Terraria

Terraria

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Terraria Boss Ideas 10 [21-40]
Von Okami Tomato
The second, and possibly final part of Boss Ideas 10

Took longer than anticipated, I will admit, but here is the next part, hopefully it lives up to however the first has been received

Disclaimer: Not technically a guide, more just a nicely laid-out presentation more than anything

Anyways, enjoy :)
   
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[News Stuff/ Changes]
1. Zenith
Due to me now being aware of just how powerful the Zenith actually is, it is likely that if this were to be made into a mod that either the Zenith itself would be nerfed, made obtainable only far later-on, or the Post-Moon Lord bosses would be resistant to it so that they don't all get immediately shredded.

2. Post-Behemoth Weapons
Due to the sudden jump in power granted by having access to Superboss-tier weapons, all of them are handicapped temporarily.
-Most have their base damage reduced to a significant margin to make them more comparable to the sort of weapons Behemoth drops to begin with.
-During the Hyperion Slime fight, all Post-Behemoth weapons are buffed temporarily. (Including Behemoth's own drops)
--If the player defeats Hyperion Slime, the buffs become permanent; allowing all Post-Behemoth weapons to reach their full potential.

3. Superbosses
There are technically 2 tiers of superboss in these pages now, those being Post-Behemoth bosses like Revenant and Ebony Flame, as well as 'EX Superbosses' like the Hyperion Slime.
-> Post-Behemoth bosses are probably easiest compared to things around or a little beyond Yharon-tier, using Calamity as a comparison point
-> 'EX Superbosses' are probably closer to Supreme Calamitas, though in some cases probably even Post-S.Cal due to the sort of items the player would have access to when facing those bosses.
So, overall, don't worry about the immense stats on some of the later bosses, as the player will have access to powerful items that make them possible.
(Plus S.Cal spends half the fight invulnerable anyways and has damage resistance on higher difficulties so she's actually worse than she seems.)

4. Vortex vs 'Normal' Lightning
Later-on there are two different types of lightning mentioned, so I wanted to clear it up in advance.
'Vortex' lightning is similar to those used by the Vortex Pillar and the Lunatic Cultist. It's thick, moderately-fast bolts that zig-zag as they move.
'Regular' lightning (usually just referred to as 'lightning bolts' later) are single, lightning bolt-shaped projectiles. Think the move Thunder in Pokemon games or [MoR Spoilers]'s lightning bolt attacks.


Anyways, with those extra few things out the way, on with the Boss Ideas :D
[Important Buffs]
Red Lightning:
Users: Nemesis
Effect: Deals 5 damage per tick, which is increased to 8 when moving. Also reduces movement speed by ~8% and defence by 5.
Tooltip: A powerful static charge fills your body.

Heavy Gravity:
Users: Spirit Forge, Nemesis, Scourge, Hyperion Slime, Reflux
Effect: Reduces max flight time and speed by ~67%
Tooltip: The gravity here feels stronger...

Energy Surge:
Users: Eclipse, Nemesis, Scourge
Effect: 15 damage per second, reduces defence by 20, damage reduction by 5%, and damage dealt by 8%
Tooltip: A powerful surge of energy overwhelms you!

Ethereal Affliction:
Users: None on this page

Tongue Leech:
Users: None on this page

Terraflow:
Users: Corrupted Dryads, Terraforce
Effect: Deals 10 damage per second, makes the player take 10% more damage from all sources, and reduces their damage by 20%. It also causes the player to let off a faint green glow, as well as numerous light-green particles.
Tooltip: Nature's energy assaults you!

Cosmic Flow:
Users: Hyperion Slime
Effect: Deals 40 damage per second and reduces defence by 40.
Tooltip: Astral energies burn you and your armour.

Unyielding Storm
Users: Kingdom's Keepers
Effect: Deals 50 damage per second.
Tooltip: A powerful spark shocks you.

Consuming Ember
Users: Kingdom's Keepers
Effect: Deals 50 damage per second.
Tooltip: A powerful flame burns you.

Glaciating Frost
Users: Kingdom's Keepers
Effect: Deals 50 damage per second.
Tooltip: A powerful cold chills you.
21 - Bun-Bot
[Reference to Ugh-Bot]


Appearance: A small, bunny-like robot. It has a grey body with pink and black wheels on the sides, and a light grey round tail at the back. It has a visor for a face with purple eyes and a small pink nose in front of it. Its ears are silver with a light pink interior.

Summon: Use the Robotic Rabbit during the day. This can be made using Silver or Tungsten Bars at an anvil while a Bunny is in the player's inventory. The Bunny, however, is not consumed.

Fought: Pre-Hardmode
Specification: Post-EoC*
Special: Reference boss, Pseudo-joke boss
Progression: No

*Technically it can be fought before, but its stats imply Post-EoC

Stats:
Health: 2,000 (2,875) (3,665)
Attack:
-10 (15) (Melee)
-25 (42) (Leap, Missiles)
-20 (36) (Eye Lasers)
Defence: 5

Attacks:
The Bun-Bot will usually chase after the player at a pace only a little faster than a Zombie, occasionally using its more advanced attacks:
-It may jump upward, disappearing for a moment, before re-appearing above the player in an attempt to land on them.
-It may fire 2-3 (3-4) lasers from its eyes. The lasers are fairly fast-moving.
-It may launch 2 missiles from its back that slowly chase the player. After a few seconds they explode, or if they reach the player.
As the Bun-Bot's health gets lower, its movement and attack speed will gradually increase. (Additionally, in Expert Mode, certain aspects of the attack such as the time taken to shoot the lasers or the speed of the missiles, will also get faster as well.)

Defeat:
-Explodes into gibs, dropping its loot

Drops:
-Early-game bunny-themed weapons, including a 'bunny bow', a sword that occasionally fires a bunny-shaped projectile, and a summoning staff that summons Bun-Bots to ram into enemies and infrequently fire lasers. In Expert Mode it drops a helmet, similar to the Rabbit Perch, though uses a Bun-Bot instead. It provides 5 defence.

Lore:
-A small, mechanical bunny. It is unknown as to why it was created.

Hints:
-Simply moving in one direction for most of the fight makes the boss noticeably easier. Its 'leap' attack can only move vertically, its missiles are (generally) slow, and its movement is fairly grounded, so moving in 1 direction makes most of its attacks easy to avoid.
-Its contact damage, even in Expert Mode, is extremely low. Having as little as roughly 20 defence can reduce its contact damage to 1, which can be achieved fairly easily even early-on.
-It cannot move through blocks, nor can its lasers or missiles, though its leap attack can.

Extra Info:
-As stated prior, this is a joke boss 'dedicated' to Ugh-Bot, in a similar manner as to how the Cadmar Slime is to Cadmar.
-The sprite is actually the oldest sprite on the page, even moreso than even the Dragon Fly from the previous part.
-The Bun Bot also has a theme created by Phanta. I can assure you the link isn't alluding to anything cursed and is just a reference to the song's title.
--https://soundcloud.com/phantasmental/cbt
[Added: 9/7/20]
[Updated: 3/8/20]
22 - Golden Slime

Appearance: A fairly large slime with a yellowish-gold colouration. Inside its body are numerous gold coins; some stacked, some floating around separate in its gelatinous body.

Summon: Found in a Gold Room and summoned using a Golden Key. The Gold Rooms are underground structures made of Fake Gold Coins and Shiny Bricks, with the bricks making the walls of the arena and some curved, almost bowl-like platforms, and the coins filling said curved platforms. The room must be laid out correctly for the Gold Slime to spawn, though the coins and bricks cannot be mined without a Molten Pickaxe anyways. It will despawn if taken out of its Gold Room.

Fought: Pre-Hardmode
Specification: Post-Skeletron
Special?: Unusual Summon Method, Specific Spawn Locations
Progression: No

Stats:
Health:
-6,000 (8,500) (10,838) (Golden Slime)
-30 (45) (58) (Greedy Slimes)
Attack:
-45 (88) (Golden Slime Melee)
-35 (74) (Coins, Greedy Slime Melee)
-40 (80) (Bricks)
Defence: 0

Attacks:
The Golden Slime will usually stay still in-between attacks due to the limited space within its arena. It has numerous attacks, usually involving its coin piles.
-It may burrow into the coins, disappearing briefly, before coins beneath the player will begin rumbling. After around a second the Golden Slime will erupt from there. (In Expert it will also launch a coin either side of itself.)
-It may jump up and slam down again, causing a total of 4 coins to be launched, 2 either side: One will be launched further and bounces once, and the other will land closer to the Golden Slime.
-It may jump up and slam down again, dislodging some bricks from the ceiling. The bricks fall vertically and their positions are shown by them slowly dislodging from the ceiling to give the player time to move.
-It may burrow into the coins, causing 2-3 Greedy Slimes to spawn. These are fairly basic slimes, and are mainly cannon fodder to buy the boss time. After a few seconds it will erupt from beneath the player as with its first attack.

Defeat:
-It will burrow into the coins and emerge at the centre of the arena, moving very slowly. The player will then be able to attack it one more time to defeat the boss. The damage this attack causes will alter some of its drops.

Drops:
-It drops a Slimy Whip for summoners, and a bow that launches fake coins for ranger. Based on how much damage you dealt to it will determine how many Gold Coins it drops as well. In Expert Mode it drops the Greed Charm, which increases the amount of coins most enemies drop on death.

Lore:
-A slime with an appetite for gold that refuses to settle for anything less. Due to its diet, its small body has become fairly durable, and it uses this newfound strength to defend its spoils.

Hints:
-While there aren't any particularly safe spaces, it is recommended to just stay away from the Golden Slime as much as possible. Many of its attacks are most deadly at close-range.
-Deal with the Greedy Slimes as they are spawned. While they aren't too dangerous on their own, their contact damage is still high, and they can make it harder for the player to dodge the Golden Slime's attacks.
-The player will now have access to the Cobalt Shield, which may be recommended for this fight.
[Added: 9/7/20]
23 - Dungeon Bones

Appearance: A large skeletal monster made of bones. It has 3 unusual skeletal heads facing different directions, and 6 legs it uses to move. It has a large plate of armour on its back, and broken chains around its heads.

Summon: Use the Cursed Shackle in the Dungeon. The Shackle itself is a rare drop from Hell, Rusty, and Blue Armoured Bones in a Post-Plantera Dungeon. The boss will despawn if taken out of the Dungeon.

Fought: Hardmode
Specification: Post-Plantera
Special: Uncraftable Summon
Progression: Later Bosses

Stats:
Health: 32,000 (46,500) (59,288)
Attack:
-65 (108) (Melee)
-58 (95) (Inferno Blast, Shockwave, Spectral Blasts)
-55 (90) (Homing Spirits, Shadowbeam Laser)
Defence: 10

[The Inferno Blast inflicts On Fire - 100%, the Spectral Blast inflicts Cursed - 25 (33)%, the Homing Spirits inflict Blackout - 33 (50)%, and the Shadowbeam Laser inflicts Slow - 33 (50)%]

Attacks:
Bones will slowly walk towards the player most of the time, stopping to use attacks every few seconds. It can pass through blocks if it needs to reach the player, but also has a teleport attack where it disappears before re-appearing near the player, though this is only used for pursuit. It will stop moving and use a specific animation when attacking:

-It may spit a flurry of between 4 and 6 (5-6) spirits from one of its mouths. These act like the Ragged Caster's spirits, decelerating as they travel.
-It may launch up 3 Inferno Blasts from one of its mouths, like the Diabolist's. However, it fires them in more rapid succession than the Diabolist does.
-It may launch a shadowbeam laser from one of its side-mouths horizontally. After a second, the laser's trajectory will slowly be moved upward for a few seconds before it stops firing the beam. The laser's ricocheting effect makes the attack hard to predict.
-It may jump up before landing on the ground hard, creating a shockwave that damages players that are too close.
-It may launch 3 barrages of Spectral Blasts at the player in arcs of 3 from its central mouth. These look and act like the Giant Cursed Skull's magic bolts.

Defeat:
-Explodes into skeletal gibs.

Drops:
-Will drop Draconic Ectoplasm, used for crafting a few different weapons and some Post-Moon Lord items. Has an increased chance to drop items like the Morning Star and Kraken, as well as lots of Ectoplasm and even a few Spectre Bars. It can also drop the Phantomire, a sword that launches homing spirits, a bow that launches homing spirits, and a summoner staff that summons small versions of Blue Armoured Bones to throw bones at enemies or to strike them with swords. In Expert Mode it also drops a flamethrower that consumes Ectoplasm and launches white and blue flames.

Lore:
-The spectral energies of the Dungeon have resurrected a long-dead dragon sealed within its walls. After all these years in captivity, it seems filled with a feral, undying rage.

Hints:
-It is recommended to make an arena for the boss, as opposed to relying solely on the Dungeon's natural generation, due to the boss usually requiring lots of dodging room.
-Having a small area that can be sealed off quickly or accessed via a Rod of Discord can make the Shadowbeam Laser attack a lot easier to dodge, as otherwise its trajectories may be hard to predict.
-Attempting to simply seal yourself away from the boss to cheese it does not work. It can teleport and ignore some blocks to reach the player, and also most of its attacks can pass through blocks.
-Make sure there aren't any water candles nearby, as regular enemy spawns may prove a hindrance, especially in the cases of the Post-Plantera Casters, Snipers and Tactical Skeletons, and most of all Paladins.
-An Ankh Shield can provide immunity to most of the boss' debuffs, and a pool of water or honey nearby helps with the On Fire! debuff.

