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A guide for Pecon7's Boss Battles
由 Exoskeletal 制作
Pecon7's Boss Battles server is one of the most popular servers on Blockland. It's also one of the more complicated servers. With a total of 25 different classes available to choose (9 normal, 8 miniboss, 8 boss), one can easily assume that the server is very complex. The purpose of this guide is to make things a bit simpler.
   
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Introduction
As you may know, Blockland is a sandbox game which lets you do virtually anything. From building massive monuments to eventing various things, there are plenty of things for you to do. One of these things is having massive deathmatches.

Pecon7's Boss Battles (currently under the name of Boss Battles's Server) server is very much like a deathmatch, but with one key difference; one team has only one member. This member is known as the Boss. The Boss' purpose is to kill all of the Normals, or survive for eight minutes, the time limit for each round. The only way for the Normals to win the round is to kill the Boss before those eight minutes are up. Seems simple, right?

Well, there's a lot more to it than that.

This guide's purpose is to make the server seem much simpler and easier to play. From a breakdown of each of the nine standard Normal classes, to information on the minibosses and bosses, almost everything is covered here.

But be ready to do a lot of reading. This one's long.
Basic Info
Firstly, let's go over the basics of the server.

As previously established, there are two teams; Normals and the Boss. The number of Normals varies depending on how many players there are on the server, with a maximum of 63 if the server reaches its player limit of 64. However, there is always just one Boss. You may wonder how this is fair, with the Boss always being outnumbered. However, the playercount determines how much health the Boss has.

For every player on the server, the Boss' maximum HP increases by a set amount. More players means a more resilient boss. Additionally, the playercount changes the amount of ammo Sky Captain spawns with and gains when his ammo resupplies. Sky Captain is the only boss this applies to, as all of the others have infinite ammo with no need to restock.



This room is where the Normals spawn. Behind the holographic Boss Battles logo are nine yellow posts. These posts allow the players to select their class to spawn. Class health varies from class to class, ranging from 75 (Runner) to 200 (Overweight). Their speed also changes depending on what class you choose. Certain classes have special abilities, such as Firebug's jets. The Normals spawn's appearance changes depending on the map, but its function remains the same.

The Boss spawns here.


When the Boss spawns, the chosen player chooses a class similarly to the Normals. Whatever they choose will be the class they use until they are either killed by the Normals or emerge victorious. Like the Normals spawn, the Boss spawn changes appearance depending on the map.

Points are scored by dealing damage or healing as a Normal, or by killing Normals as the boss. Every point of damage you deal and every hit point you heal will provide one point. Getting a kill at the boss gives 500 points. As a Normal, you can only earn a maximum of 1,000 points every round. The boss' only limit is how many players they can kill. Whenever the Boss is killed, they lose 1,000 points. No points are deducted if they commit suicide by hitting ctrl + K when they spawn.

Points can be used to purchase minibosses to play as. There are eight different minibosses available, and most are stronger variants of standard classes. Points can also be used to purchase Boss Coins, with 15,000 points equaling a single Boss Coin.

Boss Coins are a separate form of currency than points. They allow a player to purchase decorative titles to wear in front of their name in the place of their clan tag prefix. The most expensive title is "Index_Base", which costs 999,999 Boss Coins. Aside from being purchased with points, Boss Coins can also be earned from completing achievements, which will give varying amounts of BC (Boss Coins) when completed, depending on how difficult it is to complete the achievement.
Maps
The map is where everything happens. Currently, there's three maps, which are rotated every week due to the rotation system.

First arena: Castle

Here's an overview of the arena, with a few important points marked.

Points of interest:
  1. Capture point
  2. Boss starting area
  3. Tank turret
  4. Tank turret detonation button
  5. Yellow houses
  6. Acid pools
  7. Yellow outpost (Also known as Outpost Kalim)
  8. Crashed spaceship
  9. Cavern
  10. Admin room
  11. Pirate cannons

    The capture point is a critical part of the game. After one minute has passed, the point unlocks, allowing the Normals to capture it. Capturing the point takes quite some time, but the process can be sped up by having multiple Normals stand on the point. The Boss needs to defend the point from capture. Should the Normals' capture attempt be successful, they will be granted 30 seconds of instant critical hits, which can be detrimental to the Boss, but a huge help to the Normals.

    The boss starting area is where the Boss will appear after selecting a class. Normals can wait near this area for the Boss to spawn, but after spawning, the Boss is granted a brief moment of invincibility to prevent them from being spawnkilled.

    The tank turret is another important device. Only the Normals can use it. Quite obviously, it fires tank shells which explode, dealing a large amount of damage and causing great knockback. The explosive damage can pierce through Kaje 2.0's armor, as well as be incredibly dangerous against Sky Captain. Additionally, most Normals spawn next to the turret or on various levels of the castle it's on. Like the Boss, Normals gain a short time of spawn protection when they choose a class.

    Obviously the turret wouldn't be balanced without a counter. That's where the detonation button comes in. When the Boss activates the button (By clicking it empty-handed or pressing E while facing it), the turret explodes, destroying it temporarily and killing/heavily damaging anything in the explosion radius.

    To the right of the turret (While facing Outpost Kalim) are three yellow houses, built near a small hill. A potential spawn for the Normals is in one of these houses. Their doors can be opened by activating them. Behind each house is a red oil canister. The Boss can activate the black lid of the canisters to set the houses ablaze, burning anything that touches them from either the inside or outside. A chest is hidden in the hill, which can be revealed by clicking the hillside in various areas to make a Triforce shape. Also, a chest is hidden slightly above the door but slightly below the roof of one of the houses.

    Two acid pools are positioned on the left and right sides of the map (While facing the admin room or Outpost Kalim). Each acid pool has three sections, two of which are mostly covered by a black grate. The middle section of the pool has no such covering. The pale green liquid is deadly to the touch, capable of instantly killing Normals and rapidly dealing heavy damage to the Boss. Bosses can be knocked into the acid by tank turret knockback, albeit with some difficulty. The two acid pools are identical.

    Next to the crashed spaceship, you can find a yellow outpost, which is occasionally referred to as Outpost Kalim. This outpost overlooks the center of the map. Much of the structure has barbed wire surrounding it, which deals minor damage to anything that touches it, regardless of what team it's on. The outpost is a fairly common hiding spot for Normals and Bosses alike. Two sniper towers are positioned near the outpost which can provide an excellent vantage point for Riflemen and Christian Brutal Snipers.

    The crashed spaceship is a green space vessel which appears to have crash-landed near the yellow outpost. It can be entered by climbing through the shattered cockpit window and activating a green part of the control panel. Inside, you won't find much, but there is a rather interesting note that can be read. Fuel is leaking out of the back of the ship, conveniently around another oil canister. The Boss can activate the lid of this one to ignite the fuel and cause the inside of the ship to explode.

    The cavern is near the boss spawn and the point. Inside, the cave is mostly empty, but there is a chest hidden inside, along with a cake. The cave's inside area is a very narrow passage which makes for a perfect killing ground for Ephialtes or Badspot's ShockWaves.

    The admin room can only be entered by admins, as you might have guessed from the name. Outside it is a red laser which deals around 200 damage on contact. The tank turret can knock bosses over the laser and quickly kill them.

    Finally, the pirate cannons are positioned on a small island to the left of the yellow outpost (While facing the point). There are two of them. They can be charged to increase their firing range. The cannonballs have nearly no blast radius and demand a direct impact to be effective, but its damage from an impact is an immense 3,200 damage. This can easily eliminate weaker bosses such as Dark Samus and Sky Captain. The cannons must be fired at to destroy them, due to lacking a detonation button. An interesting quirk with them is that if Sky Captain's homing rockets are fired too close to the pirate cannons, they will immediately seek the cannons instead of enemy players.

    Second arena: Volcano

    Here's an overview of the top level of Volcano.

    The marked area is a control panel the Boss can activate to cause the grate plates around the capture point to emit jets of fire, burning Normals that walk over them.

    Here's the bottom level.

    The turret-like device at the bottom of the image has a red panel that can be activated to fire a missile at the capture point. This can work in conjunction with the panel on the top level to make it very difficult for the Normals to capture the point for a critboost.

    Across from the "Boss missile turret" is the Normals' tank turret. It functions like it does on Castle, and there are two buttons to detonate it on either side of it.

    At the right of the image is the Boss' starting area. Normals can wait here for the Boss to spawn, but spawn protection from Castle is still in effect.

    Scattered around Volcano are green energy fields which provide cover from all attacks. Unlike other bricks, however, these energy fields can be temporarily disabled through sustained gunfire. They reactivate within seconds, however, so their downtime is fairly short.

    On the second level of the map, behind the turret, you can find a pink building. This is Volcano's admin room. The pink energy field here can survive more gunfire than the green ones, and has a black control panel beside it. Activating it causes the four cones around the map to launch fireballs in multiple directions, damaging anything they come in contact with.

    The lava that covers much of the map isn't just for show. Falling into it will result in a rapid health drain that can be highly dangerous even to Bosses. The lava damage even pierces Kaje's armor! The lava isn't quite as dangerous as Castle's acid, but it remains a threat nonetheless.
Maps [2]
Third arena: Hangar


The marked blue area is where the Normals appear after selecting a class. The Boss spawns in the hole in the wall positioned above the clock.

An interesting thing about Hangar is the numerous launch pads around the map. If a Normal steps on one, they'll be launched into the air in the direction indicated by the arrows. The Boss can't activate these, but can kill Normals that have been launched by them.

