always lasts the same amount of time, almost completely ruining the arena's pace.

Arena Types:
-1-Star Arena: The most basic arena of the three. Features all* bosses from Pre-Hardmode, Hardmode, and Post-Moon Lord, as well as Void Terminus as the final fight. Boss stats remain unchanged. 5 Hearts dropped per boss. Only arena fought before entering Post-Game.

-2-Star Arena: The secondary arena, and overall the longest of the three arenas. Bosses drop 5 hearts on death. All* bosses from Pre-Hardmode to Chaos Mode are seen in this arena, excluding ???, Terminus, Void Terminus and the Superbosses, with a special new boss as the finale.

-3-Star Arena: Bosses from Post-Moon Lord and beyond, excluding Void Terminus and ???, all given beefed-up stats (aside from the Superbosses). Bosses all drop 10 hearts on death, more than in any other arena, but the bosses themselves are far tougher. Two special bosses at the end.
1-Star Arena
The easiest of the three arenas. Fought, at the earliest, after entering Chaos Mode. Bosses are mostly the same, except some jump height increases for some of the grounded enemies.

Arena size - ~350x300

Order:
-King Slime - Jump height and speed increased
-Creeper
-Eater of Worlds
-Amber Stone
-Eye of Cthulhu
-Brain of Cthulhu
-Skeletron
-Queen Bee
-Permafrost
-Molten Slime - Jump height and speed increased
-Terminus
-Golem - Jump height and speed increased
-Discordian Magus
-Skeletron Prime
-Destroyer
-Twins
-Ember Beast
-Lightseeker
-Blizzard King
-Mawdragon
-Ancient Engine
-Plantera
-Bloom Wyrm
-Absorption Slime - All deflected projectiles deal a maximum of 800 damage, jump height increased
-Betsy
-Lunatic Cultist
-Duke Fishron
-Moon Lord
-Slimes of Light and Void
-Solar Flare Wyrm
-Mycel
-Aegis
-Ascended Lightseeker
-Black Hole Sun
-Shredder
-Blacksteel
-Aether
-Volcanic Leviathan
-Nebula Hive
-Vortex Queen
-Solar Champion and Drakomire
-Stardust Magus
-Allium
-Null
-Mimi
-Ikari Doragon
-Void Terminus

Rewards:
Always provides the 1-Star Trophy; a decorative item, and a Silver Heart; a material necessary for making the other two Arena summons. Money is also dropped in fairly large quantities. Has a very slim chance of giving the player the Soul Fragment as well; an accessory that doubles the player's health but also reduces their defence slightly and regeneration significantly.
2-Star Arena
The second and overall longest of the arenas in terms of boss quantity. This arena can only be summoned in the Post-Game, and automatically causes all bosses involved to adopt their Expert-Mode attack patterns.