Extra Info:
-Dungeon Bones' head shape inspired Sharlteron's head shape later
--However, the two do not seem to have any other important connections, despite both being unusually-shaped undead skeletal dragons.
-Aside from Bun-Bot, Dungeon Bones fittingly has the oldest sprites from Boss Ideas 10.
[Added: 9/7/20]
24 - The Lorekeeper

Appearance: A shady figure in a ragged, brown cloak. It appears similar to the Chaotic Entities seen in other Boss Ideas pages, and is presumed the same one as from the Lorekeeper Diaries.

Summon: Use the Scrawled Bestiary anywhere in the world. The item is dropped by any 'Rare Enemies' once the player has a Bestiary that is over 60% complete, including requiring the Moon Lord to have its entry filled.
Upon using the item, some messages will appear:
"Hmm... a new specimen?"
"Well, I'll have to take a look at this one, and add it to the collection."
"It's rather fidgety, though, but I can soon sort that out."
Afterwards, the Lorekeeper will appear and the fight will begin.

Fought: Post-Moon Lord
Specification: Post-Moon Lord
Special: Cameo Boss
Progression: No

Stats:
Health:
-185,000 (300,000) (382,500) (Lorekeeper)
-30,000 (38,500) (49,088) (Candle Wisp)
Attack:
-160 (270) (Lorekeeper Melee, Candle Wisp Melee)
-150 (255) (Magic Tomes)
Defence:
-20 (Lorekeeper)
-35 (Candle Wisp)

Attacks:
The Lorekeeper will always begin by summoning 2 Candle Wisps nearby. These will cause random enemies to begin spawning in roughly every couple of seconds per active Wisp, ignoring some of their usual spawning conditions.
If a Candle Wisp is defeated, it will remain inactive for around 30 (25) seconds before another spawns nearby.
The Lorekeeper will attack the player with a mixture of melee attacks and magic tomes similar to those the player can gather. Hit attack frequency increases if the Wisps are currently destroyed.
-It may appear near the player before lunging at them for a clawed swipe. The lunge can cover a lot of ground very quickly, and starts very suddenly after he re-appears
-The Lorekeeper may also pull out one of numerous tomes, each based on one the player can obtain with some mild differences:
--Water Bolt launches an arc of 3 (4) bolts. They are faster than the ones the player launches, but retains their ability to pierce and ricochet off of blocks.
--Book of Skulls launches 5 skulls in succession. They act like Skeletron's; having a mild homing effect as they travel and accelerating gradually.
--Demon Scythe summons a cluster of Scythes around the Lorekeeper that accelerate towards the player. They can pass through blocks.
--Magnet Sphere launches a homing orb that shoots lightning bolts at the player up to 3 times before disappearing.
--Razorblade Typhoon summons 8 (12) Typhoons around the Lorekeeper and disperse in all different directions in a 'burst'. They pass through blocks, but have no other extra effects.
--Lunar Flare launches a bombardment of lunar flares down where the player was standing when he pulled out the tome.

Defeat:
-The Lorekeeper will fall to the ground and his wisps will despawn. He will say "You give me too much resistance, so I will yield..." before disappearing. Any enemies he spawns will not despawn, but will return to their regular spawning conditions, so many are likely to wander off and despawn.

Drops:
-Free-Flowing Essence, which can be used to craft items that can help increase or decrease spawn rates, as well as being a material for a few Post-Moon Lord weapons. The Lorekeeper also drops a cloak in Expert Mode that grants the player a dash, as well as some mobility buffs.

Lore:
-'Wouldn't you like to know.'

Hints:
-Destroying its Wisps may be useful, as it limits the spawning capabilities of regular enemies. Additionally, using lava or an enclosed arena can help limit the spawns by either blocking them or killing them outright.
-Banners can be placed in an arena for the fight, though gathering these may take time. Using ones obtained prior, such as in other AFK farms, may still be helpful still.
-In Normal Mode, its Pre-Hardmode enemy spawns are likely not a threat to the player anymore.

Extra Info:
-The Lorekeeper uses Spell Tomes the player can obtain to attack, but noticeable does not use the Golden Shower, Cursed Flames, or Crystal Storm; the three the player has to craft themselves.
--The fact he has a Lunar Flare means he has to have fought and defeated the Moon Lord as well, the same for the Razorblade Typhoon from Duke Fishron.
-The Wisps do not spawn certain enemies. These are mainly enemies like bosses and their minions, Post-Blacklight enemies, most mini-bosses, critters, event enemies, and unused enemies.
[Added: 11/7/20]
25 - Corrupted Dryads
Appearances:

The Crimson Dryad is, as its name would imply, a Dryad inflicted with the Crimson. She has large, leafy wings and what seems like a horn or band on one side of her head.

The Corrupt Dryad is similar to the Crimson Dryad, though is themed around the Corruption instead. Instead of the horn/band on her head, there are scale-like spikes on parts of her wings.

The Earthworm is a large worm, seemingly made of dirt, with both Crimson and Corrupt growths and vines over its body. Its teeth are a mixture of both Crimson and Corrupt spikes.

Summon: Use the Corrupted Keystone anywhere in the world. The Dryads start off invulnerable, forcing the player to face the Earthworm. The boss only despawns if the player dies or gets too far away, like with most bosses.

Fought: Post-Moon Lord
Specification: Post-Moon Lord
Special: Returning Bosses
Progression: Later Bosses

Stats:
Health:
-150,000 (250,000) (318,750) (Crimson Dryad)
-150,000 (250,000) (318,750) (Corrupt Dryad)
-200,000 (300,000) (382,500) (Earthworm)
Attack:
-180 (310) (Dryad Melee*, Earthworm Body Melee*, Corrupt Bubble)
-165 (292) (Dryad Leaf Blades, Thorns/ Earthworm Ooze, Spikes)
-220 (368) (Earthworm Head Melee*)
Defence:
-35 (Dryads)
-20 (Earthworm Blister)

[*All of the following attacks inflict Terraflow - 33 (60)%]
[All of the boss' attacks inflict Venom - 20 (33)%]

Attacks:
Phase 1:
The Dryads begin in an invulnerable state, flying near the player and only attacking very infrequently. The Earthworm is the main target. 'Blisters' will appear on its segments 1 at a time, each consisting of 10% of its health, that need to be attacked to damage it. Destroying a blister will release blobs of ooze out in 12 directions and will spawn the next, and destroying the 10th progresses the fight
-The Dryads' only attacks involve launching arcs of 5 leaf-shaped projectiles at the player. These pass through blocks and move moderately fast.
Phase 2:
The Dryads become vulnerable and the earthworm becomes invulnerable, but continues attacking. All 3 gain new attacks to make the fight harder. The Dryads will fly close to the player, usually one more to the left and the other more to the right, and may sometimes attack in unison.
If the player gets too far from the ground the Dryads will attack faster to compensate for the Earthworm's more limited mobility, and the Earthworm will also briefly gain flight until on-screen again.
Dryads:
-Rapidly launches leaves in a 720-degree spiral
-Move a little distance away from the player before dashing at them
-Summon 3 thorny branches, like those of the Nettle Burst, however they will bend towards the player, are significantly longer, and linger for a long time
-Launches an arc of 9 leaves at the player. This attack specifically replaces their Phase 1 arc.
-Their main unified attack has 1 Dryad summon a large orb of red and purple energy, which she throws towards the player. The other Dryad dashes through it, making the bubble burst into numerous smaller bubbles that are launched outward in random directions. They decelerate after a short time and linger in-place for a while before despawning.
-Both Dryads will launch a constant stream of leaves at the player for a few seconds. The trajectory is adjusted as the player moves.
Earthworm:
-The Earthworm can launch a barrage of slow-moving spikes at the player from all its segments
-The Earthworm may spawn large, slow-moving ooze blobs from its head. Unlike the Blisters, these will actually home-in on the player until they despawn.

Defeat:
-Both Dryads will stop moving when defeated, and can only deal contact damage. Defeating both will kill the Earthworm, though both Dryads will remain for a few seconds before flying away.
There are two endings to the fight, based on the player's actions here.
--Normally, the Dryads simply give an angry taunt before fleeing
--If the player uses purifying items on the Dryads, like the Clentaminator or Purification Powder, they will be uncorrupted and leave more peacefully.
---If this ending happens, they cannot be rematched, but the Earthworm will begin spawning on its own as an underground Mini-boss, which drops some of their materials.
Whatever ending is picked, the world evils will stop spreading afterwards, though they can still be spread manually or made to continue spreading again using specific items.

Drops:
-Always drops Corrupt, Crimtane and Earthly Essence; materials used to make a lot of items and even their drops. They can drop some of these crafts manually, like a sword, flail, magic tome, and a bow, which can save some materials. In Expert they drop the Nature's Wrath, a powerful summoner whip that grants the player increased health regen upon tagging an enemy. If uncorrupted, they also drop the Purified Keystone which summons two small Dryad minions to assist the player and buff their stats.

Lore:
Dryads:
-A pair of two Dryads, both overrun with the world evils that they had previously tried to cleanse. It may still be possible to purify them, but they are likely too aggressive to comply due to the corrupting influence.
Earthworm:
-A large worm made of dirt and stone, twisted with a mixture of both Crimson and Corruption. The construct is powerful, but feral; little more than a creature built for destructive purposes to serve its Dryads.

Hints:
-Due to the Blisters being the Earthworm's only vulnerable points, piercing weapons are actually fairly ineffective against it. Weapons that can ignore blocks, however, can hit the blisters even when underground.
-Flying too high in the second phase will increase the Dryads' aggression significantly, so building platforms a distance from the ground may be effective at limiting the Earthworm's movement.
-Teleportation is, as ever, helpful due to the amount of projectiles in this fight.
-If trying to purify them, defeat them one at a time and purify the one defeated first as soon as possible. This means you only have to purify one at the end, as the other is already affected.

Extra Info:
-Only certain purification methods work; those that either spread the purity or the Hallow. Corrupt and Mushroom powders/solutions do not count.
-The Earthworm doesn't have a dedicated tail segment like other worm enemies; instead just ending in another body segment.
[Added: 11/7/20]
26 - Equilibrium

Appearance: A large, airborne worm in metallic armour plating. One half of it seems to be a reddish orange colour, and the other half is a dark blue.

Summon: Use the Cosmic Emblem at the surface at night. The boss can be taken to space, but will enrage if taken underground; tripling its damage and defence. The boss will also enrage during the day. It will only despawn if the player dies; capable of chasing the player across the map.

Fought: Post-Moon Lord
Specification: Post-Blacklight
Special: No
Progression: Later Bosses

Stats:
Health:
-500,000 (650,000) (828,750) (Unified)
-350,000 (500,000) (637,500) (Red)
-350,000 (500,000) (637,500) (Blue)
Attack:
-340 (460) (Head Melee)
-270 (384) (Frost Flares, Magma Blast, Hydro Spear, Fireball, Ice Crystal)
-285 (410) (Body Melee, Lava Bazooka, Vortex Bubble)
Defence:
-85
--Piercing projectiles lose 33% damage per segment pierced

[All of this boss' attacks inflict both On Fire and Frostburn - 33 (80)%]

Attacks:
Phase 1:
Equilibrium in this phase will move similar to a Wyvern; flying whilst attempting to ram into the player. It has a few different attacks it can use in this phase, forcing the player to avoid both Equilibrium and its attacks.
-It may launch a barrage of Frost Flares from all its segments. These pass through blocks. There are 2 variants of this attack; one launched in the player's general vicinity, and one where they are launched more frequently but also randomly.
-It has access to both LC's Fireball and Ice Crystal attacks, both launched from its head. However, more Fireballs are launched and 8 shards are released from the Crystal as opposed to the usual 6.
As its health lowers, it begins to gradually move faster and faster, though it takes a little longer to decelerate and turn.
Once down to 0 health it transitions to Phase 2:
Phase 2:
Equilibrium splits into 2 worms; a red worm and a blue worm.
The red worm spends most of its time grounded, though can fly if the player gets too far away. It predominantly uses fire and lava-themed attacks:
-It retains the fireball attack from Phase 1
-It may launch several large globules of lava at the player. These are affected by gravity, and also drop additional damaging embers as they travel.
-It may charge up energy in its head before launching a large lava ball at the player. It is very fast and, either when near the player or after travelling for too long, will explode into a massive ball of damaging flames.
The blue worm flies like a Crawltipede, chasing airborne players rapidly. It predominantly uses ice and water-themed attacks:
-It retains the ice crystal attack from Phase 1
-It may launch a barrage of watery bullets at the player. These move in a wavy motion, but their general direction is at the player
-It may charge up energy before releasing numerous bubbles from its head. These remain stationary and linger for a long time, but will gradually move towards the player when they are close-by.
Once one of the worms is defeated, it transitions to a pseudo-3rd phase, dubbed 'Phase 2.5'
Phase 2.5:
The remaining worm will regenerate 20% (100%) of their health back and will have a purple glow.
In this state it has access to all the moves from both Phases, as well as the other worm's elemental attacks, though will still prioritise its own.
Additionally, it takes on more Wyvern-like movements again, as in Phase 1.