The shuttle in the center of the map can be entered, but it's a very tightly confined area, making Badspot and Ephialtes very dangerous. Additionally, there's a red control panel on the side of the shuttle that the Boss can activate to bomb the capture point.

Hangar has lots of empty space, particularly in the center. This greatly limits Badspot/Ephialtes' effectiveness, due to them relying on collision damage for kills. However, this also makes Bosses like Sky Captain and Dark Samus more effective because of the lack of cover.

Three of the large floor panels are constantly open, two of which are filled with lava. This lava is deadlier than the lava on Volcano, but weaker than the acid on Castle. However, unless you're a mobile class (like Runner, Firebug, Sky Captain, or Samus), if you fall in, you're not likely to be able to get back out and will likely die. In addition to this, dying in the lava means getting revived by the Golden Wrench will simply cause you to die right away again. This trait is shared by Castle's acid and Volcano's lava.

The third opened floor panel is filled with explosive barrels. An attack from the Boss will detonate these barrels, which can kill any Normals unfortunate enough to be trapped in the hole. Like the lava pools, less mobile classes have a hard time getting out of the hole, even when they climb on the barrels.

Fourth arena: Desert


The dark red building at the base of the image is where the Boss spawns after picking a class. The tan-colored building in the top-right corner is one of the possible Normals spawn. The area marked "5" is the entrance to the map's code room, where you can enter a code to access a hidden room. Close to it is a pirate cannon from Castle. At the map's top-left corner is the tank turret. Across from it is a structure that could be described as "ruins".

Desert is a small, open map that lacks very much cover. The slopes can be used to build speed by crouching and repeatedly jumping. Used in conjunction with Firebug's jets, this allows a player to build speed very quickly. The map was made by Redconer and Kalim.

Normals typically spawn in or near the tan-colored building, but they can also spawn a good distance from it. The Boss' spawn, however, is always in the dark red building beneath the clock. Cacti litter the map, though they are harmless. In fact, they can save you from fall damage!

The tank turret is notably weaker on this map than on the others, due to two black walls that function as cover being quite close to the turret. Additionally, the detonation buttons are right behind both walls.

The "ruins" structure across from the tank turret can function as a good vantage point for Riflemen or a Christian Brutal Sniper, due to being fairly far from combat while still providing a nice view of the whole map.

The ruined building near the capture point contains a red panel that can be activated to cause much of the point to disappear, dropping anything that was standing on it into a pit that instantly kills anything, including the Boss. Use caution when activating the point trap.
Standard class: Horse
HP: 150
Speed: Very fast
Weapons: None
Abilities: Can be mounted by players, higher jump

Horse is a joke class. It spawns you with no weapons and very high speed. However, teammates can mount a horse to gain its riding speed. This makes Horse quite a useful support class if used well.

Mobility is Horse's greatest aspect. It can cross the map much faster than other classes can, and has as much HP as Rocketman. The best way to use it is to allow teammates to ride on top of you to gain a great mobility advantage. This will especially benefit Overweights and other slow classes.

Horse has no weapons of its own.

In short: Horse can't deal damage but moves fast and can help teammates.

Tips:
Mobility is your best friend. Exploit your speed and high jump to their fullest..
You have no weapons. Make sure your teammates are capable of dealing damage on their own.
Horse can never deal damage.
Standard class: Firebug
HP: 100
Speed: Average
Weapons: TF2 Flamethrower, Shotgun
Abilities: Limited-fuel jets

Primary: TF2 Flamethrower
Damage: High
Range: Short
Accuracy: High
Fire rate: Continuous
Special:
Alt-fire for an airblast that knocks targets back

Secondary: Shotgun
Damage: Moderate
Range: Medium
Accuracy: Moderate-low
Fire rate: Slow
Special:
Minor knockback on target and shooter

Firebug is a close-range powerhouse with minor ranged capabilities thanks to its shotgun. Its speed is nothing to write home about, but its jets give it greater mobility than most other classes. While the jets have limited fuel, they recharge fairly quickly and can increase speed by crouching and jumping, even when out of fuel! Unfortunately, jetting haas a tendency to activate a weapon's alternate fire, but holding the shotgun while jetting prevents this issue.

Your optimal range as Firebug is up close. Your flamethrower's damage per second is high and can easily burn through the Boss' HP bar (no pun intended). Use your jets to avoid attacks while dealing major damage at close range. If it's dangerous to get too close, your shotgun can provide a ranged backup weapon that proves superior to Runner's Force-A-Nature.

Firebug's flamethrower's range is limited, so ranged combat isn't an option with it. Up close, however, its damage-dealing capabilities are comparable to that of Overweight's minigun. Additionally, it pierces Kaje's armor in addition to dealing additional damage to it, making it one of the best weapons to use against Kaje. The flamethrower's airblast's usefulness is low, but it can knock the boss into a hazard.

The shotgun Firebug wields is the same as the one used by Rocketman and Overweight. Medium range, good firepower, and minor knockback. The shotgun can be especially helpful for Firebug due to its knockback on the shooter. Combining this with jets can give Firebug some of the greatest maneuverability on the server.

In short: Firebug is a close range bruiser with high mobility.

Tips:
Hold your shotgun while jetting great distances to avoid accidentally activating the airblast or Golden Wrench group heal.
The airblast deactivates your flamethrower for a brief moment. Use it sparingly.
Firebugs work well in packs.
Firebugs are still easily killed by lava. Just because you use fire doesn't mean you're immune to it.
Standard class: Rocketman
HP: 150
Speed: Slow
Weapons: Halo RL, Shotgun
Abilities: Rocket jumping

Primary: Halo RL
Damage: High
Range: Medium
Accuracy: High
Fire rate: Moderate
Special:
Causes knockback
Deals damage in a small radius

Secondary: Shotgun
Damage: Moderate
Range: Medium
Accuracy: Moderate-low
Fire rate: Slow
Special:
Causes knockback on target and shooter

Rocketman is fairly slow, but powerful. Its rocket launcher can flush the Boss out of cover and deal damage, while providing additional mobility in the form of rocket jumping. Its shotgun can provide a close-range backup weapon where using the RL could cause self damage. Movement speed is unimpressive, but rocket jumping can provide a boost needed to escape or reach a higher vantage point.

A good way to use Rocketman is to fire upon the boss with rockets, rocket jumping away when the Boss comes close. If you're under a roof/overhang and can't rocket jump safely, the shotgun will allow you to deal damage without killing yourself with explosions. Using your explosives to knock the Boss into hazards and away from important players can help as well.

Your Halo RL deals high damage and causes knockback, making it a decent weapon. Its projectiles are rather slow and easy to dodge at long range, however, so don't expect much from across the map. Its knockback allows rocket jumping, and can save you from fall damage if you time a shot right. Rocket jumping can also damage the Boss if he's close to you and happens to be in the wrong place.

In short: Rocketman moves slow but deals decent damage and can survive longer with rocket jumping.

Tips:
Use your RL's knockback to keep the Boss away from friendly Healers and the Golden Wrench carrier.
RL knockback can push the Boss into hazards.
Combine your shotgun with your RL to get slightly higher from your rocket jumps.
Standard class: Detonator
HP: 150
Speed: Average
Weapons: Faecpwner, Stickybomb Launcher
Abilities: Sticky jumping

Primary: Faecpwner
Damage: High
Range: Short
Accuracy: Moderate
Fire rate: Very slow
Special:
Fires multiple explosive munitions simultaneously
Projectiles do not detonate upon impact with an enemy
Projectiles bounce off of surfaces

Secondary: Stickybomb Launcher
Damage: High
Range: Short
Accuracy: High
Fire rate: Moderate
Special:
Alt fire to detonate stickybombs
Can have up to eight stickybombs deployed simultaneously
Every stickybomb deployed after the eighth detonates the oldest stickybomb

Detonator is a specialty class that wields only explosive weapons. Its damage dealing capabilities are great, but its evasiveness is low. Its primary method of escape is sticky jumping, but the stickybombs' high damage makes this dangerous if not done properly. Detonating stickies near the edge of the blast radius is the ideal way to avoid self damage.

Detonator is very good at locking down areas by deploying a set of indestructible stickybombs. These stickybombs are very powerful and cause knockback, which can make them very deadly in large quantities. Additionally, these explosions pierce Kaje's armor as well as walls! This means that taking cover won't save the Boss from your explosive onslaught.

Your main weapon is the Faecpwner. It fires multiple explosive munitions on a timed fuse that bounce off of surfaces, players, and the Boss. Unfortunately, this timed fuse greatly limits your weapon's range and denies you the ability to deal massive damage from a direct impact. You can ricochet these projectiles off of any surface to hit the Boss, even if the surface is a teammate.

The Stickybomb Launcher fires high-powered explosives in an arc that stick to any surface, but bounce off of players. Holding down the fire button will charge the shot, making your stickybomb travel a farther distance before hitting the ground. These grenades must be detonated manually by activating the weapon's alt fire. They can be used for sticky jumping, but doing so without being at the edge of the blast radius is likely to kill you despite your higher-than-average HP.

In short: Detonator blows things up while sticky jumping away when things go wrong.