Arena size - ~350x300

Order:
-King Slime - Jump height and speed increased. HP buffed to 525,000 and attack buffed to 700. Launches spikes whilst grounded like a Spiked Slime, and only releases buffed versions of Blue Spikes Slimes when damaged.
-Creeper - Movement and jump speeds increased. HP buffed to 500,000 and attack to 650. Explosions now happen when seeds are close to player and explosions are larger, boss is also granted a new double-jump.
-Eater of Worlds - Launches Cursed Flame projectiles that move faster, cannot be destroyed, and explode on contact with solid objects. Each segment has 8,500 health and 600 attack, though contact with the head deals 800. Can 'fly' like Destroyer when player is too high.
-Amber Stone - Increased move speed and attack speed. HP buffed to 500,000, attack to 585, and defence to 450. Minions buffed also, and minions can now also fly as opposed to just levitating.
-Eye of Cthulhu - Servants of Cthulhu buffed and no longer drop hearts. HP buffed to 445,000 and attack to 500 in first phase. Attack buffed to 650 in second phase and chain dashes can be performed at the beginning of 2nd phase.
-Brain of Cthulhu - Creepers buffed and knockback resistance increased. HP buffed to 85,000 and attack to 550. Continuously rains red droplet projectiles that deal 450 damage.
-Queen Bee - Charge speed increased. Poisoned debuff changed to a longer-lasting Venom. Health buffed to 565,000 and attack to 500.
-Permafrost - Attack speed increased. Chilled debuff changed to Frozen, but debuff chance reduced. Health boosted to 500,000 and attack to 400.
-Molten Slime - Jump height and speed increased. HP buffed to 600,000 and attack to 685. Minions buffed and all of this boss' attacks inflict a long lasting On Fire! debuff.
-Skeletron - Projectiles are launched more often. Head invulnerable until hands are destroyed. HP buffed to 555,000 and attack to 555. Hands buffed also.
{Break}
-Golem - Jump height and speed increased. Fists now invulnerable. Total health of head and body roughly 1,000,000 and damage made 650 for all attacks.
-Discordian Magus - Orbs all given 87,500 health. Attack boosted to 620.
-Skeletron Prime - Can fire lasers at the player during the headspin. Becomes invulnerable during the headspin and damage boosted to 1000 for contact with the head during the spin. Limbs all buffed. Skull's health increased to 725,000 and attack increased to 645
-Destroyer - Health buffed to 7,500,000, attack increased to 600, head contact increased to 1000. Segments increased to 100. Probes buffed.
-Twins - Health buffed to 650,000 for Spazmatism and 485,000 and Retanazer. Both deal 600 damage and debuffs extended. Retanazer's lasers inflict Crimson Embers.
-Ember Beast - Speed and size increased. Health increased to 850,000 and damage to 620. Contact with the sword deals 700 damage.
-Lightseeker - Projectile size increased. Minions buffed. Health increased to 725,000 and attack to 600.
-Blizzard King - Can inflict Frozen. Blizzard begins at the start of the fight, dealing chip damage to the player. Health buffed to 788,500 and damage to 640.
-Mawdragon - Speed and size increased. Health buffed to 840,000 and damage to 925.
-Ancient Engine - Health buffed to 820,000, attack buffed to 635
-Plantera - Gains 'Enraged' speed in 2nd phase. Can still drop spiked balls in 2nd phase. Health boosted to 800,500 and attack to 620. Phase 2 contact deals 700 and phase 2 minions buffed.
-Bloom Wyrm - Total health buffed to 6,250,000; 5,800,000 in the first form. Damage buffed to 650.
-Absorption Slime - All deflected projectiles deal a maximum of 800 damage, jump height increased. Health buffed to 450,000 and damage to 650.
{Break}
-Betsy - Speed increased, projectile size and speed boosted. Health buffed to 825,000 and damage to 660.
-Lunatic Cultist - Health buffed to 602,500 and damage buffed to 750.
-Duke Fishron - Speed increased, health buffed to 885,000 and attack buffed to 700. Rain mildly obscures player vision throughout whole fight, though still worsens for 3rd phase.
-Moon Lord - Health buffed to a total of 2,500,000; divided similarly to its normal stats. Damage buffed to 680 and the Phantasmal Deathray does 1,000.
-Slimes of Light and Void - Health buffed to 1,000,000 each, and attack buffed to 778. Speed boosted if only 1 remains active.
-Solar Flare Wyrm - Health buffed to 11,250,000 and damage buffed to 720. Special move deals 1,150 damage and countdown to special move decreased.
-Mycel - Health buffed to 775,000 and damage to 735. Can make illusions that, while they cannot harm the player or take damage, can make it harder to find the real one.
{Break}
-Aegis - Health buffed to 1,650,000 and damage to 740. Defence buffed to 300 and slowly builds up damage resistance; starting at 0% and building up to 20% as health decreases.
-Ascended Lightseeker - Health buffed to 1,850,000 and damage to 750. Projectiles are made larger and faster and minions buffed.
-Black Hole Sun - Speed and attacking speed increased. Health buffed to 1,650,000 and damage buffed to 755. Last-ditch attack deals 1,000 damage.
-Shredder
-Blacksteel - Health buffed to 1,000,000. Minions buffed. Worm minions made longer. Damage buffed to 740 and minion head melee buffed to 975.
-Aether - Health buffed to a total of 1,785,000 and damage buffed to 750. Head melee buffed to 1,000. Movement speed also increased slightly. Projectiles destroyed after only hitting 1 segment.
-Volcanic Leviathan - Inflicts On Fire! and Crimson Embers with all attacks. Health buffed to 5,500,000 and damage increased to 735. Move and attack speed increased and phase transitions faster.
{Break}
-Nebula Hive - Health buffed to 1,850,000 and damage to 765.
-Vortex Queen - General's health buffed to 850,000 and Queen's health buffed to 1,050,000. Attack buffed to 760. Minions buffed.
-Solar Champion and Drakomire - Champion's health buffed to 950,000 and Drakomire's health buffed to 1,200,000. Attack buffed to 780 and all attacks inflict an extended On Fire! debuff. Projectiles faster and stronger.
-Stardust Magus - Magus has 400,000 health and Dragon has 5,670,000. Damage buffed to 750 and dragon's body melee buffed to 800 and head melee to 1,000. Minions buffed.
-Allium - Health buffed to 1,875,000 and buffed both Geoforce minions. Damage buffed to 765.
{Break}
-Null - Health buffed to 1,950,000 and damage buffed to 780. Attack speed buffed.
-Mimi - Health buffed to 1,750,000 and damage buffed to 700. Minions all buffed and Guardian move speed and jump height increased.
-Alynia
-Being of Order
{Break}
-Fragile Soul
-Disillusion
-Blacklight
-Phantasm
-Primal Allium
{Break}
-Ikari Doragon - Total health buffed to 12,150,000 and damage buffed to 900. Head melee buffed to 950 and most attacks inflict both Chaotic Ember and Crimson Embers.
-#3
-Grand Conflict
{Break}
-[New] Chaos Emperor Terminus

Rewards:
Always provides the 2-Star Trophy; a decorative item, and also the Golden Heart; a material used to finally create the 3rd and final arena summon. Lots of money is also provided, as expected. Has a low chance to give the player the Broken Soul; which causes the player to die in a single hit but also makes most enemies drop their rarer items a lot more frequently (plus some additional exclusive items for some bosses).
3-Star Arena
A few Post-Moon Lord bosses, the Chaos Mode bosses, and the Superbosses; all buffed to the latters' power. While it has the fewest bosses, they take longer than in any of the other arenas due to their massively increased power.

Arena size - ~350x300

Special: Damage minimum taken is 200. Damage below this threshold is boosted to the minimum of 200 damage.