Defeat:
-Explodes into particles with a similar a 'shattering' noise.

Drops:
-Water and Lava-themed weapons, as well as Equilibrium Shards; used as a material for a fairly large list of items. In Expert it also drops the Celestial Star; a material that can be combined with the Celestial Shell that provides additional mild stat buffs, as well as increased regen during the day and mildly increased damage reduction at night.

Lore:
-A crystalline serpent that sours through the stars, both cold as ice and hot as lava. Its balanced becomes disturbed when attacked.

Hints:
-Piercing weapons, while less effective, still provide additional damage against the boss and thus aren't useless.
-Having a lengthy bridge may work as an arena, as many of their projectiles are more punishing in a confined space
-Remember not to move too far from the red worm in Phase 2, as it will begin flying; negating its main mobility drawback.

Extra Info:
-As with the Sentinel, Behemoth, Slime Dragon, and some other characters, Phanta has made Equilibrium a theme:
https://soundcloud.com/phantasmental/equilibrium
https://www.youtube.com/watch?v=Cp20A5L-KbI
-Equilibrium has gone through a lot of transformations in terms of design. While the red and blue intertwining worms have remained, the metallic body originally wasn't. It also used to utilise purple crystals; a factor that has since been removed.

[Added: 11/7/20]
27 - Abomination

Appearance: A large, dark grey creature covered in spikes. It has 3 rows of teeth around its mouth, and a small segmented tail. Many of them cluster together during the fight.

Summon: Use the Abandoned Tablet at night. The boss will despawn if the player moves too far away or dies, as with most bosses, as well as if it reaches daytime.

Progression: Post-Moon Lord
Specification: Post-Moon Lord
Special: No
Progression: No

Stats:
Health: 25,000 x20 (33,200 x25) (42,330 x25)
Attack: 175 (288)
Defence:
-32
--Piercing projectiles lose 50% damage per Abomination pierced

Attacks:
The Abominations usually swarm around each other in a similar manner to the BoC's Creepers, but can take on numerous forms and break formation to use other attacks.
-They can throw themselves at the player, similar to Creepers, though move a lot faster. They teleport back to the main group after a charge
-They can increase the 'circle' that they orbit, before all charging at the player. Due to the change in orbit, they are capable of approaching from numerous angles
-They can form a single, large worm as well. This lasts for a fairly long time, essentially alternating between the worm and the BoC. If any Abominations are destroyed in this phase it will break up in a similar manner to EoW.
-They can all fly skyward before falling rapidly out of the sky. Their locations are seemingly-random and not tied to where they ascended.
-They can all disperse outward before all returning to their usual orbit
As they are defeated, their attack speeds gradually increase, meaning that even though there are fewer later-on, they are highly mobile and highly aggressive.

Defeat:
-Explode into gibs. It requires the player to defeat all 20 (25) of them for the fight to end.

Drops:
-A summoner whip, a spear, and a magic staff. In Expert Mode it also drops an accessory that spawns up to 5 small Abominations around the player, based on their defence, that swarm and attack nearby enemies.

Lore:
-It is unclear what these were meant to be, or even where they came from. It seems to operate as a collective, with them all working together to become a single, stronger entity.

Hints:
-Depending on whether the player would rather deal with numbers or aggression, their plan of attack should be based on this. If they don't mind numbers, they could weaken all of them and try to destroy all of them at the same time, though if the aggressive variants with fewer individuals is preferred, taking them down one at a time reduces the amount of enemies to keep track of.
-Piercing weapons lose a lot of damage when hitting multiple targets, though with higher-damage weapons the added damage is still useful.
--Some AoE weapons do not have this downside, the same goes for summoners with active hitboxes, like the Stardust Dragon.

Extra Info:
-The Abominations lack any sort of projectile, instead using themselves as projectiles
-Originally, the boss was called 'Azazoth' and would have been a large 'Abyssal Worm', though this was changed.
--There is remnant of this in one of its attacks, where it briefly forms a large worm.
-The boss uses elements of both the Brain of Cthulhu and Eater of Worlds boss fights, though does not seem related to either, nor the Crimson or Corruption
[Added: 12/7/20]
28 - Factory Head Midori
Factory Heads returning requested via Lich King (via Discord)
*I mean, it's not all of them, but the most interesting of the 3 in terms of a boss


Appearance: A humanoid slime in a lab coat, back from Boss Ideas 5. There are metallic bands on both her sleeves, as well as on her leg, and a gemstone on her chest. Her appearance looks familiar...

Summon: Can be found at the surface during the day on the outer thirds of the map, and is passive at first. She can be interacted with, where she can provide the player with an assortment of random items, or challenged. If 'challenge' is selected, the fight begins.

Fought: Post-Moon Lord
Specification: Post-Moon Lord, though intended to be Post-Blacklight
Special: No Summon, Returning Boss
Progression: No

Stats:
Health: 720,000 (900,000) (1,147,500)
Attack:
-265 (370) (Forcefield Melee)
-282 (390) (Kinetic Spear, Energy Sphere)
-300 (420) (Expanding Force)
Defence: 5

Attacks:
Midori moves either by floating near the player, or by teleportation. She has a forcefield around her at all times that acts as her main hitbox, both making her easier to hit, but also making her melee attacks more likely to connect. Most of her attacks are projectile attacks, regardless:
-She may launch up to 5 pink energy spheres at the player. As opposed to flying straight at the player, these move in an upward curve, essentially the opposite of a projectile affected by gravity.
-She may summon numerous 'kinetic spear' projectiles from below. They can be summoned over a great distance, and become more numerous as her health lowers.
-She may launch 4 'bursts' of kinetic spears all around herself. Each subsequent bursts has more spears than the last, and they are launched at slightly different angles.
-She may summon a long stream of kinetic spears horizontally. The spears continue spawning for a few seconds, temporarily creating a barricade.
-She may teleport near the player, cause her forcefield to turn a pinkish white colour, and then causes it to become a large, swirling vortex that continuously grows outward for a few seconds. The speed it expands and how far it can expand to increases as her health lowers. After this attack she will always teleport, also returning the forcefield to its normal size.

Defeat:
-The forcefield shatters and Midori yields, ending the fight. Midori will begin selling a few new items when encountered again, including a few additional weapons.

Drops:
-Will drop weapons based on her attacks, like a spear and 2 magic tomes, as well as a sword that launches energy spheres and a bow that also rains down projectiles similar to her kinetic spears. Also uncommonly drops a barrier platform that acts as wings, and a summoner staff that summons winged slime minions. In Expert Mode she also drops a magic 'weapon' that creates a defensive barrier around the player that significantly increases defence and damage resistance at the cost of increased mana consumption and a cooldown.

Lore:
-One of a group of three individuals placed in charge of a large, mobile factory called the Bastion. Midori, unlike the others, spends more time wandering outside of the factory than within, usually trying to find inspiration.

Hints:
-Despite being only a Post-Moon Lord boss, her stats are comparable to the Champions, who are both Post-Blacklight. Therefore, it is recommended the player waits until after defeating Blacklight to face her, regardless of her powerful loot.
-The player may need to rematch her if they want her rarer drops, though she sells most of her common weapon drops after defeating her the first time. If the player doesn't want her uncommon items, she only needs to be fought once.

Extra Info:
-Midori, as in her original fight, is noticeably based on the Pokemon Gardevoir. It is far more noticeable here, however, with the formerly-mechanical body being replaced with a lab coat.
--Additionally her most powerful move, 'Expanding Force', is a newly-added move from the Isle of Armour DLC
-Despite being a wandering vendor-type NPC when outside of battle, she cannot be damaged; not by enemies or environmental hazards like water or lava. A pink barrier will usually appear dimly around her if enemies are nearby or when she should be taking damage.
-It was originally suggested that all 3 of the Factory Heads returned, though this was decided against to keep the amount of new bosses higher than returning ones. Midori was picked of the three for being the most interesting in terms of design and fight, despite Indigo having received a redesign prior.
[Added: 12/7/20]
29 - Crystal Skull
Technically Memeisseur's idea


Appearance: A skull made of crystals, as the name would imply. It has a single eye socket, with three different colour lights within. It has a crown of spiked crystals atop its head, merged with the top of the skull itself. While it seems small on its own, it has numerous constructs and barriers to make it seem far larger.

Summon: Use the Crystal Construct at night; made using Nebula Fragments, Souls of Light and Crystal Shards. While it is technically a very early Post-Moon Lord boss, it only requires the Nebula Pillar to be defeated, meaning the player can lose to Moon Lord and still face the Crystal Skull. During the day it becomes nearly invulnerable and gains the ability to insta-kill the player.

Fought: Post-Moon Lord (Technically Hardmode)
Specification: Post-Moon Lord (Technically Post-Nebula Pillar)
Special: No
Progression: No

Stats:
Health:
-30,000 x3 (50,000 x3) (Barrier)
-15,000 x6 (Invulnerable) (Hands)
-12,500 (30,000) (Skull)
Attack:
-75 (135) (Barrier Melee, Hand Melee, Skull Melee)
-120 (200) (Barrier Explosion)
-60 (110) (Magic Bolts, Crystal Shards)
-1,000 (2,000) (Daytime - All Attacks)
Defence:
-40 (Normal)
-2,500 (Daytime)

Attacks:
The Crystal Skull will spawn with 3 barriers protecting it. Only the outer barrier can be hurt at any time, leaving the Skull itself invulnerable for the time being.
-The Skull will periodically shoot 6 magic bolts out in a burst, all evenly-spaced but at a random angle offset
-The Skull may perform a spin attack, much like Skeletron. It chases the player as fast as Expert Skeletron, even in Normal Mode (though in Expert it will continuously fire 4 magic bolts in the cardinal directions whilst spinning every couple seconds).
Once the first barrier has been destroyed, it will have a brief moment before it detonates violently. Afterwards, a pair of crystallised hands will emerge from the remains and the second barrier becomes vulnerable.
-These two hands will simply attempt to swipe at the player, doing so even when the Skull is performing a headspin attack.
The second barrier explodes like the first when destroyed, making the 3rd barrier vulnerable and releasing 2 more hands.
-These two hands will charge up magic bolts before throwing them at the player. The bolts pass through blocks and are reasonably fast, though lack any particularly special properties.
Once the third barrier is destroyed, the third set of hands are released and the Skull moves onto Phase 2.
-The third set of hands will periodically point at the player before releasing volleys of 3-4 crystal shards at the player. Shards are fast, but don't pass through blocks.
Phase 2:
The Crystal Skull moves by rapidly teleporting around, though generally stays in the air above the player. As opposed to performing the headspin attack, it will instead move in a zig-zag of chain dashes, though this still covers a lot of ground very quickly. All 6 arms continue attacking the player throughout this phase, unless destroyed earlier.
The magic blasts the skull releases now speed up as the Skull's health lowers (the same applies to the blasts during the headspin as well).

Defeat:
-Explodes into gibs, with a shattering noise. Any remaining arms will also shatter into gibs.

Drops:
-Enchanted Fragments, used to make items via the Ancient Manipulator comparable to 'Lunar Fragment' items. The items mainly fill the gaps for weapon types not made during the Lunar Events, such as a magic tome, rocket launcher, and a non-throwing spear. In Expert Mode it drops a Crystal Cortex; which provides a barrier that increases defence and upon being hit will explode and release homing fragments to damage nearby enemies.

Lore:
-The crystalline monster created with unstable celestial energies. Despite its core being small, its ability to create barriers allows it to appear far larger and more menacing.

Hints:
-As with most Skeletron variants, it is best to summon it as early into the night as possible; giving the most time possible to defeat it.
-If the player is struggling with the Moon Lord, some of its drops may prove helpful; being as the weapons crafted are of the same tier of items as the Lunar items.
-If playing in Normal, destroying each set of hands as they are spawned can make later stages of the fight significantly easier.
-Homing projectiles prove useful in Phase 2, as the Skull becomes very mobile very suddenly.

Extra Info:
-Technically, it is the only Skeletron-like boss that doesn't start out with hands, and is also the only one who does not gain defence during a headspin attack, as when he does it he is already shielded.
--Once in Phase 2, it also abandons the headspin; meaning even when it should be able to gain defence it doesn't
[Added: 12/7/20]
30 - Malice Engine

Appearance: An unusually-built machine, with a head consisting of a large set of jaws. It has a missile launcher on its back and most of its body is little more than a mess of wires.

Summon: Use the Abandoned Prototype at night. The boss will enrage during the day, increasing its damage, defence, and causing all of its attacks to begin inflicting Electrified 100% of the time. The boss despawns if the player dies or flees too far away, as with most bosses.