Tips:
Your Faecpwner shots can ricochet off a wall and back in your direction. Use caution in tight areas.
Faecpwner shots can ricochet off of multiple surfaces. Use this to your advantage.
Don't try to explosive jump with the Faecpwner. This will never end well.
Standard class: Overweight
HP: 200
Speed: Very slow
Weapons: TF2 Minigun, Shotgun
Abilities: Increased fall damage vulnerability, delay between jumps

Primary: TF2 Minigun
Damage: Moderate
Range: Short
Accuracy: Very low
Fire rate: Very fast
Special:
Must spin up for a second before firing

Secondary: Shotgun
Damage: Moderate
Range: Medium
Accuracy: Moderate-low
Fire rate: Slow
Special:
Minor knockback on target and shooter

Overweight is very slow, but very powerful. It has the highest HP out of all of the standard classes, as well as one of the most powerful weapons. Its effective range is short, but within close range, the Boss' HP bar will rapidly degrade under sustained minigun fire. Unfortunately, this firepower comes at the cost of being more vulnerable to falling damage, with you taking damage from fairly short falls. Additionally, there is a delay of about two seconds between your jumps.

Your primary focus as Overweight should be to fire as many bullets as possible at the Boss at a fairly close range. Don't get too close, though, as you'll be an easy target due to your low speed and infrequent jumps. However, combining jumping and crouching can make you a harder target to hit. Your shotgun likely will only be used to give you a slight mobility boost because your minigun is much more powerful.

Overweight's TF2 Minigun is a fast-firing, hard-hitting weapon with low accuracy and very short effective range. At a distance, the minigun will barely qualify as cherry tapping due to your near inability to hit the Boss. At close range, however, your firepower is unmatched by any other ranged weapon short of Juggernaut's autocannon. It has a delay between the time when you hold down the fire button and when the bullets begin to fly, but once you're shooting, you're rapidly drilling into the Boss' HP reserves.

In short: Overweight is a mighty glacier that becomes worthless at long range.

Tips:
Healers are likely to heal Overweights due to their damage-dealing capabilities.
Your shotgun is a better ranged weapon than your minigun.
Your minigun receives quite possible the most benefit from the critboost obtained by capturing the point. Use this to its fullest.
Your minigun is weak against Kaje's armor, but quite powerful once it's been destroyed.
Standard class: Constructor
HP: 120
Speed: Fast
Weapons: Toolkit - Rocket, Welder, Controller
Abilities: None

Primary: Toolkit - Rocket
Damage: Moderate-high
Range: Medium
Accuracy: Moderate
Fire rate: Slow
Special:
Deployed sentries have 150 HP

Secondary: Welder
Damage: None
Range: Very short
Accuracy: Very high
Fire rate: Fast
Special:
Upgrades and repairs sentry guns

Secondary #2: Controller
Damage: None
Range: Infinite
Accuracy: Very high
Fire rate: Fast
Special:
Gives manual control of deployed sentry guns

While Constructor has no weapons capable of directly dealing damage, it has the ability to deploy automated rocket sentry turrets. These sentries are immobile and have limited detection range, but their rockets are quite powerful and pierce bricks, like other explosives. This sentry can be upgraded to increase its effectiveness. While it has an infinite supply of sentries, only one can be active at a time. Deploying a new one will destroy the currently active sentry and replace it.

It's best to set up a sentry in an area small enough to be mostly (or entirely) in its detection range to maximize its effectiveness. If the Boss leaves your sentry's detection range, your Controller will allow you to manually fire upon the Boss at any distance. This is also the ideal way to use your sentry in general, as their automated targeting is mediocre. If the Boss targets you, you can deploy sentries on the move to distract him for a brief moment while you escape.

Each sentry gun you deploy will have 150 HP and the ability to be upgraded to level 3. Upgrading doesn't affect a sentry's HP at all, but it does increase its damage output. Immediately after you deploy a sentry, it will be unable to fire for a brief moment, conveniently enough time to upgrade it one level. Unfortunately, wherever you place a sentry is where it will remain until it gets destroyed. You can deploy a new sentry in another area, but doing so will destroy the old sentry.

Your welder and controller are only useful when used in conjunction with sentries. The welder repairs and upgrades sentries, while the controller gives you manual control over your sentry.

In short: Constructor is an indirectly damaging class good for locking down areas.

Tips:
Don't take control of your sentry when you're close to it. You can't move while controlling them, so hide in an area fairly distanced from your sentry.
Never stand in front of your sentry while it's firing. It can and will kill you.
Your sentry remains after you die. Therefor, it is possible to damage and even kill the Boss while you're dead!
Standard class: Rifleman
HP: 90
Speed: Average
Weapons: Old School Rifle, TF2 SMG
Abilities: None

Primary: Old School Rifle
Damage: High
Range: Very long
Accuracy: Very high
Fire rate: Very slow
Special:
Alt fire to scope in, increasing damage dealt and causing bullets to hit instantly
Headshots deal extra damage

Secondary: TF2 SMG
Damage: Low
Range: Short
Accuracy: Moderate-low
Fire rate: Moderate
Special:
Reloads after firing long enough

Rifleman is a long-ranged class designed to chip away at the Boss' HP with high-powered shots from a sniper rifle, defending itself with an SMG at close range. HP is slightly lower than average, but at the distances you'll be engaging the Boss, this likely won't matter. However, if you end up in close range, you're not likely to survive due to Rifleman's average movement speed and slightly reduced HP.

Obviously, the best way to use Rifleman is to distance yourself from the Boss as much as possible and fire upon him with scoped shots. Headshots deal additional damage, but typically aren't worth aiming for specifically. While scoped shots hit instantly, you still must lead your target to compensate for their momentum. Your SMG is very weak and should only be used as a last resort. Typically, unscoped rifle shots are more effective.

Rifleman's Old School Rifle is a slow-firing, hard-hitting weapon that is most effective at long range. By default, it's a raycasting weapon (bullets are visible and have a travel time). By activating the scope, the weapon gains a damage increase and becomes hitscan (bullets hit instantly). However, its slow fire rate can doom you in close proximity. Additionally, there is a brief downtime after scoping to prevent quickscoping.

Your SMG is a fairly weak weapon, but is by no means unusable. It makes for a good backup weapon at distances where the Boss can kill you in seconds, allowing you to deal additional damage before you are likely killed due to being at such close range with such a long-ranged class. If you're not at point blank range, though, unscoped shots are more effective than your SMG.

In short: Rifleman is best used at long range to drain the Boss' HP with scoped shots.

Tips:
Due to only using bullet weapons that are either slow-firing or low damage, Rifleman is probably the worst class to use against Kaje 2.0.
Unless you're accurate, you're not dealing much damage.
Intentionally getting close to the Boss is suicide.
You move much slower when scoped. Either fire unscoped or use your SMG if you need to get away.
Standard class: Healer
HP: 100
Speed: Fast
Weapons: Blutsauger, TF2 Medigun, Ubersaw
Abilities: None

Primary: Blutsauger
Damage: Very low
Range: Medium
Accuracy: Moderate
Fire rate: Moderate
Special:
Hitting an enemy heals the shooter
Projectiles are affected by gravity

Secondary: TF2 Medigun
Damage: None
Range: Short
Accuracy: Very high
Fire rate: Continuous
Special:
Cannot be used on enemies
Heals target
Builds Ubercharge through healing
When at 100% Ubercharge, alt fire to become provide invincibility for yourself and heal target for a brief period of time

Melee: Ubersaw
Damage: Low
Range: Very short
Accuracy: High
Fire rate: Slow
Special:
Builds 25% Ubercharge upon a successful hit
Uberstabs are announced server-wide as "[name] UBERSTABBED [Boss name]!"

Healer is a support class whose main purpose is to keep teammates in the fight. While it has offensive capabilities, its weapons are puny at best, but its survival capabilities are boosted somewhat by its ability to leech health off of the Boss. As such, the class' main feature is healing allies.

The ideal way to use Healer is to simply stick close to teammates and heal them, constantly switching heal targets. Not only will this keep more of your teammates active, it will build Ubercharge faster than pocketing a specific player. If there are no nearby teammates and the Boss is targeting you, your Blutsauger will keep you alive while dealing minor damage. If possible, Uberstabs will build Ubercharge.

Healer's Blutsauger is a weak weapon with projectiles that travel in an arc, but its redeeming aspect is its ability to restore health to the shooter upon a hit. This makes it a more effective self-defense weapon, but its usefulness is limited if the Boss can't hit you or you have full health.

The TF2 Medigun will see the most use out of Healer's weapons, despite not being a weapon at all. It heals teammates at a moderately fast rate, as well as building Ubercharge. When an Ubercharge is ready, alt fire will make you and your heal target immune to all forms of damage for a few seconds.

Healer is the only standard class other than Infiltrator to possess a melee weapon. The Ubersaw is a low-damage, slow-attacking weapon, but it adds 25% to your Ubercharge for every successful hit. This can allow you to build an Uber very quickly on Bosses such as Kaje during armor downtime.

In short: Healer keeps teammates alive while defending itself when necessary.

Tips:
Heal other Healers. While Healers are healed slower, they are still healed and build Ubercharge no slower than other classes.
Healers are high-priority targets for the Boss. Don't be surprised if you're being attacked mercilessly as a Healer.
Your Medigun can heal through walls. Use this to your advantage to avoid being seen.
Overhealed allies emit unique particles which the Boss can use to become aware of a Healer's presence.
Standard class: Infiltrator
HP: 80
Speed: Very fast
Weapons: TF2 Butterfly Knife, Sixshooter
Abilities: None

Primary: Sixshooter
Damage: Moderate
Range: Medium
Accuracy: High
Fire rate: Moderate-fast
Special:
Reloads every six shots fired
Double tap Q to manually reload

Melee: TF2 Butterfly Knife
Damage: Very low
Range: Very short
Accuracy: Moderate
Fire rate: Slow
Special:
Hitting an enemy in the back performs a devastating backstab that is usually an instant kill
Backstabs are announced server-wide as "[name] BACKSTABBED [Boss name]!"