Bosses:
-Being of Order - Health buffed to 55,450,000 and damage buffed to 1,150. Attacks always inflict Burning Light 100% of the time.
-Alynia - Health buffed to 54,000,000 and damage buffed to 1,000. Attacks inflict Chilled and Frostburn, as well as Chaotic Ember. More projectiles with each attack and projectiles themselves made larger.
-Blacklight - Health buffed to 57,000,000 and damage buffed to 1,100. Attacks always inflict Burning Light and Chaotic Ember. Minions buffed and, if left undefeated, will begin being able to use their own unique attacks.
{Break}
-Phantasm - Total health buffed to 90,000,000 and damage buffed from between 1,000 and 1,300 based on attack's original damage. Attack speed increased for all segments and movement and jump speed increased.
-Ikari Doragon - Total health buffed to 65,000,000 and damage buffed to 1,200; though is 1,320 for the head. All attacks inflict On Fire! and Crimson Embers, as well as Chaotic Ember.
-Grand Conflict - All attacks deal 150 more damage. Terminus' health buffed to 20,000,000 and Aurora and Allium's health both buffed to 33,450,000. Attack speed increased. Terminus doesn't disappear once defeated, and instead continues attacking (though the countdown happens regardless in the last phase).
{Break}
-Fragile Sorcerer
-Alder
-Cosmic Mages - Stardust Magus fight also added as its new first phase; including a buffed-up Grand Stardust Dragon. Phase 2 is the same as the Mages' phase 1 and Phase 3 is the Mages' phase 2.
-Arcana & Arcane Engine
-Gaia Dragon
{Break}
- Null - New 'EX' Design. Health buffed to 85,000,000 and damage to 1,225. Attacks inflict Shadowflame and Chaotic Ember. Attack range increased. Gains new 'Rage' mechanic where after taking enough damage his attack damage and speed is boosted for a short period.
- Mimi - New 'EX' Design. Health buffed to 77,500,000 and damage to 1,200. Attacks inflict Shadowflame and Chaotic Ember. Guardian now larger, faster, recovers faster, and more aggressive. Chaosfly minions buffed significantly.
-#3 - Health buffed to 85,000,000 across all 3 phases. Damage buffed to 1,000 in Phase 1, 1,150 in Phase 2 and 1,300 in Phase 3. Attack speed and range increased.
{Break}
-[New] Chaos Emperor Terminus
{Break}
-[New] Chaotic Disillusion

Rewards:
-Always drops the 3-Star Trophy; the decorative item to commemorate completion of the event. The Platinum heart will be dropped which, unlike the other two hearts that were used for crafting, is instead a vanity accessory that gives the player a silvery glow. Money is also dropped in large quantities. Completing the event the second time will give the player the Shade Shield accessory that reduces damage taken and, when the shield is charged, block an attack completely but break the shield. 3rd time completion grants Terminus' robe; a vanity item, and the 5th completion will give the player the Champion's Kingsbrand; an item very similar to the Kingseal from Boss Ideas 5 in appearance that provides the player major stat boosts across all areas.
[Special Bosses]
The three additional 'special' bosses that, whilst not counted with the original 50, can be fought under special circumstances.

Two of them are powered-up versions of previously-encountered bosses, with beefed-up stats and a vast array of new attacks at their disposal. Both are found as final bosses of their respective arenas.

The third and final special boss is mostly based on the Boss Ideas Discord, as well as a few additions from Turquoise's discord.

The two 'Empowered' versions of Mimi and Null do not count as special bosses, as they are mainly just stat boosts and a new coat of paint (and slight animation additions).
Special Boss 1 - Discordians
People involved: YAY (Tape Man), 8BitMenace (Sinewave), UltraCraftGames (Crimson King), J (Mr. Yorke), Cadmar (Cadmar Slime & Jeff), Froggy (Rainbow Frog) and Turquoise (Davyn)

Appearances:
Tomato is the same as ever, to be honest.
Tape Man is just a slightly overweight man wrapped in duct tape. He also has a ponytail and glasses, nothing else too unusual.
Sinewave has silvery-greyish skin and blue hair, as well as one blue and one green eye. Whilst they have 'cat' ears and a tail they have no other animal-like qualities.
The Crimson King is a large red demonic-looking entity with grey smoky energy radiating from its hands. It wears little, but what it does wear is either armour plating or a loincloth.
Mr. Yorke, like Sinewave, has greyish skin as well, though otherwise has rather standard human qualities like black hair, a fedora, and a white button shirt.
The Cadmar Slime has eyes now, though is otherwise the same. However, they gained a new happy, puffy friend called Jeff.
The Rainbow Frog is a large frog whose skin shifts with rainbow-like colours. However, its eyes, legs and underbelly remain the same colour.
Davyn is made of blue fire and wears mostly casual clothes; with a white shirt and black trousers and brown shoes.
Alongside the actual people who make up the boss fight are three additional characters. These are not crucial parts of the boss, but count as events that may occur randomly.
#1, whose appearance has not changed since Boss Ideas 4
Tomalex, a character whose physical appearance seems to more-or-less be a female version of Tomato.
DM Dokuro (or at least his avatar) may also make a guest appearance as well.

Summon: Once in the Post-Game Chorus will begin to sell the Developer Box; an item that claims to do nothing but can be placed. Once placed there is a slim chance that a face will emerge, peeking out from the box. Right-clicking the face will begin the fight. The faces include Tomato's, Cadmar's, and the Rainbow Frog's as the most common appearances.

Fought: Post-Game
Specification: Post-???
Special?: Superboss*, Uncraftable Summon, Weird Summoning Mechanic
Progression: No

Stats:
Health:
-10,000,000 (12,450,000) (Tape, Sine, Yorke, Cadmar, Frog, Turq)
-11,150,000 (13,100,000) (Tomato, Crimson)
Attack:
-875 (1,100) (Melee)
-800 (1,000) (Attack 1)
-900 (1,145) (Attack 2)
-1,000 (1,300) (Attack 3)
Defence:
-420 (All)

Attacks:
Usually, 2 will appear and attack simultaneously. Each has their own set of attacks; a melee attack, a weaker but faster attack, a decently powerful 'average' attack, and finally a stronger but overall slower attack.