Fought: Post-Moon Lord
Specification: Post-Moon Lord
Special: No
Progression: No

Stats:
Health:
-100,000 (165,000) (210,375) (Engine)
-80,000 (125,000) (159,375) (Cannons - Collectively)
Attack:
-90 (150) (Melee)
-80 (137) (Lasers, Missiles)
-120 (200) (Deathray) (Inflicts Electrified - 0 (100)%)
Defence: 50

Attacks:
Phase 1:
The Malice Engine will have its 4 laser cannons orbiting it at all times. The Engine itself is vulnerable, whereas the cannons aren't. The Engine will spend much of its time floating towards the player, attacking periodically either by itself or using one of its cannons.
Every few seconds the Engine will dash at the player, with the attack becoming more common if the player is far away from it.
-It may launch a barrage of missiles from its back. These missiles are fast and home-in on the player for a few seconds before gradually losing their homing abilities. They explode on contact with blocks.
-It may charge at the player in a curve, like the Martian Drones, firing 3-5 lasers from its mouth in an arc at the end of the charge.
-The cannons may shoot lasers at the player roughly every half a second while orbiting the Engine. Between 4-6 (5-6) lasers are shot, with all the cannons firing the same amount.
-The cannons may stop moving around the Engine, charging up energy, before all 4 release giant deathrays at the player.
Once the Engine is down to 20% health, it will enter Phase 2.
Phase 2:
The Engine becomes invulnerable, but the cannons all become vulnerable; sharing a single health stat between the 4 of them. The Engine continues moving as before, though the cannons can sometimes break away from the Engine to perform attacks.
The Engine itself doesn't perform any attacks in this phase.
-The cannons have both of their attacks from the previous phase
-The cannons can break away from the Engine, lining up in a row facing the player, before all 4 fire deathrays simultaneously
--There is another variant where they also fire a barrage of lasers each, though the buildup to the attack is the same
-The cannons may orbit the player from a distance, firing lasers at the player roughly every second. A few seconds later they will disband, going back to orbiting the Engine again.
-The cannons may, while orbiting the Engine, all face outward. They will all then begin to rapidly fire lasers outwards, creating a large spiral of lasers
--There is also a variant where they do the same, but instead launch deathrays that orbit the Engine more slowly.
Once the collective health of the cannons reach 0, they will explode and the Engine will enter Phase 3.
Phase 3:
The Engine becomes vulnerable and begins moving faster and even begins to teleport in-between attacks. It will charge before any teleports.
-It retains both its Phase 1 attacks, though performs them both significantly faster.
-It may appear horizontally to the player before firing a deathray from its mouth.
-It may release a burst of 10-16 (12-20) lasers all around itself, usually charging at the player afterwards.

Defeat:
-Both the Engine and the cannons, when defeated, will explode into gibs.

Drops:
-Energised Metal Chunks are its main drop; a material used for crafting some early Post-Moon Lord weapons. It only has 2 weapon drops; a flail based on its mouth that fires lasers, and a summoner staff that summons a drone shaped similarly to the Engine that charges at foes and fires missiles at them. In Expert it drops an accessory that summons 4 mini-cannons to orbit the player and periodically fire lasers at enemies.

Lore:
-An unfinished machine; only partially constructed before it was abandoned by its creator. It is unknown what it would have looked like when completed, or how strong it would be.

Hints:
-Explosive or AoE weapons, while not seeming too special at first, are actually very helpful for the boss' 2nd phase in particular, as when they orbit the Engine the cannons' hitboxes are all close-together and thus numerous can be hit by the same explosion.
-Stay reasonably close to the boss, as this will makes it charges more infrequent and allows the player to more easily see what attacks are coming
--This is most important in Phase 2 as some of the cannons' attacks are far more deadly when unexpected

Extra Info:
-The Malice Engine is the only boss on this page that has not, in some way, been hinted at or shown elsewhere. The returning bosses have been seen in previous Boss Ideas pages, things like Equilibrium have been shown on the Discord server, and even some of the more obscure ones have been shown on servers like Reality and Technological Terror before.
[Added: 14/7/20]
31 - Eclipse

Appearance: A fusion of Solar and Luna with certain aspects, like the dress and cloak, brought over from them. Her cloak and dress are a dark blue, with a golden belt around her waist. She has orange-y coloured hair and eyes, contrasting with her otherwise dark blue design. She has 2 wings; a pixie-like wing of fire and a segmented wing of ice.

Summon: Use the Eclipsing Charm anywhere and at any time. Unlike with the original fight, there are no changed based on time as Eclipse is a single entity, unlike the mages. The Charm uses materials from Solar and Luna's fight, and will also only work of the duo have been defeated on the current world. The boss will only despawn if the player dies, and can easily pursue them across the map.

Fought: Post-Moon Lord
Specification: Post-Blacklight/ Post-Solar and Luna
Special: No
Progression: No

Stats:
Health:
-1,000,000 (1,750,000) (Eclipse)
-100,000 (150,000) (Barrier Construct)
Attack:
-330 (470) (Melee)
-300 (415) (Flame/ Frost Projectiles)
-340 (484) (Brilliant Aura, Eclipsing Frost, Fusion Bolts)
-400 (555) (Photoviscerator) (Inflicts Energy Surge - 25 (100)%)
Defence:
-50 (Eclipse)
-115 (Barrier Construct)

[Melee, Flame projectiles, Brilliant Aura and the Photoviscerator inflict On Fire - 50 (100)%]
[Melee, Frost projectiles, Eclipsing Frost and the Photoviscerator inflict Frostburn - 50 (100)%]

Attacks:
Eclipse will usually perform a cycle of attacking, then teleporting, with very little 'actual' movement on her part. She will usually teleport near the player, usually overhead, in a fashion similar to how EoL usually flies overhead when attacking.
Most of Eclipse's attacks are similar to Solar and Luna's, fittingly.
-She may release up to 4 'bursts' of projectiles outward in all directions. Each burst will either consist of flame or frost projectiles; with flame ones orbiting slowly clockwise and frost ones orbiting slowly anti-clockwise.
-She may launch a 'fusion bolt' at the player, similar to Solar and Luna's. These chase the player before eventually exploding violently, but not only can Eclipse launch multiple at a time, but upon exploding they release flame projectiles outward randomly, though these ones don't rotate.
-She may summon a Barrier Construct around herself to shield herself from damage. Only a limited number of these construct can be created in a fight, capping out at 2 (3).
-She may charge up energy before releasing a burst of energy that creates a large, damaging aura around herself. This aura, either called the Brilliant Aura or Eclipsing Frost, has additional properties depending on which she summons:
--If it is the Brilliant Aura, once she has summoned it she will dash at the player, bringing the aura with her. Once the dash ends, the aura fades.
--If it is the Eclipsing Frost, she will charge up energy again before causing the size of the aura to increase outward even further before it eventually fades.
-She may charge up energy before launching a large, purple deathray downward, called the Photoviscerator. She moves slowly toward the player as it is launched, and after a few seconds she will stop firing it.
As her health gets lower, her attack speed will gradually increase and some of her attacks become more dangerous. For example, she will summon more flame and frost bolts, and moves faster when launching the Photoviscerator laser.
(In Expert, transparent versions of both Solar and Luna will appear near the player once she is below 50% health. They will either launch arcs of their respective projectiles at the player or release bursts all around themselves, but unlike Eclipse's they don't have special properties. They attack as Eclipse attacks.)

Defeat:
-Eclipse's form grows unstable, cracks down the middle, and explodes into clusters of particles. Like with Luna and Solar, a trail of blue ones and a trail of orange ones will fly upwards and away afterwards.
(In Expert, the Solar and Luna apparitions will also disappear as soon as Eclipse is defeated.)

Drops:
-Flarefrost Fragments, which can be combined with weapons dropped/crafted from Blacklight and Equilibrium, as well as Solar and Luna themselves, into more powerful weapons. Can also drop the upgraded versions of Solar and Luna's weapons directly. In Expert Mode, she drops an accessory that grants a lifesteal effect at the cost of the player losing some damage.

Lore:
-The combined form of Solar and Luna, one that apparently hasn't been seen for a long time. While this form enhances their strength greatly, it has a costly upkeep and thus cannot be held for long.

Hints:
-Like with EoL and Solar/Luna themselves, moving away from most of her attacks is usually a fairly good way of avoiding them. Bear in mind, however, this doesn't work with all her attacks so easily.
-Losing momentum during the fight, especially in the later stages, can be disastrous. Therefore, things like dashes and knockback immunity accessories are strongly recommended, the same with a teleportation item like the RoD.

Extra Info:
-Eclipse had already been teased in Solar and Luna's description back in the previous Boss Ideas
-Like with Luna and Solar, Eclipse looks nothing like her original form did, which also became the Eclipser from Boss Ideas 4
--Technically, therefore, you could say that Eclipse and the Eclipser are practically the same entity, seeing as they are both redesigns of the same base concept.
[Added: 14/7/20]
32 - Spirit Forge

Appearance: A large, castle-like construction. Its base and various other parts are supported by bronze-coloured metal, though much of the Forge appears to be made out of a blueish-grey brick. A large, green flame burns within.

Summon: Use the Soul Construct during the day. At night, the forge will close up and disappear after a few seconds, though it will also vanish if the player moves too far away from it or dies, like most bosses. The player is inflicted with Heavy Gravity throughout the whole fight.

Fought: Post-Moon Lord
Specification: Post-Blacklight
Special: No
Progression: No

Stats:
Health:
-850,000 (1,265,000) (1,612,875) (Forge)
-Invulnerable (Soul Crystal)
Attack:
-325 (462) (Forge Melee, Exploding Flame)
-315 (448) (Seeking Flame, Crystal Melee)
-302 (430) (Spirit Fire)
Defence: 120

[All of the boss' attacks can inflict Energy Surge - 50 (67)%]

Attacks:
As opposed to having a set number of phases, this boss alternates between two attack patterns, labelled A and B, at certain amounts of health.
Pattern A:
The Forge is closed, and vulnerable, and will face the player alone. It moves almost exclusively via dashes, either short ones towards the player or longer-ranged dashes that move horizontally. It attacks frequently
-It may release numerous 'bursts' of spirit fire projectiles around itself. Usually these patterns either rotate gradually to force the player to move, or will alternate between two specific angle offsets.
-It may continuously release spirit flames outward from itself in various, random directions, akin to Providence's attack of the same nature. [Note, however, without the healing flames or the defence boosts obviously]
-It may summon small embers in various, random places. The embers themselves cannot hurt you but after a short while they will all begin to explode, with the explosions dealing damage.
-It may release numerous 'Seeking Flames' from its top. These spend a second motionless before accelerating suddenly and gaining homing capabilities. After a few seconds they explode.
At various percentages of health, usually every 25 (20)%, it will alternate to Pattern B.
Pattern B:
The Forge will open and release its Soul Crystal. Both are invulnerable. The Forge stays still and does nothing while the Crystal attacks the player directly, and usually quite aggressively.
-It has weaker variants of both of the Forge's 'spirit fire' attacks, though in exchange for less projectiles it can also move slowly whilst using them both
-It may perform a 360-degree loop around the player, launching spirit fire projectiles constantly during the loop towards its centre
-It may charge at the player, summoning a string of exploding flames as it does so.
After a few attacks, the Crystal will return to the Forge and alternate back to Pattern A.
Every time it switches back to Pattern A, its attack speed will increase mildly, leading to later phases becoming gradually harder and harder.

Defeat:
-Once the Forge is at 0% health, it will go back to Pattern B one last time.
After performing a few attacks, it will begin simply dashing at the player a few times in succession. After a few charges it will explode, with the Forge also exploding into gibs.

Drops:
-Emerald Shards; materials used for crafting items of roughly the same tier as the Crystal Wraith's. As with the Wraith, it can also drop some of these weapons directly as well; a throwing spear, magic staff, explosive launcher, flamethrower, a sentry staff and a summoner staff almost identical to the Crystal Wraith's aside from colour. It will also drop a consumable that increases your max health, though only once. In Expert Mode it drops the Forge Key; which increases life regen and grants general buffs to minions.

Lore:
-A castle-like forge that emanates an unearthly glow. It was originally built to harvest the energies of the spirit world, but grew unstable due to the lack of awareness of what those who built it were dealing with.

Hints:
-As this fight acts very much as a bullet-hell, having dashes and teleports at the ready is recommended
-The player could bring along some additional defensive items if not already going for a tank loadout for its 'B' Pattern, as it cannot be damaged until it returns to Pattern 'A'.
-Depending on which the player feels more comfortable with fighting, they could either choose to face the Forge or the Wraith first. Dealing with either provides weaponry roughly on-par with the other's drops, though the Forge provides more health while the Wraith provides a broader array of accessories to utilise.

Extra Info:
-The Spirit Forge was originally created for the Reality Mod, but got repurposed due to not being used. The same goes for some other entities, like Dungeon Bones
--However, unlike Bones, the Forge got a resprite, meaning its sprite is technically nowhere near as old.
-Despite apparently being used to harness the power of souls, its flames' colour scheme is different to not only things like Ectoplasm, but also is almost nothing like any of the Hardmode Souls either, other than perhaps Souls of Sight.
--The last part being fairly ironic as the whole reason the Forge went rogue anyways according to the Lore was due to lack of foresight
[Added: 14/7/20]
33 - Terraforce

Appearance: A large, green dragon coated in a dark blue coat of fur. It has orange-y coloured claws and stripes of light green below its knees on its front legs. The colours of its body are similar to those of the Terra Blade.

Summon: Use the Chimera Scale anywhere in the world. The boss will despawn only if the player dies, and will teleport after them if they try to flee. The Scale can only be obtained as a rare, unlisted drop from Lizard/Dragon-like enemies after the Behemoth's defeat.