Infiltrator's direct offensive capabilities are weak, but the class remains very useful for its ability to instantly kill the Boss simply for getting behind him and remaining unseen. Unfortunately, such an act requires the ability to safely get within melee range and time to execute the killing move.

A good strategy is to use your sixshooter while you approach the Boss, then, when he isn't looking, draw the butterfly knife, get behind him, and backstab him. The damage of a backstab is greater than any other weapon wielded by Normals, and therefor is capable of instantly killing most Bosses.

Infiltrator's sixshooter is weaker than other weapons, but remains a formidable ranged weapon nonetheless. However, its damage is rather low for its fire rate and its reload is fairly lengthy. Additionally, manual reloads can only be performed by double-tapping Q to put away the weapon and re-equip it.

The TF2 Butterfly Knife is a very weak weapon if its hits aren't backstabs. Its attack speed is slow, as well, so don't expect much from a hit to the front. However, backstabs are immensely powerful, typically dealing well over 10,000 damage. Unfortunately, there is a short delay between the attack and the acrual backstab.

In short: Infiltrator is pathetic up front but can kill the Boss in less than a second from behind.

Tips:
Try to disappear among a crowd of teammates.
Stay behind walls to avoid being seen.
Never use your knife unless you're trying to get a backstab. Its damage is comically low.
Miniboss: Samus
HP: 150
Speed: Fast
Weapons: PowerBeam
Abilities: Double jump, very high jumps
Price: 8,000 points

Primary: PowerBeam
Damage Low
Range: Medium
Accuracy: High
Fire rate: Moderate-high
Special:
Alt fire to fire a slightly stronger missile
Hold fire to charge a shot that deals additional damage
Alt fire with a shot charged to fire a devastating super missile

Samus is a miniboss variant of Runner. While her speed is noticably lower than Runner's, her HP is much higher and her weapon is far superior to the Force-A-Nature. These aspects combined make for a powerful miniboss that can kill the Boss quickly under the right circumstances.

Super missiles will be your primary method of offense as Samus. Their very powerful 500 damage can drain away the Boss' HP very quickly, but their cooldown time is very long. As such, it's best to pepper your target with normal shots before readying a super missile, using your speed and double jump to evade attacks. In the event you take a hit, your 150 HP will help you survive.

The PowerBeam's direct damage is low, but its fire rate is decent. Holding down the fire button fires three shots and charges a fourth one, so unleashing more standard shots requires burst firing. Alt fire launches a missile, but they aren't very effective, so it's best to ignore them. Charging a shot and alt firing launches a super missile.

In short: Samus moves fast and hits hard, while taking more hits than an Overweight.

Tips:
Double jumping briefly reduces your HP to 10% of your current amount. This can result in death if you're being shot by Dark Samus' Phazon Scattershot.
Like with Runner, your double jump can allow you to survive falls. Unfortunately, your weapon doesn't knock you back.
Super missiles can heavily damage you if used at point blank range.
Miniboss: Dragon
A fallen Dragon (player name: Telophorus)

HP: 300
Speed: Fast
Weapons: D - Fireball, D - Firebreath, D - Firebarrage, unnamed dragon claw weapon
Abilities: Limited "mana"
Price: 800 points

Primary: D - Fireball
Damage: Moderate
Range: Medium
Accuracy: High
Fire rate: Slow
Special:
Low "mana" cost

Secondary #1: D - Firebreath
Damage: Low
Range: Short
Accuracy: Moderate
Fire rate: Fast
Special:
Low "mana" cost

Secondary #2: D - Firebarrage
Damage: High
Range: Short
Accuracy: Low
Fire rate: Very slow
Special:
Fires three projectiles simultaneously
High "mana" cost

Melee: Dragon claws
Damage: Low
Range: Short
Accuracy: Moderate
Fire rate: Moderate
Special:
None

Dragon is essentially Firebug's miniboss variant. While its HP is higher that Firebug and it moves faster, it lacks jets or flight, its weapons are fairly weak, and it is a very large target compared to other classes. However, if used well, Dragon can be very effective in combat and can even protect others with its large size, particularly if supported by a Healer.

Sneak up to the Boss, using the secenery as cover to approach him, then attack with your Firebreath or Firebarrage, switching to your dragon claws when the blue meter (essentially mana) runs out. If the Boss turns on you, run away using your increased movement speed, taking cover behind larger objects if necessary.

The Fireball is a decent weapon overall. Its fire rate is slow and its damage is nothing outstanding, but its low mana cost and good range make up for this. It also applies a burn to the target, which simply turns them entirely black and makes them emit smoke particles. This can be used as an indicator of a successful hit. This train is shared with Firebug's flamethrower.

Firebreath is similar to the flamethrower, but with less range and higher damage per second. Its mana cost is low, but sustained use can quickly leave you tapped out and swinging at the Boss with your claws.

Firebarrage is high powered, but drains a massive amount of mana. Additionally, it isn't very good at long range. Use it sparingly.

Dragon's claws can be used as a melee weapon. Their damage is low, but they can do well through continued hits.

In short: Dragon is a high-risk, high-reward miniboss.

Tips:
Multiple Dragons can be selected in a single round unlike other minibosses.
You can't blend into a crowd as Dragon.
This particular type of dragon lacks wings. As such, it's less mobile than Firebug.
Miniboss: Master Chief
HP: 250
Speed: Very fast
Weapons: Halo RL, Halo Energy Sword
Abilities: Rocket jumping
Price: 6,000 points

Primary: Halo RL
Damage: High
Range: Medium
Accuracy: High
Fire rate: Moderate
Special:
Causes knockback
Deals damage in a small radius

Melee: Halo Energy Sword
Damage: Low
Range: Very short
Accuracy: Moderate
Fire rate: Slow
Special:
Hold down fire button to charge
Fully charged hits are stronger than the Golden Wrench
Has a delay between firing and the hit
Fully charged swordstabs are announced server-wide as "[name] SWORDSTABBED [Boss name]!"

Master Chief is similar to Rocketman, but much stronger. He moves much faster (movement speed is comparable to a Runner!) and possesses the Energy Sword, a weapon capable of dealing more damage than the Golden Wrench. His rocket launcher is no stronger than a Rocketman's, however, so don't expect it to perform any better.

A good way to use Master Chief is to soften up the Boss with a few rockets, and when his guard is down (or in the case of Kaje, his armor is down), equip the Energy Sword and go for a fully charged swordstab. If the Boss is using a lower HP class (such as Sky Captain or Dark Samus), this swordstab will likely kill him.

Master Chief's Eenrgy Sword has short range due to being a melee weapon, and without a charge, its damage is negligible. In addition, its attack rate is slow, and there is a brief delay between the attack and the hit. This can be enough to cause you to miss your valuable swordstab.

In short: Master Chief is an upgraded Rocketman with a deadly melee weapon.

Tips:
Going specifically for swordstabs may result in your death due to havling limited attack range.
Like Rocketman, self damage is possible. Try not to use your RL at point blank range.
Swordstabs aren't affected by the critboost provided by capturing the point.
Miniboss: Juggernaut
HP: 350
Speed: Slow
Weapons: Autocannon, TF2 Minigun
Abilities: None
Price: 11,000 points

Primary: Autocannon
Damage: High
Range: Long
Accuracy: Moderate-high
Fire rate: Moderate-fast
Special:
Minor splash damage
Can injure the shooter at close range

Secondary: TF2 Minigun
Damage: Moderate
Range: Short
Accuracy: Very low
Fire rate: Very fast
Special:
Must spin up for a second before firing

Despite being the slowest miniboss, Juggernaut's firepower is unparalleled. Boasting quite possibly the strongest ranged weapon available and the highest HP out of all classes and minibosses available to Normals, it is truely a force to be reckoned with.

Due to being the most expensive miniboss, Juggernaut is best reserved for use against highly skilled players using a powerful class. Fire upon the boss with your Autocannon, switching to your minigun at close range to prevent accidentally draining your own HP. Remember that despite your massive HP, your movement speed (which is only slightly slower than average) may get you in trouble if you're forced to engage the Boss up close and personal.

Juggernaut's most powerful feature is its Autocannon. With its high damage, long effective range, good accuracy, and moderately quick firing speed coupled with its small splash radius, the weapon will become a detriment to virtually any Boss. Where it really shines, however, is against Kaje 2.0. Being an explosive weapon, its shots will pierce Kaje's armor and deal additional damage ot it, making Juggernaut Kaje's greatest enemy.

In short: Juggernaut is a mighty glacier with unmatched firepower with a hefty price tag.