Tomato:
-May swing a large red sword, decorated with vines. The swing deals melee damage but it also launches bouncing tomato projectiles that deal Attack 1's damage.
-May pull out a staff and cause tomato projectiles to fall perfectly vertically from the sky. They bounce, as with the sword's projectiles, but their specific angle causes them to bounce in-place. They deal Attack 1's damage.
-May pull out a bow and begin rapidly firing arrows at the player for a few seconds. The arrows pass through blocks, but otherwise have no special properties outside of speed. They deal Attack 2's damage.
-May pull out the Tomatome and use it to cast a large red energy ball that chases the player. After a few seconds it explodes violently. It deals Attack 3's damage.

Tape Man:
-May attempt to 'body slam' the player by appearing near them and leaping in an attempt to land on them. The attack is easily dodged, however.
-May throw 3-6 rolls of tape at the player that arc through the air and move at high speeds. They do not bounce and deal Attack 1's damage.
-May roll out a large roll of tape along the floor that continues to travel along blocks, spreading tape whevever it goes. The tape will travel up walls or on ceilings if needed. The tape itself is actually covered in a series of sharp objects, including staples and nails, so making contact deals Attack 2's damage.
-May pick up a Photo Copier and hurl it at the player, with it arcing slightly as it travels. Once it hits a solid object it explodes and releases large damaging fragments. The machine and the explosion deal Attack 3 damage and the fragments deal Attack 2's damage.

Sinewave:
-May swing a large black and white hammer around itself, moving towards the player whilst doing so.
-May slam the hammer down into the ground, causing large rocks to be launched flying. The hammer does melee damage, still, but the rocks deal Attack 1 damage.
-May spin the hammer around and then release it, causing it to be launched at the player at high speeds whilst spinning. Does Attack 2 damage.
-May call forth a small blue dragon to charge at the player up to 3 times before disappearing, riding the dragon until it disappears again. Deals Attack 3 damage.

Crimson King:
-May charge up a shadowy punch and then take a swing, moving horizontally during the swing itself.
-May summon a mini bullet-hell of shadowy flames. It is smaller than most bullet-hells, only being a couple of seconds long, though it is still dangerous. Deals Attack 1 damage.
-May make its eyes glow brightly before rapidly firing a barrage of lasers at the player. The lasers pass through blocks and deal Attack 2 damage.
-May make 2-4 large rings of shadowy flames and throw them at the player. They move at high speeds and ricochet off of blocks, dealing Attack 3 damage.

Mr. Yorke:
-A flying kick is his melee attack, with him arcing through the air during the jump.
-He may draw two guns and begin to fire at the player. The bullets are fast and numerous, but somewhat inaccurate and only deal Attack 1 damage.
-He may throw explosives at the player. The explosives, which appear to be Dynamite, either explode on contact with the player or after being active for a few seconds, dealing Attack 2 damage.
-He may summon a large ball of junk in his hands and throw it at the player, with the ball exploding into fragments after hitting the player or a solid block. The junk within the ball includes large tires, parts of cars, generic metal scrap, and even parts of walls. While it seems similar to Tape Man's attack this one is slower and lacks the explosion, but its fragments still deal Attack 3 damage; the same as the junk ball itself.
Special Boss 1 - Discordians (Continued)
Cadmar Slime & Jeff:
-Cadmar's friend would, through a series of rapid 'flutter-jumps', move above the player before dropping down again rapidly. Both the ascent and descent deal contact damage.
-Cadmar may summon a vertically-travelling 'bullet-hell' consisting of numerous slimes falling down from the sky. The attack is brief and deals Attack 1's damage.
-Cadmar may pull out a magic wand and summon 2-3 rings of projectiles around himself, each ring larger than the last and slightly further away from himself. After a few seconds he will disperse all of the rings outwards, with only 1/2-second gaps in-between each ring being dispersed. Deals Attack 2's damage.
-Cadmar may turn into the Slime Dragon and breathe slime breath in the direction of the player whilst immobile, dealing Attack 3's damage with both the breath and the dragon's contact damage.

Rainbow Frog:
-May remain motionless for a brief period before lunging at the player at high speeds. The attack is sudden, but the Frog's small hitbox makes it more manageable.
-May release a large flurry of homing bubbles from its mouth. The bubbles either disappear if attacked of after persisting for a set time. Popping a bubble manually will remove a projectile's piercing properties so that only 1 can be popped at a time, however. Deals Attack 1's damage.
-May open its mouth and try to catch the player with its rapidly-extending tongue. The tongue will be launched at high speeds to where the player is located, not adjusting its angle again until fully retracted, and the attack can be cancelled prematurely by moving far enough away. Deals Attack 2 damage.
-May create a damaging pulse of sound around itself by croaking. Getting in the range of the croaks deals Attack 3 damage, but the Frog is immobile during the attack and the pulses are only around the Frog.

Davyn:
-May summon a mini 'bullet-hell' of horizontally-travelling blue fireballs. Lasts longer than the Crimson King's, however. Deals Attack 1 damage.
-May pull out a staff and launch up to 8 arcs of 5 projectiles each in rapid succession. They are all targeted individually, so moving will cause Davyn to reposition the upcoming fireball arc. Deals Attack 2 damage.
-May pull out the staff, though charges an attack this time. After a couple of seconds he points the staff forwards, causing a massive fireball to cross the screen from a random angle at high speeds, dealing Attack 3 damage.