Fought: Post-Moon Lord
Specification: Post-Behemoth
Special: Secret boss, Uncraftable Summon
Progression: Later Bosses

Stats:
Health: 1,500,000 (2,350,000) (2,996,250)
Attack:
-600 (850) (Phase 1 Melee)
-625 (880) (Phase 2 Melee)
-580 (815) (Phase 1 Blades)
-620 (875) (Phase 2 Blades)
Defence: 80

[All of this boss' attacks inflict Terraflow - 100%]

Attacks:
Terraforce will charge at the player 4 times before attacking, teleporting in-between each charge. As he moves he leaves a glowing after-image, though this is purely visual. He utilises green, glowing swords similar to the Terra Blade's projectiles in his attacks:
-He may roar, summoning numerous blades in random places a moderate distance from the player. After a short time they will accelerate towards where the player was.
-He may roar, summoning up to 20 blades around himself all pointed outwards. After a brief moment they suddenly start moving rapidly, dispersing, and Terraforce will summon another ring of blades. This can happen up to 4 times in succession
-He may summon 2 columns of blades, one far left and one far right of the player, before causing them both to begin moving inwards. There are some gaps for the player to pass through (though the gaps are different on both sides).
-He may summon a long row of blades beneath the player, and another above the player. He will roar, causing a single wave-like motion to travel from one end to the other on the lower row.
-He may fly in a loop, continuously summoning blades that immediately begin flying at the player
-He may disappear before re-appearing near the player, horizontally-aligned with them, and charging.
-He may roar, causing numerous blades to begin raining down from the sky at random for a few seconds.
-He may roar, causing blades to begin summoning themselves close to the player before flying towards them. They are summoned one-at-a-time in a pattern that's either clockwise or anti-clockwise around the player.
-He may flap his wings, launching a cluster of blades towards the player. The blades will all align where the player was when they were summoned before all being launched in varying directions.
Once taken down to 0 health, it will let out a weak roar and slowly begin descending to the ground, acting as if defeated.
After a few seconds, however, it will glow a turquoise colour as numerous particles of various colours begin approaching it, seemingly being absorbed into it. After a few more seconds, it will roar, fly upward by about 50 blocks, and begin Phase 2.
Phase 2:
Terraforce takes on a different colour scheme and will enhance all his old attacks. Additionally, he will glow when attacking and the projectiles' colour varies per attack. His after-image trail when moving is also now a rainbow colour as opposed to mainly being green.
He will charge 3 times before each attack, though each charge covers substantially more ground and is executed noticeably faster.
-The 'surrounding blades' attack summons more blades and they will accelerate to max speed almost immediately when becoming active. Terraforce and the swords glow orange.
-The 'blade rings' contain more blades, and the blades disperse faster. Terraforce and the blades glow blue.
-The 'blade columns' contain more blades, both being taller and having less gaps. The gaps are not the same on both sides in any difficulty now. Terraforce and the blades glow a light pink.
-The 'blade rows' are longer, and now a second wave will follow the first, this time from the top row. Terraforce and the blades glow green.
-The 'blade loop' will also summon blades above and below the player, and Terraforce summons more during the loop itself. Terraforce and the blades glow yellow.
-The 'horizontal charge' is faster and will additionally end with Terraforce launching numerous blades out in a burst. Terraforce and the swords glow a light brown.
-The 'blade rain' summons more blades from the sky over a greater area. Terraforce and the swords glow pink.
-The 'closer surrounding blades' attack summons the blades slightly further out, but they begin moving quicker. Terraforce and the swords glow light blue.
-The 'blade cluster' attack summons more blades, making the disperse at the end more dangerous. Terraforce and the swords glow a pale green.

Defeat:
-Terraforce releases a burst of rainbow-coloured particles, returning to its appearance in Phase 1, before exploding into gibs and green particles.

Drops:
-Terra Fractals, materials used for making a few late-game weapons. It can also drop weapons, most of which are based on the Zenith's crafting materials. In Expert Mode it drops a sword akin to the Final Fractal in both appearance and usage, as well as a set of wings.

Lore:
-A powerful chimera of unknown origin. It seems to have aspects of numerous other dragons spliced together, perhaps in an attempt to create one far more powerful than the rest.

Hints:
-All of its Phase 2 attacks are just amplified versions of its Phase 1 attacks, so learning Phase 1 better can help a lot with Phase 2.
-Teleporting out of the way of the blade columns and blade row attacks will end the attacks immediately, meaning while it can be helpful it doesn't give any extra open windows with which to attack Terraforce.
-An infinitely-flying mount like the UFO can help with positioning, especially during the aforementioned rows and columns of blades.

Extra Info:
-Like how the first phase had colours based on the Terra Blade, Phase 2's colours are based on the Zenith. Additionally, some of the attacks and the colours of said attacks in Phase 2 are also reminiscent of the materials used to craft it.
--Furthermore, its weapon drops are all based on those weapons as well. However, they aren't all swords and thus are useful drops across multiple classes.
-Fittingly for a Chimera, Terraforce has aspects of other prior dragon bosses, including the Emerald Dragon's green flames.
--Additionally, some unused aspects of bosses made it in, like the Storm Falcon's healing factor or Terragon's Terra Blade theming.
[Added: 14/7/20]
34 - Nemesis

Appearance: A large, cybernetic worm. Its body appears to be blue and purple beneath its armour plating. Its jaws have additional metal 'teeth' pointed inwards, and a set of smaller jaws within those. Each of its segments has a piece of grey metal armour on, with two purple orbs in each piece. It has a blade-like protrusion on its tail segment.

Summon: Use the Dimensional Mirror. Once used the background will turn to stormy grey clouds and everything will appear to have a slight purple colouration. The player is inflicted with Heavy Gravity the whole fight. Nemesis only despawns if the player dies, capable of pursuing them across the map with a mixture of teleportation and its raw speed.
He will begin with dialogue, simply saying "Do not mistake your foolishness for bravery!" as he is spawned.

Fought: Post-Moon Lord
Specification: Post-Blacklight
Special: Returning Boss
Progression: Later Bosses

Stats:
Health:
-1,350,000 (1,885,000) (2,403,375) (Nemesis)
-200,000 (320,000) (408,000) (Keepers)
Attack:
-650 (1000) (Nemesis Head Melee)
-400 (600) (Nemesis Body/Tail Melee, Barrier)
-270 (438) (Dynamo Spear) (Inflicts Red Lightning - 50 (67)%)
-320 (500) (Lightning, Deathray, Keeper Melee)
Defence:
-100 (Nemesis Head)
--Piercing projectiles lose 50 (66)% of their damage per segment pierced
-300 +80% Damage Resistance (Nemesis Body/Tail)
--Piercing projectiles lose 50 (66)% of their damage per segment pierced
-200 (Keeper)
--Piercing projectiles lose 20 (33)% of their damage per segment pierced

[All attacks can inflict Energy Surge - 33 (50)%]

Attacks:
Phase 1:
Nemesis burrows most of the time, firing off an array of attacks whilst doing so. He will gain flight if he deems the player unreachable, though only temporarily.
He will attack the player with both his powerful melee damage, as well as numerous lightning-themed attacks:
-He may launch a barrage of red fireball-like lasers from his segments. These, dubbed Dynamo Spears, pass through blocks and often inflict Red Lightning on-hit.
-He may summon lightning bolts rapidly from the sky. These don't act like Vortex or LC ones; instead being very fast bolts that shoot down from the sky. In this attack they are dropped directly on the player over a few seconds.
-He may summon lightning bolts from the sky, though instead of summoning numerous over time he instead summons multiple at once, all falling at the same time a short distance apart from one another.
-He may summon an electrical orb over the player's head. This orb over the next few seconds shoots electrical bolts at the player, though these ones are more like Vortex lightning, before eventually vanishing.
-He may fire up to 4 'exploding lasers' from its head in succession. These lasers produce explosions continuously while moving, increasing their AoE, and have a mild homing effect.
-He may disappear before re-appearing elsewhere and charging at the player at high speeds
Once down to 50 (65)% health he will transition to Phase 2.
Phase 2:
Nemesis becomes invulnerable, and will summon in a Keeper (2 Keepers). Keepers act like Wyverns, and thus aren't too big of a threat on their own, but Nemesis will continue attacking, though with reduced movement speed and attack frequency.
Once all Keepers are dead, Nemesis will move onto Phase 3
Phase 3:
Nemesis becomes vulnerable again, and begins moving and attacking at normal speed. Also instead of always charging directly at the player, sometimes he will attempt to predict where the player will be based on their current movement path.
Nemesis gains a series of new attacks in this phase, along with keeping his previous ones:
-Nemesis can create ring-shaped barrier with the player at the centre, though when he does so he will stop attempting to ram the player and instead circles them from a distance. One of three things can then occur for a few seconds until the ring disappears.
--He may begin firing large deathrays into the ring. The positions of these are displayed through thin purple 'tracers' that show a laser's path before it is unleashed.
--He may start launching 'Vortex-style' electric bolts into the ring from the edges.
--He may summon small rings of Dynamo Spears outside of the ring that begin dispersing one at a time, launching their spears outward in 8 directions.

Defeat:
-Nemesis will exclaim "This cannot be!" before exploding into gibs of its armour.
-The status message "A seal has been lifted!" will appear in chat.

Drops:
-Pre-Behemoth he will drop Rift Cores; a material that can be used to upgrade some previously-obtained weapons, make a few new ones, but can also make items that increase the player's max health and mana. Can also drop a sword, bow, magic tome and a summoner staff to possibly save the player having to craft them. Post-Behemoth he will drop a Twisted Key, a seemingly-useless Accessory, and Cosmic Plating which can be used to make additional armour sets and some more weapons. In Expert Mode he will drop the Rift Piece, which mainly just provides stat buffs, increased flight time, and an improved dash. He drops the Rift Piece independent of the Behemoth's status.

Lore:
-A distorted presence brought over through the Seeing Mirror. Having spent so long trapped in another dimension, it seems to regard its homeworld as being alien to it.

Hints:
-Attempting to exit the Phase 3 'barrier rings' will cause the attack to immediately cease and Nemesis to begin trying to ram the player again. Due to the fact he circles the ring while it is in operation, and only moves away when the ring fades naturally, teleporting out is likely a bad idea.
-Dashes and teleports can not only make dodging his head easier, but can also throw off his predictions in Phase 3.
-Piercing weapons, while less effective than normal, can still provide additional damage against Nemesis and his Keepers.

Extra Info:
-Of all the returning bosses, Nemesis has gone the longest of any without having a remake: having only appeared previously in Boss Ideas 1
--Nemesis has, therefore, received some of the largest overhauls of any boss; starting out as an edited Destroyer and ending up looking almost nothing alike its former self.
-Nemesis, despite using purple lightning for its attacks, can still inflict Red Lightning via its Dynamo Spears
--However, the purple hue over everything already makes these and the debuff's visual effects appear violet, so aside from the name it isn't too noticeable.
[Added: 14/7/20]
35 - Scourge

Appearance: Scourge, with a refined look. His armour is less cluttered and more practical, and he now has legs unlike his previous appearance. Aspects such as his visor and his use of blue and pink remain, however.

Summon: Use the Arcanum of the Ancients. Time of day is unimportant, though it will always look like nighttime when Scourge is summoned. Scourge only despawns if the player dies, teleporting after them if the player tries to flee. Additionally, if the player gets too far from Scourge, they will be inflicted with Energy Surge until they get close to him again.

Fought: Post-Moon Lord
Specification: Post-Behemoth
Special: Returning Boss, Superboss
Progression: Later Bosses

Stats:
Health:
-2,885,000 (4,750,000) (6,056,250) (Scourge)
-350,000 (500,000) (637,500) (Champions)
Attack:
-650 (900) (Scourge Melee, Scourge Sword)
-620 (875) (Scourge Magic)
-600 (850) (Champions)
Defence:
-100 (Scourge)
-85 (Champions)

[All attacks inflict Energy Surge - 33 (50)%]
[All Champions summoned have set health, defence and damage. However, their minions retain their usual health and defence, and a Champion's damage reduction effects remain the same.]