Tips:
Your Autocannon's splash damage will allow you to damage the Boss through thin surfaces.
Juggernaut moves only sightly faster than Overweight, greatly reducing mobility compared to other minibosses.
Despite your deep HP bar, you aren't invincible. Strong Boss weapons (like Sky Captain's minigun or Kaje's burst cannon) can still kill you quickly, albeit much slower than other classes.
Miniboss: Vagineer
HP: 200
Speed: Very fast
Weapons: Toolkit - MG, Toolkit - Rocket, Welder, Controller
Abilities: None
Price: 4,000 points

Primary #2: Toolkit - MG
Damage: Moderate-low
Range: Medium
Accuracy: Medium
Fire rate: Fast
Special:
Deployed sentries have 150 HP

Primary #1: Toolkit - Rocket
Damage: Moderate-high
Range: Medium
Accuracy: Moderate
Fire rate: Slow
Special:
Deployed sentries have 150 HP

Secondary: Welder
Damage: None
Range: Very short
Accuracy: Very high
Fire rate: Fast
Special:
Upgrades and repairs sentry guns

Secondary #2: Controller
Damage: None
Range: Infinite
Accuracy: Very high
Fire rate: Fast
Special:
Gives manual control of deployed sentry guns

Vagineer is Constructor's faster, deadlier counterpart. It has all the features of Constructor, but also has much more HP, higher speed, and access to the machine gun sentry. However, it lacks weapons capable of directly damaging, like its standard version. Vagineer's sentries are also temporarily deactivated when deployed and activate within the time it takes to upgrade it one level.

Similar to the Constructor strategy, deploy an MG sentry in an area it can almost (or completely) scan, take cover in an area fairly distanced from your sentry, and use your Controller to fire upon the Boss whenever he comes into view. Don't be afraid of missing with your MG sentry, as its fire rate is very high when fully upgraded. If using Vagineer against Kaje, start off with a rocket sentry to weaken the Boss' armor.

Vagineer's MG sentry is weak at level 1, but highly effective at level 3, where its fire rate is comparable to that of Overweight's minigun, though still not as fast. Its damage per bullet isn't anything that'll decimate Bosses (except maybe Dark Samus or Sky Captain at low playercounts), but is by no means negligible. Sustained fire can become very deadly if the Boss is unable to eliminate your sentry.

In short: Vagineer is a Constructor with an MG sentry and improved stats.

Tips:
Don't stand in front of your MG sentry. This will end just as badly as standing in front of a rocket sentry.
Like Constructor, your sentries remain after death.
Vagineer cannot deploy two sentries.
Miniboss: Christian Brutal Sniper
HP: 250
Speed: Very fast
Weapons: Brutal Rifle, TF2 SMG
Abilities: None
Price: 3,000 ponits

Primary: Brutal Rifle
Damage: High
Range: Very long
Accuracy: Very high
Fire rate: Slow
Special:
Alt fire to scope in, increasing damage dealt and causing bullets to hit instantly
Headshots deal extra damage
Every few shots has an extended delay between shots

Secondary: TF2 SMG
Damage: Low
Range: Short
Accuracy: Moderate-low
Fire rate: Moderate
Special:
Reloads after firing long enough

Christian Brutal Sniper is Rifleman's miniboss variant. He possesses the same weapons as Rifleman, but his sniper rifle shoots much faster than Rifleman's. However, it occasionally has a delay between each shot that is identical to the OSR wielded by Rifleman.

Like Rifleman, a good CBS strategy is to position yourself far away from the Boss and fire upon him with your Brutal Rifle, unscoping and running away when he draws near. Fortunately, your rifle's increased fire rate will provide slightly more room for error if your shots miss.

CBS' Brutal Rifle functions identically to Rifleman's OSR, but has a faster fire rate.

In short: Christian Brutal Sniper is a Rifleman with better stats and a faster firing rifle.

Tips:
Brutal Rifle bullets don't hit faster than OSR bullers.
Despite being intended to "reload" after four shots, the Brutal Rifle's extended delay betwee shots seems to randomize.
CBS' scoped movement speed is identical to Rifleman's scoped movement speed.
Miniboss: Doctor Oktoberfest
HP: 200
Speed: Very fast
Weapons: TF2 Medigun, Ubersaw
Abilities: None
Cost: 2,500 points

Primary: TF2 Medigun
Damage: None
Range: Short
Accuracy: Very high
Fire rate: Continuous
Special:
Cannot be used on enemies
Heals target
Builds Ubercharge through healing
When at 100% Ubercharge, alt fire to become provide invincibility for yourself and heal target for a brief period of time

Melee: Ubersaw
Damage: Low
Range: Very short
Accuracy: High
Fire rate: Slow
Special:
Builds 25% Ubercharge upon a successful hit
Uberstabs are announced server-wide as "[name] UBERSTABBED [Boss name]!"

Doctor Oktoberfest is Healer's miniboss counterpart. He functions much like a Healer with more HP and higher movement speed, but lacks a Blutsauger, greatly reducing your already weak offensive capabilities.

Healer's strategy is tranferable to Oktoberfest. Heal allies and build Ubercharge, occasionally striking the boss with your Ubersaw to increase Ubercharge even more. Self healing with the Blutsauger is no longer an option, so your only method of recovering lost HP as Oktoberfest is to be healed by another Healer.

Oktoberfest's weapons are identical to Healer's.

In short: Doctor Oktoberfest is a Healer that trades in the Blutsauger for much higher speed and extra HP.

Tips:
Oktoberfest is healed by Healers very slowly.
Your Medigun cannot heal any faster than Healer's Medigun. Additionally, it builds Ubercharge at the same rate.
Due to their ability to easily keep allies alive, Oktoberfests are generally targeted by the Boss early.
Miniboss: Gentlespy
HP: 150
Speed: Very fast
Weapons: Dual Sixshooters, Cloak and Dagger, TF2 Butterfly Knife
Abilities: None
Price: 3,000 points

Primary: Dual Sixshooters
Damage: Moderate
Range: Medium
Accuracy: High
Fire rate: Fast
Special:
Each revolver reloads after firing six shots
Revolver reloads are calculated for each individual revolver
Double tap Q to manually reload

Secondary: Cloak and Dagger
Damage: Very high
Range: Very short
Accuracy: Moderate
Fire rate: Very slow
Special:
Turns user invisible while held
Cloak drains according to movement
Standing still while cloaked recharges cloak
Fire weapon while cloaked to perform a devastating cloakstab
Cloakstabs are announced server-wide as "[name] CLOAKSTABBED [Boss name]!"

Melee: TF2 Butterfly Knife
Damage: Very low
Range: Very short
Accuracy: Moderate
Fire rate: Slow
Special:
Hitting an enemy in the back performs a devastating backstab that is usually an instant kill
Backstabs are announced server-wide as "[name] BACKSTABBED [Boss name]!"

Gentlespy is the miniboss version of Infiltrator. Boasting higher speed, nearly double HP, a stronger weapon, and the ability to turn invisible, Gentlespy is easily considered a straight upgrade over Infiltrator.

Infiltrator's strategy can be used with Gentlespy as well, but due to your dual sixshooters' increased output, your backstab is more likely to kill the Boss, if only slightly.

Gentlespy's Dual Sixshooters are essentially Infiltrator's sixshooter with a companion. Its stats remain the same, but every time the trigger is pulled, two shots are fired, one from each revolver. The weapons still reload after firing six shots, but a revolver will only reload after that particular one has fired six times. Therefor, it's possible for one revolver to reload while the other is still firing.

In short: Gentlespy is an Infiltrator with another revolver and invisibility.

Tips:
Use your Cloak and Dagger to dodge the Boss when you get targeted.
You can still hold the Cloak and Dagger while its cloak energy is empty, but you will appear as a transparent yellow player.
Your knife and hand are visible while cloakstabbing.
Boss: Badspot
Badspot flying in the air after a ShockWave jump (player: pupster3000)

HP: Very high
Speed: Average
Weapons: ShockWave, Destructo Wand
Abilities: ShockWave jumping

Primary: ShockWave
Damage: Low
Range: Very short
Accuracy: Moderate
Fire rate: Moderate-slow
Special:
Launches targets back at a very high velocity
Reflects fire and explosives
Stops bullets mid-flight

Melee: Destructo Wand
Damage: Very high
Range: Very short
Accuracy: Moderate
Fire rate: Fast
Special:
None

Named after the creator of Blockland, the Badspot Boss is very resistant to damage thanks fo having the highest HP out of all Bosses. He also possesses a very powerful melee weapon (it can kill fully overhealed Juggernauts in a single hit!) and a ShockWave to use as a locomotion tool and defensive utility as well as a short-ranged weapon that kills with velocity.

Badspot plays well when the ShockWave is primarily used for ShockWave jumping to cover large distances quickly, closing in on players and instantly ending their life with a hit from the Destructo Wand. For players too difficult to force into melee range, the ShockWave can be used to send them flying into a wall, dying on impact.

Badspot's ShockWave deals low direct damage, but instantly kills most standard classes if they impact a surface. Easier targets for the ShockWave are less mobile classes, such as Overweight, Constructor, and Infiltrator. Classes like Firebug and especially Runner and more difficult due to them having jets and a double jump, respectively. It can also be used to launch yourself long distances and even reflect explosives and fire back at the shooter! Bullets can be affected, too, but they're only stopped mid-flight rather than reflected.

The Destructo Wand is the strongest Boss weapon available in terms of sheer damage. It deals a whopping 1,000 damage, enabling it to instantly kill fully overhealed Juggernauts (overhealed Jugs have 525 HP)! This can bring a swift end to even the greatest threats all because they came within melee distance.

In short: Badspot is a damage sponge with an instant-kill melee weapon.