Defeating any of the bosses will cause them to disappear from the fight, with only one exception. When only 1 boss is left active Tomato will appear to assist them, though if only Tomato is left Tomalex will appear alongside Tomato instead. These 'assists' do not need to be attacked as they are still theoretically defeated.
During the boss random events may occur that sometimes interrupt certain boss' attacks. The likelihood of these events occuring is reduced in Expert Mode.
-#1 may appear instead of one of the bosses, throwing down a Banana Peel in front of him before disappearing again. The Banana Peel only does 1 damage to the player on contact.
-Tomantha may appear instead of one of the bosses, using one of Tomato's attacks (though cannot take damage), with varying effects based on whom she is partnered with:
--If partnered with Tomato an '!' will appear above his head and Tomato won't attack, but Tomantha will. A similar thing happens with Cadmar, though a '?' appears for him instead.
--If partnered with any other bosses nothing unusual will happen.
-Dokuro may appear in-place of one of the bosses, using one of Sinewave's attacks (though cannot take damage), with varying effects based on whom he is partnered with:
--If partnered with Sinewave an '!' will appear above his head and Sinewave won't attack, but Dokuro will. A similar thing happens with both Tomato and Davyn, though a '?' appears for them instead.
--If partnered with any other bosses nothing unusual will happen.

Defeat:
-When individual bosses are defeated they will usually be launched away at very high speeds, removing them from the fight.
-At the end of the fight all of them will re-appear next to the box used to summon them. Approaching the box will cause them all to jump back in, with some magic particles appearing from the box as they do so, with Tomato jumping in last and leaving the loot behind.

Drops:
Will drop an item for each boss, as well as the chance to drop rare items based on the special event appearances. May drop Tomato's sword, Tape Man's tape wheel, Sine's hammer, Crimson's shadowy fire gauntlet, Yorke's guns, Cadmar's wand, Frog drops a small version of itself, and Turquoise drops his wand. A banana peel may be dropped if the player takes damage from the Banana Peel during the fight, the Tomatome may be dropped if Tomalex is encountered, and finally the 'DM's Hammer' if one of the three special Dokuro events occured. Rare chances for them to also drop the Shockal's Postcard; a usable item that simply says in chat "Shockal sends his regards, that is all." when used, as well as the Uno Reverse Card and the Exodia; both 1-use items that either make all friendly projectiles hostile and hostile projectiles friendly, and the other instantly killing all enemies on-screen (except Chaos Mode/Post-Game Bosses), respectively.

Hints:
-If the player particularly struggles with one of the bosses, focusing on them whenever they appear could be a useful way to remove them from the fight quickly.
-If the player wants one of the rare items, prolonging the fight may be useful. Also, selectively defeating the bosses to only leave those with special events may also prove handy.
-Dashes and teleports, as ever, are handy. Especially because boss attacks overlap and may prove nearly unavoidable otherwise.

Extra Info:
-This is, technically, the largest collaborative effort for a single boss I've done. It was planned all the way back since Boss Ideas 7 31-45, but never made it in due to complications with communication and also with some sprites and time constraints.
-The 'official' collaborations are with Yay, Cadmar, J and UltraCraftGames in my discord, as well as Turquoise, 8Bit and Froggy from Turqoise's discord. Dokuro and Shockal, whilst not officially involved, are still present as cameos.
--Robbie Rotten, under the name #1, also makes a cameo as well, taking his 2nd appearance as a Post-Game boss alongside Boss Ideas 4.
-As you could probably tell, this boss is a lot less ""serious"" than the others. With inside jokes with characters like Sine, cameos with Dokuro, Shockal and #1, and attacks including deadly bubbles and a Photo Copier (and, to be honest, Tape Man as a whole), this one is very different to the other Superbosses.
-It is also the only Superboss that can be fought in Normal Mode as opposed to being Expert-Exclusive, as well as one of two without an arena.
-It is said that, if the player somehow sets up a scenario where they are killed by the Banana Peel's 1 damage, the game will crash.
[Added: 4/11/19]
Special Boss 2 - Chaos Emperor Terminus
Appearance: Terminus' most powerful form. He has become noticeably taller and his robes have been changed to a dark grey/black and purple; losing the gold colouration seen across both its previous incarnations. His scarf has been replaced with a purple cloak and his magic barrier seems more developed.

Summon: Can be fought in one of only two instances. Firstly, he is the final boss of the 2-Star Arena; being the final hurdle before the player can reap their rewards. Secondly, he is the second-to-last boss of the 3-Star Arena; only surpassed by the 3rd special boss. The Chorus NPC will disappear whilst the fight takes place, but re-appears afterwards.

Fought: Post-Game
Specification: Post-???
Special?: Superboss, Arena-Exclusive, No Summoning Item, Arena 2 Finale
Progression: No*

Health:
-12,850,000 (17,500,000) (Barrier) (x2)
-50,000,000 (70,000,000) (Terminus)
Attack:
-925 (1,145) (Melee, Barrier Explosion, Pulse)
-900 (1,100) (Chaotic Fury, Void Spines)
-915 (1,124) (Shadowflame Meteor, Shadowflame Lashes) (Inflicts Shadowflame - 100%)
-940 (1,178) (Ichorian Pulse, Ichorian Spikes) (Inflicts Ichorian Spark - 100%)
-915 (1,124) (Crimson Maws, Crimson Flurry, Crimson Meteor) (Inflicts Crimson Embers - 100%)
-1,000 (1,300) (Chaos-Bringer) (Inflicts Withered Weapon - 100%, Withered Armour - 100%)
Defence:
-450 (Terminus)
--900 +33% Damage Resistance (Chaos-Bringer Terminus)
-700 +5% Damage Resistance (Barrier)