Attacks:
Phase 1:
Scourge usually levitates near the player, though moves either by simply floating, or via teleportation or dashing based on attack cycle or the player's position.
-Scourge may point a sword skyward, then dash at the player 3 times with the sword drawn. At the end of the final dash he throws the sword, which moves rapidly in a wide arc before returning to him.
-Scourge will point his fist skyward, which gets struck by lightning-like energy. Afterwards, lightning bolts are dropped suddenly from the sky, with only a few spots unaffected which are all shown to the player with a mild glow. This can happen up to 3 times in succession, with the safe spots usually positioned near each other.
-Scourge may reveal a strange black metal device before crushing it between his hands. This releases numerous large energy bolts outwards in numerous 'bursts' in succession.
-Scourge may surround his hand in a pink energy before slamming it downward. For a while the player will be inflicted with Heavy Gravity, though it eventually wears off.
-Scourge may hold up his sword, launching a barrage of energy spheres at the player. However, instead of individual spheres, they are summoned in arcs of 3.
-Scourge may teleport near the player before dashing at them with his sword.
-Scourge may teleport near the player, before performing a hadouken-like motion which releases numerous energy spheres at varying angles and speeds.
-Scourge may raise his sword to the sky, summoning numerous bismuth-like crystals nearby that float in-place for a long time, acting as stationary hazards.
Once at 65 (75)% health, Scourge will enter his 2nd phase
Phase 2a:
Scourge will begin summoning his Champions in this phase. Scourge himself becomes invulnerable, forcing the player to defeat his minions.
-Cyclonus is summoned first, and upon his defeat he will summon Wisp.
Upon defeating them both he will enter Phase 2b.
Phase 2b:
Scourge has his Phase 1 attacks, but also gains attacks based on Cyclonus and Wisp.
-Scourge may throw a fireball into the air that causes numerous other fireballs to rain from the sky
-Scourge may summon fireballs around himself before launching them at the player. They have a homing effect.
-Scourge may surround himself in a flame barrier before charging at the player, leaving a ring of flames, before launching his barrier at the player. The barrier then explodes, releasing 2 'bursts' of fireballs.
-Scourge summons 3 lightning orbs near himself. These act like LC's, but launch lightning faster.
-Scourge can summon 2 spiralling winds; one chases the player and 1 thrown downward. Once they hit a block or the player they both explode into large, lingering tornadoes.
-Scourge may summon a large wyvern-like projectile that he launches at the player. It travels through a portal after the initial charge, which opens facing the player elsewhere. This happens up to 3 times before the wyvern projectile dissipates.
At 35 (50)% health Scourge enters his 3rd phase.
Phase 3a:
Scourge becomes invulnerable and summons his last 2 Champions.
-Centurion is summoned first, then Dystopius after he is defeated.
Upon defeating them Scourge enters Phase 3b.
Phase 3b:
Scourge retains all his previous attacks, as well as gaining more based on his Champions
-Scourge will surround himself with a barrier of thorn balls, which he then makes expand outward before making the thorn balls explode. The explosions launch numerous spikes in various directions
-Scourge will inflict the player with Heavy Gravity and then summon large vines to begin rising from beneath them
-Scourge will summon thorny branches out from himself that grow rapidly towards the player. Even after the attack ends the branches will continue growing after the player for a brief time
-Scourge will quickly swing a chain knife-like weapon in a huge arc in the player's general direction. After a brief moment a shadowy version of the knife will replicate the swing. Like with Dystopius only the shadow version deals damage.
-Scourge will summon shadowy clones near the player that begin dashing at the player 1 or 2 at a time. After all the clones finish dashing they all disappear before Scourge teleports near the player, throwing his sword in a similar boomerang-like arc as with his dash attack.
-Scourge may throw an arc of 4 chain knife projectiles at the player. These disappear after a couple of seconds, only to re-appear near the player again. The knives appear from one of two positions, alternating between the cardinal directions and a 'x' shape.

Defeat:
-Scourge will say "Impressive... most impressive." before un-summoning his sword and teleporting away.
-A message will appear saying "A seal has been broken..." in chat.

Drops:
-Usually drops a spear, magic tome, a summoning staff, a summoning whip, or a gun. Will always drop a mixture of Blue and Pink Cosmic Crystals, which are materials used for crafting some late-game gear. In Expert Mode it will drop a Purple Cosmic Crystal, which greatly increases all player stats including max health and mana, and rarely can also drop his sword. On his first defeat he will always drop a Cosmos Core that can be consumed to increase accessory slots by 1. If defeated while the player has the Twisted Key equipped it is transformed into the Otherworldly Key; both an accessory and a consumable.

Lore:
-A Cosmic Emperor, constantly searching for more planets to conquer and more Champions to join his conquest. Defeating him here may have just saved Terraria from becoming his next target...

Hints:
-Dashes and teleports are, as ever, recommended. This is especially true in Scourge's case since many of his attacks deal a lot of damage.
-While his later attacks are reminiscent of the Champions', they are noticeably far stronger. However, some practice with fighting the Champions may still prove helpful in some cases.
-The player can, if confident with them, take extra time to defeat the Champions to heal. There are also some small gaps between Champion summons and phase transitions.

Extra Info:
-Scourge's fight pulls almost nothing directly from the original, minus some broad concepts like utilising his Champions' powers.
-Scourge is the only 'Superboss'-tier enemy that has to be fought for progression purposes, and the only one not deemed a 'secret boss'.
--However, for the player to progress, they need to have the Twisted Key equipped as an accessory. Luckily, one of Scourge's drops means the player wouldn't have to sacrifice one of their accessory slots to do this, as long as they are alright with rematching Scourge.
[Added: 14/7/20]
36 - Hyperion Slime

Appearance: A large, black slime with mysterious, fire-like growths across its body. It has a strange, metallic object embedded within its core, possibly the cause of the growths.

Summon: Use the Otherworldly Key at night; the item created by defeating Scourge with the Twisted Key equipped. The Boss despawns if the player gets too far away or dies. During the day it becomes faster and increases its damage by roughly 30% due to becoming enraged (also, all of its attacks inflict Cosmic Flow when enraged in Expert). The player is inflicted with Heavy Gravity at the start of the fight.
-> The Key only works if all 3 'Gatekeeper Bosses' have been defeated (Scourge, Nemesis, and the Behemoth).
-> All Post-Behemoth weapons are buffed temporarily for this fight.

Fought: Post-Scourge
Specification: Post-Scourge/ Post-Nemesis/ Post-Behemoth
Special: Secret Boss, EX Superboss, Uncraftable Summon
Progression: Later Bosses

Stats:
Health:
-1,000,000 (1,000,000) (1,275,000) ('Hyperion')
-7,750,000 (13,800,000) (17,595,000) (True Hyperion)
-750,000 (1,240,000) (1,581,000) (Icarus Slime, Earthshaker Slime)
-100,000 (150,000) (191,250) (Bacterium Slime (All))
Attack:
-1,000 (1,285) (Melee) (Inflicts Cosmic Flow - 100%)
-950 (1,200) (Cosmic Chunk, Shockwave, Earthshaker Melee, Bacterium Melee (Large))
-800 (1,025) (Cosmic Slimeball, Icarus Melee, Bacterium Melee (Medium))
-700 (900) (Cosmic Flames, Earthshaker Spike, Bacterium Melee (Small))
Defence: 20

Attacks:
Phase 1:
Hyperion hops towards the player at a moderate pace, a bit faster than a low-health King Slime, occasionally attacking with one of its main attacks.
-It may perform a triple-jump, with each subsequent jump capable of moving further than the last
-It may jump up above the player and slam down, creating a shockwave that deals heavy damage upon hitting the ground
-It may teleport, much like King Slime. It may also do this for positioning or if it's trapped
-It may teleport above the player, hang in the air for a moment, then drop down. This attack can also create a shockwave
Upon 'defeating' the Hyperion Slime, it will burst; releasing 3 of its subordinates which begins Phase 2.
Phase 2:
The Hyperion Slime's 3 subordinates continue the fight, all attacking their own ways:
-The Icarus Slime usually flies at the player, like a Slimer, though occasionally performs a fast horizontal dash attack after aligning itself with the player
-The Earthshaker Slime either tries launching jagged spikes at the player either by releasing a cluster like Expert's Spiked Slimes, or by launching a continuously inaccurate stream of them at the player. If the player is too far away it will jump slowly, covering a lot of ground per jump, as well as creating shockwaves as it lands.
-The Bacterium Slime simply chases the player quickly. Upon being killed it splits into 2 smaller versions that chase the player even faster. Killing one of the 'medium' ones produces 3 'small' ones, which chase the player even faster.
Upon killing all 3 of these slimes, the object formerly within the Hyperion Slime will fly over the player's head for a moment, before reforming the Hyperion Slime. Hyperion then falls back to the ground, and Phase 3 begins.
Phase 3:
'The Hyperion Slime is reborn and empowered!'
The Hyperion Slime now uses its 'true' health bar, and will grow wings. The Heavy Gravity debuff is lifted from the player, allowing for better movement.
The Hyperion Slime retains its previous attacks, but enhances them for added difficulty.
-All jump attacks are significantly faster and have far move verticality to them.
-Its 'drop-down' attack now has it only drop a short distance before charging at the player.
-Hyperion may shoot clusters of Cosmic Chunk projectiles at the player roughly every half-second. They are fast and pass through blocks, but otherwise lack any special properties.
-Hyperion may fly above the player, dropping down. However, once at their height, it will launch itself back up again using cosmic flames. In doing so it also shoots jets of cosmic flames out either side of itself, increasing its range.
-Hyperion may become more spherical before launching itself through the air, spinning, at the player. Once finished it quickly flies back upwards again.
-Hyperion may release numerous Cosmic Slimeballs while over the player's head. These are affected by gravity and thus begin falling quickly, many are spawned at once, essentially creating an 'umbrella' shape. Slimeballs stick to blocks, lingering for a fairly long time.
-Hyperion may release 16 Slimeballs around itself when above half health they are all evenly spaced-out, though when under their positions are random.
When under half health, it will slowly release small cosmic flames. These just fall to the ground, but are an additional hazard. Their frequency increases gradually as its health lowers (and moreso in Expert).

Defeat:
-The Hyperion Slime explodes into gibs again, with the core also falling motionless as a gib this time.
-All Post-Behemoth weapons now have their buffs permanently, making them all significantly stronger.
-Other EX Superbosses can now be challenged, and their items can now be obtained.

Drops:
-Always drops the Cosmos Forge, a crafting station that acts like most vanilla stations, as well as allowing a few additional items to be made. Drops Hyper Gel; a material used to make a few different types of weapons (though, admittedly, most of these are only as strong as regular Post-Behemoth weapons). In Expert Mode it drops Hyperion's Core; an infinite-use consumable that can give the player bonus damage in exchange for being debuffed with Cosmic Flow for a while (Healing via a nurse simply re-applies the full debuff as anti-cheese). Additionally, when killed for the first time in Expert, it drops a Hyperion Jewel; a large crystal that can be placed, existing purely for vanity (and bragging rights).

Lore:
-A fragment of an unknown item, lodged into the body of a large slime. The fragment's power has leaked into its host for a long time, causing its form to change and its power to grow immensely. Despite once being a lowly slime, this creature has since become a force to be reckoned with.

Hints:
-Dashes and teleports, as expected, are very helpful for this boss. Such things are very good for dodging some of its projectile attacks, and for keeping away from its Phase 2 summons as well.
-Phase 1 is easy, and shouldn't need any special preparation since most of its attacks already belonged to King Slime or the Biome Mimics.
-Using any Post-Behemoth weapon will empower that weapon. Trying to use any Pre-Behemoth weapons is not recommended, as they lack the buff and thus the fight would likely take far too long.
-Piercing weapons can shred the Bacterium Slime rather easily.

Extra Info:
-The Hyperion Slime's concept dates all the way back to Boss Ideas 4, where it was the original idea that became Neoradiance.
-The Hyperion Slime is, like Sharlteron, a Pseudo-Joke Boss of sorts. Not only is it a superboss despite being a Slime, but its whole first phase is intentionally rather pathetic and has little impact on the fight itself.
--Additionally, it has a lot of importance for a Slime; considering it gatekeepers all 4 of the other superbosses, a crucial crafting station, and several weapon buffs behind itself.
[Added: 15/7/20]
37 - Lunar
Lunar resprite by Darkpuppey


Appearance: A colossal winged construct. Its core is a silvery and rounded, surrounded by a golden ring and 4 large disconnected wings just outside of that. The wings are a mixture of gold and silver, with the tips of the outermost feathers reflecting the colours of the Lunar Pillars.

Summon: Use the Celestial Feather. The sky will turn a light yellow colour and things like the sun and clouds will disappear, regardless of the time. A silvery-coloured sun will appear at the highest point in the sky, not moving even as time passes.
->It will only appear if the Hyperion Slime has been defeated

Fought: Post-Scourge
Specification: Post-Hyperion
Special: Returning Boss, EX Superboss
Progression: No

Stats:
Health: 11,000,000 (16,500,000) (21,037,500)
Attack:
-950 (1,200) (Melee, Deathray)*
-900 (1,115) (Swords of Light, Brilliant Flame)
-50 (65) (Brilliant Light)** (Ignores Immunity Frames)
Defence:
-200
-- +33% Damage Resistance (Phase 3)

[All of this boss' attacks inflict Energy Surge - 25 (50)% and Terraflow - 25 (50)%]
[*These attacks inflict Energy Surge 100% of the time. Terraflow chance is the same.]
[**This attack cannot inflict Energy Surge, nor Terraflow]

Attacks:
Phase 1:
Lunar itself is not present, but the silver sun will begin attacking the player. The sun cannot be hurt, however, making Phase 1 an endurance battle.
-It may launch numerous 'bursts' of fireballs outward in all directions. The fireballs are spaced-out evenly, but each subsequent burst is rotated a little, creating a spiral.
-It may summon a 'wall' of swords from either the left or right. There are gaps between some of the swords for the player to pass through, however. Up to 4 walls can be summoned in a row (and from varying sides during the same sequence of attacks).
-It may release numerous fireballs upward that form a long row. After a very brief moment they will all begin falling, starting with the central fireball and progressing to the ends from the centre.
-It may form 'rings' of 8-12 swords in random locations near the player. After a short time the swords in these rings will begin to disperse outwards.
-It may summon numerous swords above itself before launching them all at the player.
After around 30 (45) seconds, the 'Silver Sun' will disappear, and Lunar will appear; beginning Phase 2.
Phase 2:
Lunar can be attacked, unlike the 'sun'. Lunar will teleport after each attacks, and notably does not move outside of its teleports.
-It retains all of its attacks from Phase 1.
-It may summon 8 deathrays from its core, all evenly spaced-out in a 'burst'. After the initial 8, it will launch 8 more to hit the places the initial deathrays did not. All deathrays have a light yellow 'tracer' to show their positions before they are launched.
-It may summon a large quantity of swords in a large ring around the player. In groups of 4 they will be launched at the player in succession, starting with the cardinal directions and going clockwise.
-It may launch numerous deathrays from the sky, all spaced-out evenly. After the initial ones, Lunar will launch more where the gaps were in the initial use.
-It may launch a continuous stream of fireballs from its core for several seconds. The angle is adjusted as the player moves, being constantly locked onto the player.
-It may summon numerous deathrays from the sky, though this time their locations are randomised.
-It may summon numerous fire orbs to begin raining in diagonally from the sky, all aimed at where the player was at the start of the attack.
-Lunar may summon numerous deathrays from varying angles to bombard the player
Once at 10% health, Lunar will enter its 3rd phase
Phase 3:
Lunar will disappear for a few seconds, then re-appear a few blocks above the player. It will no longer move when in this spot, though the player has a lot of control over where it appears.
-Starting every 1.5 seconds, Lunar will fire a deathray at the player. As its health wanes the deathrays become more frequent (and moreso in Expert), eventually overlapping as they are fired. This continues until Lunar, or the player, is defeated.