Tips:
Look behind yourself frequently. Your low speed makes you easy prey for Infiltrators and Gentlespies.
The Destructo Wand makes a loud, unique noise when equipped. Be wary of this when stealth-killing Normals from behind.
The ShockWave works best in enclosed areas, such as the hallways on Hangar and the cave on Castle.
Boss: Ephialtes
Ephialtes on Castle (Ephialtes: Marios. Runner: Blockhead87016)

HP: Medium
Speed: Very fast
Weapons: ShockWave
Abilities: ShockWave jumping

Primary: ShockWave
Damage: Low
Range: Very short
Accuracy: Moderate
Fire rate: Moderate-slow
Special:
Launches targets back at a very high velocity
Reflects fire and explosives
Stops bullets mid-flight

The Ephialtes Boss is named after a beta tester for Blockland (he also created the shotgun add-on that is used by Firebug, Rocketman, and Overweight). The class functions like a version of Badspot that lacks the Destructo Wand and has less HP, but moves much faster. This allows for unparalleled mobility compared to other Bosses, even greater than Sky Captain (who has limited jets) and William (who has a super jump).

Use Ephi like Badspot without the D-wand. Because your only weapon is the ShockWave, keep the conflict in tight areas and near walls. Direct damage can kill Normals, but this won't happen often due to its low damage. Impact damage will be your primary method of attack.

Ephiatles' ShockWave functions identically to Badspot's.

In short: Ephialtes weaponizes velocity while moving quickly to get close.

Tips:
ShockWave jumping is still possible. Don't be afraid to retreat if you get swarmed.
Sentries are nearly immune to knockback, making them particularly troublesome to destroy, especiall if they're MG sentries.
Dragons are also difficult to kill due to their knockback resistance.
Boss: Rotondo
Rotondo bouncing about (player: YOMADMAN)

HP: High
Speed: Very high
Weapons: None (attacks by hitting the fire button to punch)
Abilities: Alt fire to perform a shockwave attack

Primary: Punch
Damage: High
Range: Short
Accuracy: Moderate
Fire rate: Moderate
Special:
Causes slight knockback

Secondary: Shockwave attack
Damage: Low
Range: Medium
Accuracy: High
Fire rate: Very slow
Special:
Launches targets into the air

Rotondo is a beta tester for Blockand, as well as the creator of the add-on "gamemode_zombie". This is why he is represented as a zombie tank as a Boss. The class is very fast and melee-oriented, but has a short-ranged shockwave attack for damaging Normals too far away to punch.

Ideally, you'll want to charge up to your target, moving in erratic patterns to dodge their gunfire, then punching them until they die. If they keep getting too far away to hit with a punch, use your shockwave attack to slightly damage them and kill them if a ceiling is above them. Runners are slightly more dangerous against you due to your large hitbox size, but are still negligible.

Rotondo's punch attack deals 100 damage, making it capable of killing any standard class except for Rocketman, Detonator, Constructor, and Overweight in a single hit. Additionally, its maximum range is fairly long for being a melee attack, increasing its usability.

The shockwave deals low damage to whatever it hits, but also launches them into the air. If they impact a ceiling, they will take impact damage. If there isn't a ceiling, the height the victims get launched is enough to force an Overweight to take fall damage, which can be fatal if they've been punched before impacting. After use, the shockwave must enter a cooldown time of about 15 seconds.

In short: Rotondo is a melee berserker with a shockwave to launch people into the air.

Tips:
Your shockwave forces you to stand still. Be mindful of this when a high-powered miniboss is on the field.
Punching launches a short-ranged invisible projectile. Use this to help you aim.
You must use the shockwave on flat ground.
Boss: Kaje 2.0
Kaje standing victorious, holding Railguns (player: Blockster1337, myself)

HP: Medium
Speed: Fast
Weapons: Cyclic Ion Blaster, Burst Cannon, Tau Flamer, Plasma Rifle, Fusion Blaster, Rocket Pod, Railguns
Abilities: Armor, weapons randomize when armor is destroyed

Cyclic Ion Blaster
Damage: Low
Range: Medium
Accuracy: High
Fire rate: Fast
Special:
None

Burst Cannon
Damage: High
Range: Short
Accuracy: Low
Fire rate: Fast
Special:
None

Tau Flamer
Damage: Low
Range: Short
Accuracy: High
Fire rate: Continuous
Special: None

Plasma Rifle
Damage: High
Range: Medium
Accuracy: High
Fire rate: Moderate
Special:
Projectiles are slightly affected by gravity

Fusion Blaster
Damage: Very high
Range: Short
Accuracy: High
Fire rate: Very slow
Special:
None

Rocket Pod
DamageL Moderate-high
Range: Short
Accuracy: Low
Fire rate: Moderate-slow
Special:
Reloads every three rockets fired

Railguns
Damage: Very high
Range: Very long
Accuracy: Very high
Fire rate: Very slow
Special:
Recharges every shot fired
Fires twice

Kaje 2.0 is a unique Boss due to being the only Boss with an armor system and weapnos that randomize when said armor is destroyed. It is named after the Blockland beta tester Jake V. "Kaje". Movement speed is slightly faster than an average speed standard class, making close-ranged weapons more viable.

Strategies for Kaje vary depending on what weapons are available. Only three weapons are available at a time. If close range weapons are available, especially the Burst Cannon, charge up to targets are fire upon them, using ranged weapons (if available) to take out farther targets. For long ranged weapons (like the Railguns), position yourself away from the Normals and pick them off, one by one, switching to close range weapons (if available) to kill enemies that get too close.

The Cyclic Ion Blaster, Burst Cannon, and Tau Flamer are close-ranged powerhouses that can quickly down targets, the latter being deadlier than the former. The Ion Blaster and Tau Flamer have limited range, and the Burst Cannon has wide spread, but they can both decimate up close. The Burst Cannon can even kill Juggernauts fairly quick, assuming you survive the Autocannon onslaught.

The Plasma Rifle and Fusion Blaster are powerful weapons, but both become weak (the former has slow projectiles) or useless (the latter has limited range) at distances. However, if they hit, they are some of Kaje's most powerful weapons in terms of damage, with the latter capable of killing 100-HP classes in one shot.

The Rocket Pod and Railguns are the only weapons that reload. The Rocket Pod's damage isn't very high, but the splash damage is effective and can allow you to rocket jump. The Railguns have very long effective range and are hitscan (meaning they hit instantly), making them perfect for sniping far away Normals, but they have little room for error due to their long recharge time.

In short: Kaje 2.0 is a Boss that centers around randomization.

Tips:
Classes that wield fire and explosives are high-priority targets due to their ease in destroying your armor.
Riflemen and a CBS are nearly unable to kill you thanks to bullets being their only method of offense.
Lava ignores your armor and directly affects HP, while acid quickly affects both.
Boss: Penthesila
Penthesila readying her spear (player: Doctor Bubbles)

HP: Medium
Speed: Fast
Weapons: Spear, Sword
Abilities: Large size provides damage resistance

Primary: Spear
Damage: Very high
Range: Long
Accuracy: High
Fire rate: Very slow
Special:
Hold fire button to ready, release to throw
Causes knockback
Affected by gravity

Melee: Sword
Damage: High
Range: Very short
Accuracy: Moderate
Fire rate: Fast
Special:
None

Penthesila is based off of the Amazonian queen from Greek mythology of the same name. She is the largest Boss available, and this provides a resistance to damage. Her weapons are powerful, but are either slow-firing or close range. She is fairly versatile, but can easily be killed by classes with powerful weapons, even if they have wide spread.

Play conservatively with Penth. Stay far from hordes of players, picking them off with your spear, switching to your sword when they draw close. Slice them to pieces, then return to bombarding Normals with spears.

Penth's spear is slow-firing, but powerful. Classes with average HP can be killed in a single hit, but only if it hits directly. It has splash damage, but it is negligible to even a Runner (in fact, it's comparable to the BubbleShot's damage). It causes knockback, so on Overweights, it can potentially launch them into the air and allow you to let gravity finish the job.

The sword Penth wields as a melee weapon can be used to great effect. Its damage is very high, so Normals that get too close can be killed in just a few hits. Minibosses, on the other hand, can survive quite a few hits before falling.

In short: Penthesila is a high-damage Boss that benefits and suffers from her colossal size.

Tips:
Turn around frequently. Infiltrators will constantly be looking to backstab an unwary Penthesila.
Be cautious around Master Chief and players weilding the Golden Wrench. Despite your damage resistance, your large hitbox can allow the Energy Sword or Wrench to drain your HP bar very rapidly.
You probably won't be able to play stealthily as Penth due to being a humongous target.
Boss: William
William in combat (William: Blockhead87016. Firebug: Pecon870)

HP: Medium
Speed: Average
Weapons: XANA Sword, XANA Smoke
Abilities: Charged super jump, alt fire to dash, long delay between jumps

Melee: XANA Sword
Damage: Very high
Range: Short
Accuracy: Moderate
Fire rate: Moderate
Special:
Killed enemies turn transparent blue
Hold fire button to charge a high-damage projectile

Secondary: XANA Smoke
Damage: None
Range: Long
Accuracy: High
Fire rate: Very slow
Special:
Paralyzes target for a few seconds

William is based off of a character from a show called Code Lyoko. He's mostly an aerial Boss with a charged jump that launches him high into the air and some of the best air control available on the server. His sword is very powerful, and his paralyzing smoke makes him deadly if used properly.

Stick to the skies as William. Keep a charged jump ready while on the ground, dash at targets and swing at them with your XANA Sword, switching to the XANA Smoke to paralyze troublesome targets and quickly fell them with a sword projectile. When you get swarmed, unleash your super jump and get away from the conflict for a moment. Use this time to pick off enemies with the projectile until your jump is charged again.