Attacks:
Phase 1:
Terminus' attack pattern is similar to how it was in the Void Terminus fight, though has received buffs to all of its stats and attacks. It still teleports in-between attacks most of the time, but sometimes has attacks that lead into each other with movements.
In this Phase, Terminus' purple barrier will protect him from any damage. The barrier also removes projectiles' piercing effects, so it can only be hit once per attack with most attacks (except AoE).
-The Shadowflame Meteor attack remains mostly the same, though the shadowflame fireballs are summoned from his hand instead and also deal damage whilst ascending. They descend quickly and straight downwards, exploding on contact with solid objects (though they still go through the arena's ceiling).
-The Shadowflame Lashes attack is the same, though the tendrils themselves are slightly larger and stick out further.
-The Ichorian Pulse attack is mostly the same; though the original explosion around Terminus is slightly larger and more smaller explosions will follow the initial explosion.
-He has a new 'Ichorian Spikes' attack where he launches several golden swords into the air which then descend diagonally into the ground. They fall in rapid succession and in pairs; with each pair being slightly closer to the centre; Terminus' horizontal position. They do not actually reach Terminus, so staying under him is the best way to dodge this.
Once Terminus' barrier is broken it will explode, dealing damage to the player if they are too close. After it explodes, Terminus will enter its 2nd phase.
Phase 2:
Terminus may sometimes use more than one attack before teleporting, usually relocating himself with a charge/dash before using the second attack. He gains access to more of his moves at this point as well.
-The Chaotic Fury attack is similar, but the projectiles' arcs are decreased. While the projectiles' homing abilities are weakened, their number is increased and their increase to their maximum offset once launched means that the area the attack covers is boosted significantly.
-The Void Spines no longer protrude from Terminus during this attack, but instead from any solid blocks within the confines of the arena, including the insides of any of the arena walls themselves. They are shorter than they were before, but their numbers are increased. The '3 waves' aspect has also been removed in favour of all of them protruding at once.
-The Crimson Maws are larger and faster and more of them are summoned, but otherwise the Crimson Maw attack remains mostly the same.
At 50% health, he will put up his shield again and enter his 3rd phase.
Phase 3:
Goes back to a pattern similar to Phase 1's, but has all of his previous attacks alongside some new ones
-Crimson Maws now have a 33% chance to use their normal behaviour, 33% chance to re-adjust their trajectory mid-motion once, and a 33% chance to just chase the player.
-He has a new 'Crimson Meteor' attack that causes large but slow-moving red fireballs to fall from the sky. Once they hit a solid object whilst at or below the player's vertical height they will explode and create a column of fire that lingers for about a second.
Once his shield is taken down to 0 health it will not break this time around, and he simply continues his attack pattern for another 20 seconds.
After 20 seconds pass he will teleport near the player before Chorus, who was otherwise absent from the arenas altogether, strikes his shield and breaks it. Chorus ends up stunned by the shield's explosion and then hit and launched off-screen by a hit from a large sword, called the Chaos-Bringer, that Terminus brings out for the 4th and final phase.
Phase 4:
Now uses the Chaos-Bringer alongside his previous attacks. Throughout most of the phase Terminus has increased defence and a large amount of damage reduction. As expected, with gaining a new weapon, he gains more attacks.
-The downward thrust and horizontal dash attacks seen with the Dustcutter in the Void Terminus fight are the same in function, but due to the larger sword their hitbox size is increased.
-He may charge at the player up to 4 times in succession, swinging the sword at the end of each charge. At the end of the 4th charge the swing will continue 360 degrees around Terminus.
-He may point the Chaos-Bringer upward, launching a flurry of Crimson Maws from the tip. After they are all launched he will charge at the player once.
Throughout regular periods during this phase Chorus will re-appear and strike Terminus, temporarily stunning him and reducing his defence back to normal for a short time. After only a few seconds Terminus will release a damaging pulse that pushes Chorus away again and allows him to re-gain his defences and allows him to continue attacking. The size of the pulse gradually increases as his health decreases, as well as the time taken for him to break free from the stun also gradually decreasing also.

Defeat: Doubles-over, then begins to shudder. Falls down on one knee shortly after, shaking more violently, before looking up again and screeching; disintegrating slowly afterwards.

Drops:
The boss has no drops due to being an Arena-exclusive boss and no bosses drop items in the arena.

Hints:
-The fight is similar to the Void Terminus fight in the attack patterns and styles, but with more dangerous attacks and a few new attacks and abilities also added. Practice the Void Terminus fight for a better shot at this one.
--This is especially recommended as this fight is fought as either the final or semi-final boss in the 2nd and 3rd arenas respectively, so losing the fight will force the player to re-attempt the arena again from the beginning.
-Once at the final phase Chorus' input is highly useful for dealing damage to Terminus. When Chorus attacks Terminus, use this time to bombard Terminus to get off a considerable chunk of damage.
Special Boss 2 - Chaos Emperor Terminus (Continued)
Extra Info:
-The fight actually seems to be a reference/parallel to one of the Post-Game Chaos Doppelganger fights from Boss Ideas 5; where one of the important heroines assisted the player in facing the boss and opening up attack windows.
--However, unlike that fight, the player doesn't have to wait to attack Terminus and can do so whenever, even if the damage is lessened.
-Terminus is one of the only Post-Game bosses that inflicts 6 different debuffs. It is also the only one capable of inflicting a majorly defence-dropping debuff and an attack-dropping debuff.
-This is Terminus' 3rd different design within 5 fights in a single Boss Ideas issue, alongside Pre-Hardmode Terminus and Void Terminus (both normal and encore when counting different fights).
--If including other boss' minions this is Terminus' 5th different appearance. The other two are minions for ??? and the 3rd Special Boss respectively
-Terminus now has 4 fights, all spread rather evenly across the game; excluding Hardmode.
--This puts Terminus as one of the most frequently recurring bosses across the entire Boss Ideas series, despite only being in a single issue. Storm and the Doppelganger both still outrank him in fight totals, but he manages to tie with the Stardust Magus and beat out recurring characters such as Magia and Tomato.
[Added: 3/11/19]
Special Boss 3 - Chaotic Disillusion
Appearance: The Chaos Doppelganger, seemingly merged with Disillusion. Whilst not seen in the 'default stance' sprite, its face still warps, distorts, melts, and freaks out on the occasion.