Defeat:
-Lunar will teleport over the player again, summoning a barrier of inward-facing swords around both it and the player. Then Lunar will begin creating a large aura of light around itself that continues growing. Once the player is getting pushed close to the sword barrier, the light will fade away again and the sword barrier will disappear.
--Leaving the sword barrier inflicts the player with Terraflow and Energy Surge until they re-enter.
-Afterwards, Lunar's wings shatter and it disappears in a flash of white light akin to the Moon Lord's. Once the light fades, everything is back to normal.

Drops:
-In Normal Mode she will only drop a Celestial Wing; a statue similar in appearance to one of its wings, existing purely for vanity (and bragging rights). In Expert it will drop Celestial Sky-Soarers; a pair of wings that, while not any stronger than Behemoth-tier wings, have extra visual effects to make them seem 'fancier'.

Lore:
-A celestial mechanism of unknown origin or purpose. The energy it radiates is otherworldly, and while it is filled with powerful magic, it all flows in orderly streams through its form.

Hints:
-Teleports, dashes, and infinite flight mounts are all highly recommended for this fight. Essentially, any 'controllable' mobility is a great help.
-Lunar doesn't move outside of teleportation, and thus is fairly easy to track with most projectiles.
-Using defensive gear in Phase 1 especially is recommended, as it takes until Phase 2 before the boss can be harmed.
-When in Phase 3 and beyond, stay close to the ground. This means that Lunar will teleport close to the ground as well, meaning the player can land to reset their flight more safely in those phases.
--Additionally, circling Lunar in Phase 3 is the most reliable way to dodge the deathray spam.

Extra Info:
-Lunar had previously appeared in Boss Ideas 5. Since then, much of its fight has been revamped, and has not used its original fight as a base as some other remade bosses have
--In fact, this Lunar is more similar to the Radiance from Hollow Knight due to its usage of swords, fireballs, and giant lasers, references to the sun, and a 'trigger-happy laser phase'.
-Lunar is the reason as why Solar and Luna got a mild name change; to limit confusion.
--While this Lunar's full title is the 'Lunar Construct', this can also be confused with Luna's minions, also called 'Constructs'.
---However, Lunar and Luna aren't related (as confusing as that is)
[Added: 15/7/20]
38 - Reflux


Appearance: Reflux itself is a colossal, vaguely worm-like creature. Its body is mostly coated in purple scales, with a large mouth lined with pink crystal-like teeth at the front. Most of its body is obscured in-game, however, so only the front of it is seen.
Reflux's worms have smooth, grey armour coated in smooth, pink or purple crystals. They have triangular 'spikes' on their tail segments, but aside from their horn-like mandibles are fairly plain.

Summon: Use the Cosmic Feast. The background will turn a dark purple, and a misty effect will appear in the foreground, partially obscuring view. Reflux will spawn shortly after. The player is inflicted with Heavy Gravity throughout the whole fight.
->The Hyperion Slime must be defeated for its summon to work, like other EX Superbosses

Fought: Post-Scourge
Specification: Post Hyperion
Special: Returning Boss, EX Superboss
Progression: No

Stats:
Health:
-14,000,000 (20,000,000) (25,500,000) (Reflux)
-1,000,000 (2,450,000) (3,123,750) (Worms)
Attack:
-1000 (1,285) (Reflux Melee)
-[Insta-Kill] (Reflux Bite)
-900 (1,115) (Reflux Boulders, Cosmic Mines)
-850 (1,032) (Reflux Scythes, Flames, Lasers)
Defence:
-105 (Reflux)
-350 (Worms)

[All of Reflux's attacks inflict Cosmic Flow and Energy Surge - 100%]

Attacks:
Reflux slowly moves towards the player, paddling along with its arms. It can sometimes disappear, only to re-appear elsewhere, usually trying to get closer to the player. It attacks mostly by launching projectiles at the player.
If the player is too close to Reflux's mouth at any point it will begin to slowly close it. If it closes its mouth enough it will eat the player, killing them instantly and bypassing any revival effects. It slowly opens its mouth up again if the player remains far enough away for long enough, but opens it far slower than it closes it.
-It may launch numerous large clusters of boulders in succession. These, despite being rocks, are not affected by gravity. Their large size, speed, and sheer number make them a threat even at longer ranges.
-It may swipe with one of its arms, creating a large number of scythe-like projectiles that accelerate in the player's general direction.
-It may launch a single, colossal fireball at the player. It has a mild homing effect and, after a while, explodes into numerous other fireballs that are launched outward in a 'burst' randomly.
-It may line up with the player horizontally and charge at them. It cannot close its mouth at all during this attack, even if it reaches the player.
-It may roar, summoning rocky 'Cosmic Mines' to appear near it. These linger for a very, very long time.
At certain health percentages Reflux will summon Cosmic Wyrms; special minions that provide additional support for Reflux, from its mouth.
Pink Wyrms burrow through the ground. Sometimes it will fire a barrage of lasers at the player from its body segments, akin to the Destroyer.
Purple Wyrms act like Wyverns, charging at the player as they fly. Occasionally they spew a stream of flames from their mouths like a flamethrower.
Blue Wyrms act like Crawltipedes, punishing players who move too far from the ground. Occasionally they release Cosmic Mines from their head segment, making the sky dangerous even after they're defeated.
Reflux spawns certain types at certain health percentages.
-At 90% health he summons a Pink Wyrm
-At 80% health he summons a Purple Wyrm
-At 70% health he summons a Blue Wyrm
-At 55% health he summons both a Pink and a Purple
-At 45% health he summons both a Purple and a Blue
-At 35% health he summons both a Pink and a Blue
-At 25% health he will summon all 3 at once
-Under 10% he will summon all 3 (and if any are killed he will re-summon them until the fight ends.)
If any are alive when he tries to re-summon them [e.g. Blue is alive and he tries to re-summon it] it will simply heal the active Wyrm back to full health as opposed to summoning a new one.
Reflux's movement speed increases as his health lowers, as does his tendency to teleport. However, the Cosmic Wyrms do not change at all regardless of their or Reflux's health.

Defeat:
-Reflux roars and disappears, with the message "Reflux has been warded away from the world!" as opposed to the usual 'defeat' message. The active Wyrms also flee by flying upwards.

Drops:
-In Normal Mode it only drops the Grand Wyrm's Statue; a large purple statue shaped like Reflux that exists purely for vanity (and bragging rights). In Expert it drops the Scale Cloak; which summons a Cosmic Wyrm minion (admittedly identical to another accessory obtained earlier in function, but themed around Reflux).

Lore:
-A gargantuan planet-devouring worm. While most things that enter its mouth never return, many smaller Cosmic Wyrms live within it; using Reflux's raw size and strength as shelter and protection. Reflux is unphased by its hosts.

Hints:
-Reflux's body is so large that piercing weapons can hit it multiple times per projectile, AoE weapons can hit it numerous times, and summons with active hitboxes can keep dealing damage even when not trying to.
-While it has lots of health and summons many worms, the player can hit it and its minions very easily. The Wyrms also lack any sort of piercing resistance.
--The lack of piercing resistance means that the Cosmic Wyrm minions can be absolutely shredded by some weapons within seconds, making most of them trivial.
-Reflux's fight is a long one, so preparing a few extra buffs may be recommended. Additionally, while he attacks slowly, his attacks are especially devastating in both raw damage and debuff time.

Extra Info:
-Reflux has one of the only insta-kill attacks in the game; even being capable of bypassing effects such as 'surviving on 1 health' or 'reviving' effects. If the mouth closes on a character, they will be insta-killed.
-If the player defeats all Reflux's minions alongside Reflux (only 1 set of Wyrms once below 10% health just to keep things simple), they will need to deal a whopping 29,000,000 (56,750,000) (72,356,250) damage!
--However, the boss' size, the lack of piercing resistances, and the amount of hitboxes that can be targeted make dealing said amount of damage far easier.
-Admittedly, Reflux's sprite is unfinished due to its sheer size and difficulty when it comes to working with it. However, what exists of it is still passable for demonstration purposes in my opinion.
[Added: 15/7/20]
39 - Kingdom's Keepers

Appearance: Frost, Storm, and Ember, all back with redesigns.
Frost appears the most different, no longer donning a cloak and having swapped the ice scythe for a staff.
Storm has a similar appearance to her Lightstorm design, though minus the ties with Lunar.
Ember is most similar to her original appearance, with mostly mild tweaks.

Summon: Use the Kingdom Keepsake. Unlike many other superboss fights, there aren't any background changes. All 3 appear for a moment, stood next to each other, before readying their weapons and disappearing. The fight then begins properly.
->As with other EX Superbosses, they will not appear until Hyperion Slime has been defeated.

Fought: Post-Scourge
Specification: Post-Hyperion
Special: Returning Bosses, EX Superboss
Progression: Later Boss

Stats:
Health: 10,000,000 (14,850,000) (18,933,750) (Keepers (Shared Health))
Attack:
-950 (1,200) (Melee)
-900 (1,115) (Magic)
Defence: 75

[Storm's attacks inflict Unyielding Storm]
[Ember's attacks inflict Consuming Ember]
[Frost's attacks inflict Glaciating Frost]

Attacks:
Phase 1:
The three Keepers aren't always visible, instead only appearing when attacking. The Keepers will always appear in the same order; Storm, Ember, Frost. Each has their own set of attacks and inflict their own debuffs.
Storm:
-Storm may appear above the player, then perform a downward strike with their spear. A lightning bolt appears as the strikes, followed by more lightning strikes to the left and right, then more outward from those. More lightning strikes are summoned, gradually getting further and further from where Storm was, for a few seconds.
-Storm may throw her spear at the player. As it travels it leaves a trail of electricity that linger briefly, as well as summoning Vortex-style lightning from the spear's tip as it travels.
-Storm may hold the spear skyward, with the spear being struck by lightning. This launches small electrified projectiles to be released outward from it in intricate, complex patterns, essentially creating a short-lived bullet hell.
-She may dash at the player horizontally summoning 3-4 lightning orbs, like LC's, that shoot Vortex-style lightning bolts at the player until they despawn.
Ember:
-Ember may perform a horizontal dash, leaving behind a lingering flame trail and summoning pseudo-homing fireballs as she travels
-Ember may appear near the player, charging at them. At the end of the charge she creates an explosion that launches fireballs out randomly in all directions
-Ember may perform a wide swing with her scythe, summoning a large quantity of pseudo-homing fireballs aimed towards the player
-Ember may spin her scythe around, summoning fireballs in rapid succession. As opposed to launching them directly at the player, they start from being launched upwards, with the angle being adjusted clockwise to create a 'spiral' of fireballs.
Frost:
-Frost may form the tip of her staff into an axe and swing it. At the end of the swing the axe head shatters, releasing icy fragments outward in random directions at high speed
-Frost may throw her staff toward the player. The staff arcs back to her like a boomerang after being thrown, but at the apex of the arc it releases a large ice crystal similar to LC's.
-Frost may appear above the player, form the tip of her staff into a hammer, and swing it downward. After the swing numerous large icicles will begin raining down from the sky for a few seconds.
-Frost may appear horizontal to the player and dash at them. The dash leaves an ice trail that lingers for a significantly long time.
Once down to 65 (75)% health they will enter Phase 2.
Phase 2:
The Keepers will now begin to attack 2 at a time, with their attacks overlapping. Additionally, there is no longer a set order to their appearances, making their attack patterns more unpredictable.
The Keepers also all gain 1 more attack each.
-Storm may hold her spear skyward, with it being struck by lightning. 4 large bolts of electricity are shot from the spear in the cardinal directions, followed by 4 more in an 'x' shape.
-Ember may hold her scythe skyward before a large, fiery tornado engulfs her. This tornado is very tall and lingers for a fairly long time, though unlike Fishron's is the same width throughout.
-Frost may hold up her staff, creating a large icy explosion around herself. Afterwards, smaller icy explosions will go off around where the initial explosion was for a couple of seconds.
As their health gets lower, their attacking speed will increase gradually. (In Expert Mode, they can also sometimes all attack at the same time once below 15% health, though this is uncommon.)