William's XANA Sword is devastating, but damage is still nowhere close to Badspot's Destructo Wand. In fact, the sword's 250 damage is merely a quarter of the D-Wand's damage. However, this is still immensely powerful. This damage instantly kills all standard classes and will kill any miniboss in two hits at most. Hold down the fire button to charge a projectile that deals a noticably weaker 180 damage for ranged combat.

William's XANA Smoke deals no damage on its own, but paralyzes the victim momentarily, allowing you to effortlessly slice them to pieces with your blade. This is especially crippling against minibosses, particularly Juggernaut, due to rendering them helpless against your deadly sword and rendering their points spent wasted.

In short: William is an aerial Boss with immense damage dealing capabilities in melee distance.

Tips:
You are still vulnerable to fall damage, but charging a jump in midair will allow you to break your fall.
Your dash ability will allow you to swiftly cover ground without launching yourself into the atmosphere.
William's air control is superior to all other Bosses. This allows you to make sharp maneuvers to avoid hazards.
Boss: Sky Captain
Sky Captain after winning a round (player: Blockster1337)

HP: Very low
Speed: Slow, then very fast
Weapons: SC Rockets, SC ChainGun, Vector Laser, Sky Mines
Abilities: 51-100% stamina functions as fuel for jets, stamina drains through movement, builds speed while walking, limited weapon ammo, ammo regenerates over time

Primary #1: SC Rockets
Damage: High
Range: Medium
Accuracy: High
Fire rate: Very slow
Special:
Fires three rockets simultaneously
Rockets home in on targets but must be aimed (shooting at the ground, for example, will end fruitlessly)
Rockets target pirate cannons if nearby

Primary #2: SC ChainGun
Damage: High
Range: Long
Accuracy: Moderate-high
Fire rate: Fast
Special:
None

Secondary #1: Vector Laser
Damage: Very high
Range: Short
Accuracy: Very high
Fire rate: Abysmally slow
Special:
Slowly charges over time
Fires multiple lasers simultaneously
Signifies firing with a loud alarm
Lasers home in on targets
Lasers penetrate surfaces
Can be dodged by crouching

Secondary #2: Sky Mines
Damage: Low
Range: Medium
Accuracy: Moderate
Fire rate: Moderate-slow
Special:
Detonates on a timed fuse

Sky Captain is another unique boss due to being the only Boss that has weapons with limited ammo and the ability to resupply ammo over time. He is also the only Boss to have spoken lines triggered by various situations. He's based off of the antagonist from a PS1 game called Future Cop: LAPD. His weapons are very powerful, but his HP is very low.

Constantly be moving around the map when using SC. Eliminate targets with your homing rockets and minigun, switching to your Sky Mines when your ammo runs dry. When it's charged, unleash your Vector Laser and decimate the opposition, taking out the stragglers with your other weapons.

Sky Captain's Rockets are very powerful explosives that, despite being homing, still require aiming. Their damage is high, and they fire multiple rockets at once, making it easier to kill multiple targets with a single shot.

A more conventional weapon, Sky Captain's minigun is different from Overweight's/Juggernaut's minigun in that it is much more accuracy and requires no spinup. Its bullets don't do anything special, so it's simply a high-powered automatic weapon.

The Vector Laser's charge time is very long, but it charged when not held. When ready, firing it will signal its firing with an alarm that can be heard anywhere on the map. Seconds later, it fires multiple lasers that deal very high damage and penetrate surfaces.

The Sky Mines are weak weapons that should mainly be saved for a backup weapon when your other weapons have no ammo left. They are thrown explosives with low damage.

In short: Sky Captain is a glass cannon that moves fast and hits hard.

Tips:
The tank turret is your worst enemy. Taking it out should be a priority.
Overweights and Juggernauts are highly dangerous threats due to their high damage per second.
Use your minigun to kill players who dodge your Vector Laser.
Boss: Dark Samus
Dark Samus taking fire (player: Dragoncraft22)

HP: Low
Speed: Immensely fast
Weapons: Phazon Recharge, Phazon ScatterShot, Phazon Shield Wave, Phazon Missile
Abilities: Energy drains through moving, jumping, and using weapons

Utility: Phazon Recharge
Damage: None
Range: Affects self
Accuracy: Very high
Fire rate: Very slow
Special:
Fully restores energy

Primary: Phazon ScatterShot
Damage: Moderate
Range: Short
Accuracy: Low
Fire rate: Very fast
Special:
None

Secondary #1: Phazon Shield Wave
Damage: Low
Range: Short
Accuracy: Very high
Fire rate: Very slow
Special:
Deploys a forcefield around user that reflects attacks
Deals damage in a circular radius around user
Causes knockback

Secondary #2: Phazon Missile
Damage: Very high
Range: Long
Accuracy: High
Fire rate: Very slow
Special:
Hold fire button to charge
Freezes user when charged

Dark Samus comes from the game Metroid Prime 3: Corruption. Is uses a variety of Phazon weapons that consume energy. Should energy run dry, DS will be unable to move or use weapons until using the recharge tool, which takes a couple seconds. Its weapons are quite powerful, making Dark Samus a good damage-dealing Boss.

Exploit the fact that you have the highest speed available on the server and dart around the map, firing Phazon missiles and using the ScatterShot on enemies to eliminate them. Never let your energy completely run out. Use your weapons until your energy is very low, then retreat into cover and recharge. Hop back out of cover and resume your massacre.

Your Phazon Recharge tool is the only way you can replenish lost energy. It takes a couple seconds to recharge, but your energy will be restored to full. It also freezes you in place, which can break falls.

The Phazon ScatterShot is a close range weapon with a very quick time to kill. Its wide spread enables it to hit multiple targets in a single spray without having to readjust your aim as much. It drains little energy, but the meter can quickly be drained through sustained fire. Additionally, don't fire it in bursts. It has to charge up for a second before firing. If you charge it up, be prepared to spray for a bit.

The Shield Wave serves two functions: radial damage, and a protective shield that can be used to waste powerful attacks such as Master Chief's swordstab. It deals damage through walls, as well, greatly increasing its usability as a weapon.

Finally, Dark Samus' Phazon Missile is its high-powered, slow-firing weapon that has a drawback when used. Its fully charged energy cost is immense, bringing you down to about 25% energy. However, a charged missile kills most classes in a single hit and severely damaged survivors.

In short: Dark Samus is a fragile speedster with strong weapons.

Tips:
If you get swarmed, use your Shield Wave to create an opening around you and escape.
USe the Shield Wave to protect yourself if you choose to destroy the turret.
Try recharging in midair to eliminate the risk of being backstabbed while recharging.
Special things
Here, you'll find a list of special items and occurences on the server.

Donation perks

By donating to the server via PayPal here[bossbattles.pecon.us], you will not only support the server and keep it running, but you will also receive different perks in-game depending on how much you donate. Here's a list of the donor perks. Donating larger amounts of omney will unlock everything below it. For example, if you donate $20, you will unlock all donor perks.

Donate $2: Get donor ribbon beside your name.
The donor ribbon is a shiny blue ribbon next to your name where an admin shield would be.

Donate $4: Get green name in chat, unlock BubbleShot.
This recolors your name in chat to green. The black name provided by the Demonhead title overrides this.
The BubbleShot is described further down.

Donate $5: Change music mid-round.
By typing /setmusic [number], you'll change the song currently playing to the song that corresponds to the number you typed. Type /listmusic to see a list of all songs. Changing music costs 1,000 points.

Donate $6: Get fire emitter.
Type /fire to surround yourself in decorative fire. It does nothing when touched. Type /nofire to remove it.

Donate $8: Get Firework Launcher.
The Firework Launcher is described further down.

Donate $12: Get custom title.
Contact Pecon at donations@bossbattles.pecon.us to set your custom title and its color. Examples of custom titles include my Ghost Killer title, Redconer's Metallic Fire title, and Pecon7's Female Totalitarian Ruler title.

Donate $15: Display your e-mail address on pecon.us.
Contact Pecon to display your e-mail address on the website.

Donate $20: Get a sub-domain on pecon.us.
Contact Pecon to set up your sub-domain.

The donations page on the Boss Battles website requests that you not donate more than $20, stating that so much money is unnecessary.

BubbleShot
Damage: Nearly none
Range: Long
Accuracy: High
Fire rate: Fast
Special:
Equip by typing /bubbleshot

The BubbleShot deals 1 damage per bubble. It's a comical joke weapon that's fun to use.

Firework Launcher
Damage: None
Range: Long
Accuracy: High
Fire rate: Moderate
Special:
Generates a pretty explosion
Costs 50 points to fire

The Firework Launcher is an aesthetic weapon. Its explosions are undamaging, but appealing to the eye. It costs 50 points to fire, though, so be aware of that.

The Golden Wrench

A player carrying the Golden Wrench. (player: Gencade)

Damage: Very high
Range: Very short
Accuracy: Moderate
Fire rate: Very slow
Special:
Given to a random player every round if playercount is 12 or higher
Alt fire to activate group heal which fully heals and overheals allies in radius and revives dead players with half of their health
Hold fire button to ready, release to attack
Wrench strikes are announced server-wide as "[name] WRENCHED [Boss name]!"

The Golden Wrench is a powerful weapon. It has two functions: a supportive healing tool that resurrects the dead, and a very powerful melee weapon. Hold down the fire button to charge the wrench strike, then release to swing the weapon. It deals 3,000 damage per hit, making is very powerful, though not quite as powerful as Master Chief's fully charged swordstabs.