Summon: The final boss of the 3-Star Arena. The 'final boss', Disillusion, will spawn near the middle of the arena, close to the ground. Approaching Disillusion will show it immobile, not attacking the player nor being able to take damage. Getting closer will slowly cause the sky to darken to black. Once close enough, white teeth will appear around Disillusion and, in a single motion, eat it. The Doppelganger then fully emerges, laughs, and the screen fades to white. Once it fades back in things will have changed; the sky now takes on a dark, ever-shifting monochrome pattern and the Doppelganger will have transformed into the Chaotic Disillusion seen above. The fight begins momentarily.

Fought: Post-Game
Specification: Post-???
Special?: Superboss, Expert-Exclusive, Uncraftable Summon, Arena 3 Finale, 'True' Final Boss.
Progression?: No.

Stats:
Health:
-185,000,000 (Chaotic Disillusion)
-45,000,000 (Terminus Clone)
-15,000,000 (Null & Mimi Clones, Terminus Shield)
-1,450,000 (Chaoseekers)
Attack:
-1,400 (Melee)
-1,200 (Chaotic Flame) (Inflicts Shadowflame)
-1,345 (Chaos Bomb) (Inflicts Shadowflame)
-1,300 (Light Pillar) (Inflicts Burning Light)
-1,275 (Elemental Burst) (Inflict Crimson Ember, Electrified, or Frostburn, respectively)
-1,300 (Light & Dark Spheres) (Inflict Burning Light or Shadowflame respectively)
-1,150 (Light & Dark Mini-Spheres)
-1,250 (Chaoseeker Melee, Homing Seekers, Clone Attacks)
-1,420 (Chaotic Deathray)
-0 (Chaotic Pulse) (Inflicts a Random Debuff)
-2,000 (Black Hole) (Inflicts Shadowflame, Burning Light and Crimson Embers)
Defence:
-0 +5% Damage Resistance (Chaotic Disillusion)
-200 +10% Damage Resistance (Clones, Chaoseekers)

[All attacks inflict their debuffs 100% of the time]

Attacks:
Phase 1:
The C.D. will have an abundance of attacks from the beginning of the fight. It can teleport or simply move to reposition itself after attacking, though teleportation is more common.
-It may create horizontally and vertically-travelling 'bullet-hells' of Chaotic Flames with homing Seeker projectiles mixed in.
-It may create several large and complex patterns of Chaotic Flames either throughout the arena, or from itself at whatever location it was at currently. The bursts often create large and complex patterns that are hard to avoid.
-It may move towards the player whilst summoning 'bursts' of Chaotic Flames in rapid succession that accelerate outwards once summoned. The positioning of each burst is always at a slight variance compared to the previous one, so they do not line up.
-It may summon Chaos Bombs throughout the arena that explode after a short time passes. Seekers will also be spawned from C.D. itself that chase the player.
-It may summon a large amount of Seekers near itself that chase the player before despawning.
-It may drop numerous vertically-travelling projectiles from above. These glowing projectiles explode on contact with solid blocks once below the player's vertical position, exploding into large columns of white flames. The projectiles and pillars both have the capacity to deal damage.
-It may flip the player's gravity for a short time, usually for 2 attacks, before returning it to normal.
Once down to 128,500,000 health it will disappear, and summon in monochrome versions of Null and Mimi.
Phase 2:
The player is left to face against both Null and Mimi. They both have their 'Empowered' appearances outside of the lack of colouration on either of them. Their minions will also be buffed to the 'Empowered' levels.
Defeating both of them will cause Chaotic Disillusion to re-appear and enter the 3rd Phase.
Phase 3:
C.D. gains some new attacks alongside his old attacks in this phase, as well as a new ability to summon Chaoseekers.
-Chaoseekers are similar in appearance to Dribblers, being large balls of black sludge with eyes peering from within. They simply chase the player, occasionally performing short-ranged dashes, and are mainly distractions from the boss itself. They can be summoned whenever.
-C.D. may now create a fast-moving 'pulse' that covers the whole arena. If hit by the pulse itself the player takes no damage, but is inflicted with 3 random debuffs out of almost any available in the game, minus only a select few.
-C.D. may split into two spheres; one mostly white and the other mostly black, before both ascend. After a short while one sphere will cross the screen horizontally, and the other from the other direction at a different height. Afterwards they both cross again, though at the same height, and re-form C.D. at the centre. Throughout the whole attack small black and white spheres will move horizontally across the arena as well; only stopping once C.D. reforms.
Once down to 73,500,000 health C.D. will disappear and summon a monochrome version of Void Terminus.
Phase 4:
The monochrome Void Terminus clone begins with a barrier and has access to all of Void Terminus' Phase 1 attacks, though has different stats. Once the shield is broken he gains access to all of Void Terminus' attacks until it is defeated.
Once defeated, C.D. will re-appear and begin its 5th and final phase.
Phase 5:
C.D. will gain new attacks, as well as becoming slightly more aggressive. Chaoseekers can now spawn on their own occasionally without input from C.D.
-It may summon a large ball of fire that homes in on the player, but will ricochet off blocks. After a short while it will explode violently, creating a massive fiery explosion, and launch fireballs outwards randomly as it explodes.
-It may summon a spear of lightning and slam it down into the ground, creating columns of electrified windstorms and lightning sparks nearby.
-It may create a violent icy blizzard around itself which will then cause smaller versions of the blizzard to randomly appear and trigger at random places around the arena shortly afterwards. The blizzards linger for about a second each.
-It may flip the players left/right controls for a short time, usually only 1-2 attacks, before reverting them again. It isn't considered Confusion so the Ankh Charm cannot block it.
-It may launch a large deathray at the player that follows their movements. While its movement tracking is slow, it speeds up as the attack continues; forcing the player to keep moving.
-It may summon a Black Hole from its mouth and disappear temporarily. The Black Hole attempts to suck the player in and lingers for around 5 seconds. After 5 seconds it shrinks away and C.D. re-appears. If the player is caught within it they will be violently launched out again once the Black Hole subsides and will take massive damage.