Defeat:
-The three appear near each other again, bow to the player, and disappear. Any of their lingering attacks, like the tornadoes, lightning orbs, and ice trails, also disappear prematurely.

Drops:
-They have 2 drops in Normal as opposed to 1. They drop a Trio Statue, which depicts the Keepers standing together, existing purely for vanity (and bragging rights). Will also drop the Royal Decree, a summoning item used to summon the final superboss. In Expert they will also drop the Trio Emblem; which provides the player with stat buffs when equipped, as well as some small visual effects (though the item acts identically to a Post-Behemoth item anyways in terms of functionality).

Lore:
-Sworn protectors of a fabled kingdom, the trio have faced many adversaries and obstacles to keep their home safe. They seem to have been testing you; perhaps for a final, upcoming challenge...

Hints:
-The player will likely need high mobility for this fight, as well as probably some sort of teleportation ability.
-While most attacks, even when comboed together, have ways of dodging them the pace of the fight provides little time to optimise strategies.
-Their debuffs stack, which can amount to an immense amount of extra damage if the player isn't careful. Luckily, they do not last long.
-Homing projectiles may prove useful, as the Keepers themselves are not very big. Furthermore, many of their movements are fast and fairly sudden.

Extra Info:
-This is the first time that Frost's true appearance has been seen, as within her original fight she was obscured almost entirely by a large cloak
--Storm has also abandoned her use of a scythe since that fight, as well as use of the Cryomaw.
-This is the first time that all 3 of them have been used in a fight together, as well as the first time Frost has been seen alongside the other two in a boss fight.
-Despite Storm's appearance being based off of her 'Lightstorm' fight, that fight isn't even canon.
[Added: 16/7/20]
40 - Garagon

Appearance: 'Garagon, the Dragon King'. Garagon is a large, red dragon with an orange underbelly, a trail of red crystals running down his back like spines, and golden eyes. His tail, similarly, has another large crystal formation on it.

Summon: Use the True Hero Sword. The background turns a golden colour, though things like clouds and the sun/moon remain visible. Garagon will begin the fight with dialogue, unlike most of the other superbosses:
"You must be confident in your abilities to face me like this, I commend that."
"Though, do be aware that I won't be going easy on you."
"This is a test of what you've learned and achieved through your battles."
Garagon's fight then begins properly
->As with other EX Superbosses, the Hyperion Slime must be defeated first
->Additionally, the Kingdom's Keepers must also have been defeated beforehand
If the player gets to far from Garagon, they will be inflicted with Consuming Ember. Luckily, the distance they need to get from Garagon is very far, so this is unlikely outside of using teleporters.

Fought: Post-Scourge
Specification: Post-Hyperion, Post-Keepers
Special: Uncraftable Summon, Returning Boss, EX Superboss, Secret Boss
Progression: No.

Stats:
Health: 12,500,000 (16,750,000) (21,356,250)
Attack:
-1,000 (1,285) (Melee)
-885 (1,080) (Large Projectiles)
-850 (1,032) (Small Projectiles)
Defence: 255 +33% Damage Resistance

[Garagons inflicts debuffs based on the projectile type he uses; all with a 100% chance]
[Melee, Fire and Magma attacks inflict Consuming Ember]
[Lightning and Wind attacks inflict Unyielding Storm]
[Water and Ice attacks inflict Glaciating Frost]
[Nature attacks inflict Terraflow]
[Deathrays and 'Swords' inflict Energy Surge]
[The Red Lightning attack inflicts Red Lightning, separate from the other lightning-themed attacks]

Attacks:
Phase 1:
Garagon has a specific cycle of attacks in this phase. He will teleport to the top-left of the player, charge at them, teleport to the top-right and charge again, appear horizontally to them and charge, and then use a fire-themed attack. Garagon's only movements in this phase consist of charges and teleports, notably.
-He may summon numerous fireball projectiles. Some travel vertically and others horizontally, essentially creating a small bullet-hell
-He may rain down large globules of magma from the sky. These, after varying times, will glow red before exploding. The explosions release numerous smaller fireballs outward randomly.
-He may release numerous fireballs from himself in large, complex patterns. There are many versions of this attack, all utilising different fireball patterns. Sometimes these appear vaguely flower-like, sometimes he creates numerous clockwise spirals, sometimes patterns will have fire rotating in different directions to leave a few safe gaps, and sometimes it will consist of numerous 'bursts' that released evenly-spaced projectiles at varying angle offsets.
-He may roar, summoning a large flaming pillar of magma near himself. 2 more are summoned a little further out, and another 2 a little further out than those. These pillars linger for a while.
Once taken down to 70 (75)% health, Garagon will say "Ah, you've come quite far after all. I guess, therefore, I will have to spice things up a bit..." before entering Phase 2
Phase 2:
Garagon's movements now vary more, and he isn't locked to any particular patterns. He can fly after the player, dash after them, teleport and charge like in Phase 1, or just not move in-between attacks.
Garagon's attack pool also increases immensely, incorporating both his Phase 1 attacks, and far more elemental-themed attacks as well.
-He can summon numerous large chunks of ice. Some will chase the player while some simply just float randomly. After a few seconds they all 'freeze', becoming motionless and lingering in-place for a while
-He can fly in a large loop around the player, summoning a few stationary versions of LC's ice crystals that begin launching ice spikes at the end of the loop.
-He can release 4 small watery tornado projectiles; 2 fall either side of Garagon while the other 2 chase the player at varying speeds. After a few seconds they all explode into Typhoons; large swirling tornadoes similar to Fishron's Sharknadoes, though minus the additional sharks. They linger for a while before disappearing.
-He can release numerous Razorblade Typhoon-like projectiles that rapidly chase the player before despawning.
-He can summon numerous portals near the player over the course of a few seconds. Each portal shoots a single bolt of Vortex lightning at the player before despawning.
-He can continuously drop large lightning bolts from the sky over the player for a couple of seconds, forcing them to keep moving.
-He can flap his wings, summoning a barrage of scythe-like wind projectiles that accelerate rapidly towards the player.
-He can flap his wings, summoning a large ball of wind that flies horizontally. Afterwards, it will appear above the player and fall downward.
-He can release leaf barriers. These barriers rotate either clockwise or anti-clockwise, based on the previous barriers' rotation.
-He can release numerous brambly clusters outward in a 'burst'. While these linger in the air for a time, they also move slowly towards the player if they are nearby.
-He may summon a red energy ring around the player. Red, Vortex-style lightning will be released from the ring for a few seconds until the ring dissipates. Afterwards, Garagon may charge where the ring was, but he remains motionless while the ring is summoned.
-He may roar, summoning a long row of evenly-spaced blades above the player that descend after a short time. Afterward, another row appears below with blades where the gaps in the original row had been, moving upward.
At 15 (20)% health, Garagon will say "I'm impressed by your achievements, Terrarian. However, I have one final challenge for you to overcome!" before entering Phase 3.
Phase 3:
Garagon uses his Phase 1 'charge cycle' with the teleporting and dashing again. However, at the end of every dash, he will launch a fireball at the player. His attack pool is completely different from his previous phases; not reusing any of his old attacks:
-He may fly in a loop around the player, summoning small portals the whole way round that fire deathrays at the loop's centre.
-He may summon a vast amount of horizontally-travelling flames. There are some small circular gaps between these flames that the player can use to avoid being hit.
-He may drop countless lightning bolts from the sky. There is only a small area that isn't struck. This usually happens a few times in succession, with the gaps usually being close to previous gaps each time.
-He may summon numerous ice chunks, with only some small areas that don't have chunks nearby. After a moment the ice chunks explode into swirling ice storms, only leaving the predesignated 'safe areas' untouched.

Defeat:
-Garagon will appear tired and will stop attacking. He will give dialogue before eventually flying away.
"You've surpassed my expectations, Terrarian, incredibly so!"
"There isn't much more point to us fighting anymore, you've proven your mettle and shown your spirit!"
"I am glad to see that Terraria has someone as determined as you protecting it..."
"And with this, I shall depart now... though not without leaving a gift."
40 - Garagon (Continued)
Drops:
-Always drops the Old King's Statue; a large golden statue that depicts an unknown man wearing a crown. The item, as with other superboss drops, exists purely for vanity (and bragging rights). It will also drop the Dragon King's Seal; a cape-like vanity accessory. In Expert Mode it additionally drops the Dragon King's Enchantment; which provides a massive array of effects such as infinite flight time, resistance to some debuffs, massive stat buffs, and summons a miniature Garagon to fight for the player (It is the only superboss Expert drop that isn't identical to another item.)

Lore:
-The fabled Dragon King; monarch and guardian of a lost city. The fact you have gained his favour is something to behold, as his testing is rigorous and challenging.

Hints:
-Garagon's fight is, without a doubt, the hardest boss in Boss Ideas 10. He has stats arguably better than even the other EX Superbosses and by far the most attacks, as well as numerous debuffs at his disposal. His fight is hectic, fast-paced and punishing on mistakes, as his lore entry and ending dialogue say.
-The player should really have something to teleport with at this point, with Phase 3 being made much more bearable with it. While it isn't compulsory, it is recommended strongly.
-The fight is an endurance battle, so remember to bring spare potions and have an adequately set-up arena.

Extra Info:
-Garagon has elements of most of the other EX Superbosses. He has Lunar's deathray attacks, Reflux's immense stats (especially HP), and utilises elemental attacks like the Kingdom Keepers.
-This incarnation of Garagon may possibly be in the running for one of the most challenging bosses in Boss Ideas, with other potential candidates being some of the late-game Chaos Doppelganger fights.
-Garagon currently does not have a sprite, though Darkpuppey has offered to help make one (due to my apparent inability to sprite a dragon ;-;). Therefore, a placeholder has been used consisting of the most recent Garagon design, so I hope it's not an issue
[Added: 16/7/20]
[Updated: 22/2/21]
[Final Progression Notes]
Therefore, in terms of progression, things would ultimately look like this at this point:
KS
EoC
Bun Bot
EoW/BoC
QB/Cadmar Slime/Dragon Fly
Skeletron
Gold Slime
WoF
Mechanical Bosses
Plantera
Sentinel/Cosmic Dragon/Dungeon Bones
Golem
EoL/Duke/Scrapwyrm/SD/Sharlteron/L&S
Crystal Skull
ML
ECD/Abomination/Malice Engine
Bumbleknight/Lorekeeper
Corrupt Dryads
Cosmic Blacklight
Centurion/Cyclonus/Wisp/TCD/Equilibrium
Dystopius
Crystal Wraith/Spirit Forge/Eclipse
Nemesis
Fairy King's Behemoth
Ebony Flame/Revenant/Scourge/Terraforce
Hyperion Slime
Reflux/Lunar/Kingdom's Keepers
Garagon

[*Please note that this chart predates some changes, so if I notice any errors I will try to come back and correct it. However, it should for the most part be accurate, though sorry if a couple of bosses are in the wrong places.]
[Final Notes]
And thus this concludes Boss Ideas 10.

Unlike 5, I'm not going to try and push more ideas into this one, as 40 seemed to be enough. Trying to go for quality over quantity now, and so I feel 40 reasonably well-made bosses are better than 60 or 80 'meh' ones.

https://discord.gg/424nqd
Boss Ideas Discord is still up. Admittedly somewhat quiet as of recent, but at least I've somewhat organised it coherently at last :)

Another few shoutouts to some people:
-> Thanks to Phanta for being willing to make some themes for these bosses
-> Thanks to Darkpuppey for the Lunar resprite
-> Thanks to Ugh-Bot for the meme boss very serious boss idea
-> Thanks to Meme for the Crystal Skull idea
-> ...and Thanks to you guys for continued support on these things :)

Anyways, I hope you enjoyed. I noticed that some of the superbosses have a lot of reading involved, so I hope it's not too awful to try and read through :P

Anyways, see you next time :)
7 Kommentare
Okami Tomato  [Autor] 6. März um 14:04 
Welp half the boss sprites are broken and I'm apparently unable to upload replacement files anymore, which means those boss designs can't be seen anymore. Very cool.
Okami Tomato  [Autor] 18. Nov. 2021 um 15:10 
Whoa Equilibrium got into the new Calamity Draedon update :O

(I mean it was probably a coincidence but Astrum Deus went from like 12 identical worms to a red and blue one which is pretty funny)
Mr Kai 18. Sep. 2020 um 14:08 
some of this stuff is acculy quite good
Twylitefox 21. Juli 2020 um 10:28 
thatmayormaynotjustbeme ;-;
Okami Tomato  [Autor] 20. Juli 2020 um 6:12 
I* have reached

Meme status
Twylitefox 19. Juli 2020 um 10:11 
yes, boss idea memes are now a thing
Twylitefox 19. Juli 2020 um 10:10 
lunar: i am the only colossal boss on this list

reflux: there is another