Use it as a support tool primarily. When the Boss is distracted (or in the case of Kaje, his armor is down) to stand among a group of player corpses, then alt-fire to activate the group heal. Anything within its radius (which is marked by a circle of golden particles) will be fully healed and overhealed or revived with half of their maximum HP. During the group heal's 60-second cooldown time, attack the Boss normally (or, if safe, attempt to land a wrench hit).

Do note that if you die, anyone you revived via group heal will die with you. This makes protecting the wrench carrier a top priority. Don't be afraid to take a lethal hit for the wrench carrier while they perform a group heal. If they're successful and you're in the radius, you'll be revived anyways.

Mocheeze

Super admins will rarely select this currently unavailable Boss. It functions as an invisible ghost that possesses Normals and uses their weapons against them. Its HP is very low, but they will usually be invisible, making it much more difficult to damage. If Mocheeze possesses the wrench carrier, it can use its group heal to fully heal the body it possesses. Mocheeze is associated with the Ghost Blade title which requires backstabbing Mocheeze in its invisible form.

Spyro

Super admins can also rarely choose the deactivated Boss Spyro. Spyro wields Firebug's flamethrower, Infiltrator's knife, and Gentlespy's Cloak and Dagger. It also has fuel jets, like Firebug. Its HP is flow, and it relies on stealth to quickly kill unwary targets.

Pecon7 as the Boss

When Pecon7 joins the server and becomes the Boss, everyone playing against him will earn the Meet Your Maker? achievement. Occasionally, Pecon's class selection will manifest itself as Sky Captain. As time passes, Pecon will obtain Chaos Armor. If more time passes, a powerlevel counter will appear on the right side of the screen, which constantly increases. If this powerlevel exceeds 9,000, a power surge warning will appear, followed by a loud screech and everyone near Pecon dying. The powerlevel will then plummet, only to build again. Killing Pecon as the Boss awards the Beat Your Maker?! achievement.

Title list

Here's a list of all the titles you can buy with Boss Coins, and any additional effects they apply.

The Real: 100 BC
King: 40 BC
Queen: 40 BC
The Dominator: 5 BC
Minion: 2 BC
Warlord: 15 BC
Overlord: 25 BC
Hawk-Eyed: 3 BC
The Strange: 5 BC
Medical Doctor: 8 BC
Pyrotechnician: 8 BC
Demolition Expert: 8 BC
Secret Agent: 8 BC
Marathon Runner: 8 BC
Sharpshot: 8 BC
Miniboss: 17 BC
Boss: 30 BC
Boss Overlord: 50 BC
Boss Slayer: 22 BC
Fabulous: 15 BC
Badass: 15 BC
The Detested: 15 BC
Godfather: 75 BC
Demonhead: 180 BC. Changes name color to black.
Sorcerer: 12 BC
Magician: 12 BC
Nobody: 6 BC
The Elite: 14 BC
Darth: 26 BC
Prince: 20 BC
Princess: 20 BC
TANK!: 30 BC
Ghastly: 30 BC
Creator: 30 BC
Commander: 30 BC
Titanic: 30 BC
The Shadow: 30 BC
Cat: 75 BC. Adds a 5% chance to spawn as a cat.
The Corrupted: 30 BC
X1-Alpha: 30 BC
Rider: 30 BC
The War Machine: 30 BC
Wabbit Hunter: 20 BC. Filters all Rs used in chat to Ws.
Index_Base: 999,999 BC

Some titles are earned through unlocking achievements. Here are the known ones.

Hacker: Unlock Leet Hacker
Millionaire: Unlock Bill Gates.
The Legendary: Find all 44 obtainable chests on the Bedroom anniversary map. Chest 45 is the Golden Chest.
Credits and version history
Credits:
Pecon7 - Creating the Boss Battles server
Doctor Bubbles - Providing Penthesila image
YOMADMAN - Providing Rotondo image
Dragoncraft22 - Providing Dark Samus image
pupster3000 - Providing Badspot image
Marios - Providing Ephialtes image
Blockhead87016 - Providing William image, existing in Ephialtes image
Pecon870 - Existing in William image
Telophorus - Providing Dragon image

Version history:
V1.0 [07/26/14]: Guide posted
V1.1 [08/04/14]: Updated miniboss stats to coincide with their nerf
V1.2 [08/06/14]: Corrected a conflict between the stat overviews and actual guides for Samus and Gentlespy (Samus' HP is 150, while the guide said she had 300. Gentlespy's guide stated he had nearly four times as much HP as Infiltrator, while in actuality he only has 1.875x HP as Infil).
V1.3 [08/09/14]: Updated the Runner section to no longer refer to the Force-A-Nature it no longer has.
V1.4 [08/11/14]: Added a notice to Runner's section. Corrected incorrect data on Badspot's Destructo Wand weapon.
V1.5 [08/22/14]: Weapon stats now show how certain types of attacks are announced on the server (for examble, backstabs and wrench strikes). Removed the "three XANA Sword hits kill an overhealed Juggernaut" notice from William's section.
V1.6 [08/24/14]: Added a title list.
V1.7 [08/27/14]: Added another fact to trivia pointing out where the class names came from.
V1.8 [09/03/14]: Updated miniboss prices to coincide with a recent update.
V1.9 [09/06/14]: Added an image of the Golden Wrench when held by a player.
V2.0 [08/07/14]: Corrected erroneous data claiming that Demonhead is the most expensive title, when in actuality it's Index_Base.
V2.1 [10/10/14]: Added information on the Desert map, made by Redconer and Kalim.
V2.2 [11/26/14]: Added two new titles to the title list (Rider and The Legendary).
V2.3 [01/17/15]: Replaced Runner info with Horse info.
Trivia
The Boss Battles server originally took place in the Bedroom.

The Bedroom anniversary map is played close to the server's anniversary, November 4th.

The Hangar map was originally the Bedroom's replacement and was made for the V21 update for Blockland which removed interiors and terrain.

Penthesila is referred to as Penthselia, Penthesila, and Penthesilea. Jetz refers to her as Spearzilla.

Juggernaut's price was much lower in previous versions of the server. Its price was 6,000 points in the Bedroom, and was once as low as 3,000 points.

All chests except for one are obtainable. This single untouchable chest is the Golden Chest.

The Golden Chest holds terrible secrets that were not meant to be revealed by humanity. Opening this chest will crash the server.

Runner originally had a Scattergun instead of a Force-A-Nature. He also had different weapons at different times, such as a TF2 Pistol, fake weapons (including a fake Energy Sword and knife), and a melee weapon (either a Sandman or Aluminum Bat).

The server uses Greek2Me's Slayer add-on. The gamemode add-on used is called Ony Man Army.

Weapons could be dropped and picked up by other players at some point. This was disabled to prevent Runners with miniguns and Autocannons.

Kaje originally was represented as a normal player in a mech vehicle that had rockets and a machine gun. The Boss could leave this mech, which could then be hijacked by Normals.

Mocheeze originally was completely visible and attacked using ghostly projectiles. It also resembled a refridgerator with a face.

The Bedroom map had a chest in the Boss' spawn that, when opened, would dispaly the text "You die of old age" and kill the player that opened it.

Attempting to open chests at the Boss will instead display the text "You're the Boss! You have more important things to do than chest hunting!"

The names of each standard class come from a game called Gang Garrison 2.
20 条留言
Xoxeyos 2024 年 8 月 26 日 下午 8:40 
This was my favorite game mode back in the day.
I think I saw Pecon7 on Brickadia. Perhaps when they release, they will support add-ons?
Also looking forwards to Kenko's updates for B4v21 + Blockland rebuilt. :blockhead:
[TC] MakusinMeringue 2024 年 6 月 14 日 下午 6:21 
Brings back memories of simpler times. Anyone know where or what Pecon7 is up to in the modern era? He focused on a family?
Blockomaniac 2022 年 11 月 20 日 下午 7:28 
love this server, shame not many people play this game anymore. There weren't many players for this year's anniversary of the server.
bib 2019 年 1 月 22 日 上午 10:36 
What's secret code
Hellion 2017 年 7 月 11 日 下午 9:41 
this is very old shit.
iris astrum real 2017 年 1 月 27 日 下午 5:43 
Ghost boss too OP Pecon7 pls nerf
pasta omega 2016 年 4 月 1 日 下午 1:56 
Heres a guide:
go play vsh instead of a shit rip off
pee ness 2015 年 10 月 18 日 下午 7:36 
Black guys should not belong in socity and go back to afraca like the slaves they are
Graffiti Cat 2015 年 10 月 17 日 上午 7:56 
Outdated af
Percival 2015 年 10 月 16 日 下午 4:10 
Honestly the server isn't that complex, it doesn't take much to win as a Normal class. The guide seems well constructed enough for anyone who may not know about things that they couldn't have just asked about. The first time I played was during the Bedroom map, and I understood everything, then as I noticed the server started to decline with all these scripted things, I decided to stop playing, not because it was complex, but rather because it isn't the same game. Pecon7's is now heavily reliant on the scripts and codes and custom things, and ignores the way it was in the past, it was fun, and a challenge. Now I make random visits for about an hour or two of my time, and I noticed even with 9 or so players, the Boss cannot win because of the way the game is scripted. I wish the old version was still around, I couldn't care less for the Bedroom, but at least the old ways the game was run.