Defeat: C.D. will let out a shriek and shudders as his body melts. The background shifts to white and shortly after the screen will fade to white as C.D. lets out a final roar before the screen fades back in, with C.D. and the arena gone and the background back to normal also.

Drops:
Due to being an arena boss C.D. has no drops of its own, though as it is the final boss of the arena technically speaking the arena drops are its drops.

Hints:
-Teleportation is recommended, as with most bosses.
-Due to the 'cutscene' prior to the boss fight, the player can heal and re-apply buffs as needed before triggering the fight.
-Prepare yourself in any ways possible. Bring health and buff potions, boosts from consumables or non-consumable placeables, heart and star statues, etc. Remember; this is a long fight, so prepare yourself beforehand. Also remember that losing this fight means the player has to re-fight the whole 3-Star Arena.
Special Boss 3 - Chaotic Disillusion (Continued)
Extra Info:
-Chaotic Disillusion has the highest health and damage of any boss in the game, though also technically has the lowest defence (excluding damage reduction).
-Chaotic Disillusion will almost certainly be the final boss the player faces if working through the bosses in order. The only potential boss fought later are the Discordians, another Superboss, due to the fact Superbosses are otherwise fought in any order except C.D., where all of the other Superbosses must be fought prior, outside of the Discordians
-It could, if the player doesn't have much defence, potentially 1-shot the player with some of its stronger attacks like its Melee, Deathray, or Black Hole attacks.
-Once this boss is defeated there are no further challenges. No more superbosses, no more events, no more arenas. Once this boss is defeated the run is considered to be 'complete'.
[Added: 4/11/19]
[Extra Info]
Thanks again for taking a look at another page of Boss Ideas. This is the final part of Boss Ideas 7, with the next project being, well, Boss Ideas 8 (believe it or not).

Well, University is still going well, so hopefully these will mostly remain a stable series with frequent updates.

Discord:
https://discord.gg/URhX8GU
It's still a relatively small server at the time of writing this, with a little more than 20 members, so feel free to stop on by!

As usual, feel free to post ideas in the comments below or over on the Discord server. Both are viable but the Discord means you're likely to see my comments quicker and may even see some glimpses into the boss' creation.


[This page gets the Tomato Trending award for making it to #1 in the Steam Guides]

Special thanks to:
-mactrucker1 -> Willing to help try and code some of these, so even though the project isn't currently still going mac I appreciate what you've done :)
-Everyone who partook -> Whether it was boss balancing, boss designs themselves, or even friendly messages you're all great :)
-Everyone on my Discord -> You're all cool :P
-Everyone who viewed -> You're all cool too :P

Anyways, see ya next time! :)
33 Comments
Queennoobi101 Jan 10, 2020 @ 5:10pm 
Alder. what a coincidence
Queennoobi101 Jan 10, 2020 @ 5:10pm 
In another game I play. ALDER IS A PLANET!!!!!! It is spelled Alder. Is among the most populated in the game, and is my home. It has an orange/red color pallet a bit like Alder (boss) Btw it's called boundless and is on steam and PS4
Okami Tomato  [author] Dec 22, 2019 @ 7:12am 
Yeah I started animating them since #7 Fossil, plus 1 or 2 from #6 but nothing major back then
fossil2020 Dec 22, 2019 @ 3:20am 
and the art only gets better goddamn
Crusader Nov 29, 2019 @ 6:09pm 
Sweet.:steamhappy:
mactrucker1 Nov 29, 2019 @ 3:13pm 
and last thing, i know that i miss spelled some words
mactrucker1 Nov 29, 2019 @ 3:12pm 
sorry for a late response but i am going to do obsidisphere, prism angler, re-animaters (bosses from my own mod), and slimey
bugdood04 Nov 25, 2019 @ 6:16pm 
phantasm from the very first one not boss ideas seven
bugdood04 Nov 25, 2019 @ 5:52pm 
I currently am going through the very first set I have phantasm mostly and some of the frost guardian at the moment. However I do have an infected biome and the worm bait for the death worm but i may do some of the latest ones.

I think i should switch to making the bosses completely and then adding items around them tho
as i plan on making a weapon for each class (including rogue(calamity) healer/radiant and possibly bard(thorium)) for each boss.

however if i had to choose one of the latest ones than ima look completely throught ideas 7 and get back to you
mactrucker1 Nov 25, 2019 @ 4:19pm 
ok i will need to see getting a discord and very big news, i am modding again and i will use some

of your ideas but i just need to know what bosses bugdood04 is taking so we dont take the same

boss and 2 last things , my new mod is going to be posted when i have 2 bosses and some

enemys and i will still make boss ideas for other mods