[Community Event] Create-a-Boss: Results!
- NA Community Design Contest: Create-a-Boss Event!! May 18, 19
Results for one of the rare community events of designing a descended dungeon boss!
Not long ago, PAD Subreddit had a Create-a-Boss event, where everyone in the community was invited to design a boss and their mechanics! I was fortunate to be one of the judges and had fun reading the entries!
Winners
Between the four judges, three winners were selected and were posted on Subreddit. Each winner receives a cute TAMADRA plush from GungHo North America!
Below are the comments from judges:
Circe, the Braided Nymph
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I like the concept of taking away swapping subs out, it brings in a level of challenge without forcing the player into a team type they don’t want to play, plenty of your power is still determined by the leader, so it’s not super restrictive.
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I think it’s quite a creative fight. Difficulty feels just right for many teams and the new boss gimmick is easy to understand. Overall theme, enemy skills, and their effects compensate each others very well.
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Simple and elegant boss design. Incorporation of Greek mythology into the skills with the various card transformation really makes this boss shine. Even those who aren’t familiar with the mythology can easily understand the characteristics of the boss.
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The greek mythos is welly incorporated into the fight. Even with existing mechanics they are able to turn it into a creative fight. The difficulties are balanced without being too harsh for specific teams. Overall it sounds like a fun encounter even on paper
Bright Cheerleading Captain, Blaze
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I have a love hate relationship with the forced board solve. On one hand, it’s great, it’s a different way of putting the orbs into place that’s a challenge, on the other hand I’d probably suck at it. The spinner on the orb that is picked up is a great use of a “current mechanic” that’s familiar, but functioning in a different way.
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I really like the trial ideas of having to match orbs in a certain formations with increasing difficulties and different attributes each turn. Having a concept art is also a nice touch
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A cheerful and enjoyable dungeon to play through, with a new spin of familiar mechanics! The highlight is totally the “PAD trials” mechanic that is similar to Egg Machinedra, that I’m surprised PAD doesn’t have yet
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The idea of rearranging orbs into a specific pattern has been brought up from time to time but this encounter happens to implement it very well and in an easily understandable way. The tests and follow up move set do not feel like tedious.
Yaldabaoth
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Reminds me of Hexa with the 3 adds, the use of the awakenings as an attack/debuff is great. The forced control based on team HP is also pretty interesting.
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Probably the most creative use of the stat reduction awakening we’ve seen yet. The intricate, maze-like skill set for the boss surely makes this an interesting dungeon to try!
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Taking the Reduce stats awoken skills and use them as dungeon debuffs is a surprising move. The timers and challenges are laid out concisely to the player, this looks to be an enjoyable boss battle.
All Entries
All entries are from submission link here. Thank you everyone for a great read, all judges had fun!
Medusa
On the beginning there is going to be a 50% preemptive. Then Medusa (the bosses name) is going to try to bind monsters. Then she is going to lock the orbs. Finally she has a 75 % shield. When you take her hp down to 50% or below, her vdp void is going to come up. She is also going to put up spinners and change the board the poison orbs. When you kill her she is going to say ” Sanity is overrated .”
Her dungeon is kind of really difficult. She is going to have a 7×6 board with no skyfall.
Untitled
1. At some point, floors should require cascades (not just combos) like 4 cascades which means at least 5 combos.
2. Cascades unlocks the defense or bonus of the floor. This will ask players to get subs that guarantee orb that comes down e.g. SFV Sakura.
3. In some floors, require crosses and combos, meaning if you exceed the number crosses and skyfall exceeds subsequent combos it will be absorbed. For example, require 3 crosses with a max of 6 combos only.
4. “No skyfall” AS or LS are disabled for a turn.
5. Dungeon requires three colored teams.
6. Dungeon leaders cannot be identical. It has to be different from each other to push creativity besides it is about duality.
Other new mechanics in my mind not for this dungeon.
– All teams with one type eg. All Machine dungeons.
– Or combination eg. Physical and Healer dungeon only.
– Dungeons that allow 2 combos only; rest has to be cascaded.
– Cross Poison and Lethal Poison creates FUA effect or damages the enemy
– New awakening/skill – Box jammers removes the resolves or VDP or damage absorb decide on which
– New skill, if team gets damage so does enemy after your turn
– New skill, if this skill is used it disables other skills for a turn
– New awakening/skill, the number of combos reduces the duration immunity shield, damage absorb or attribute absorb.
Sorry this is long
Taurus
Main characteristic – creates hazards – if it’s blocked, immediately awoken binds and then creates hazards anyways (stubborn against resists) that can’t be matched. Ideally, not excruciatingly difficult to defeat if you are “wise”. High HP, resolve, 5c shield, and null damage absorb for durable.
solution for defeating – if you leave the hazards and 0c, he eventually creates his own kill board over several turns (if you change orbs the right way). Envisioning a 3×3 VDP box of jammers created one turn. A column of poisons (in a location where several active skill options can easily override to hearts, like Mel or Scheat) another, and then bombs at the end which stripe out / cascade additional combos (ideal for Rex as a new godfest). Something like: https://pad.dawnglare.com/?s=ULRniC0 (maybe with the poisons on the other side) such that a heart active can override them separately, then a jammer to color active, and then bomb to color to make the board (but if you don’t, you can’t cascade the bombs). Once you get the idea, it’s building your team around it, which maybe can make the rest of the dungeon more challenging.
Zerios
35,000 HP Premptive, darken/blinds board. Status shield and a 75% resolve. Hits for 15,000 every turn until resolve is gone.
Once under 75%, attempts to bind random sub for 5 turns and launches a color(s) absorb that matches users team’s leader for 2 turns, this is a one time only effect/health trigger. (Example, boss would absorb dark/yellow for DMeta or blue/red for B&J). Once under 75% after the absorb, boss starts hitting for 30,000 every other turn.
Under 50%, boss attempts to bind random sub and leads for 10 turns, creates spinners on each four corners of the board for 2 turns, and blinds/darkens the board. Will not attack on first turn of spinners, but will hit for 50,000 on next turn.
At 25%, boss puts up 80%(?) shield and heals up 35% of it’s total HP. 2 turn countdown, rage (3x attack from boss) activates. 100,000 damage if not killed in two turns.
At/under 10%, boss delays all skills back to base number, cancels all buffs/skills/etc, blocks (x’s out) hearts, and heals to full with another 80% shield up. Gives player one last chance to kills before execution hit (500,000+)
Malik Il Madina / Malikat Al-nas
Malikat Al-nas roughly means in arabic the “queen of the people”
This is a boss floor with two characters, the King on the left, and Queen on the Right.
Malik Il Madina
40,000,000 HP; 40 defence (Physical Type, God Type) (Fire Main Attribute/Light sub attribute)
Premtive:
– “!!”: status shield 999 turns
– “Who are you?”: 99% shield 1 turn
Turn 1:
If still 100% HP on boss:
– “Hmm…” 99% shield 1 turn
(repeat skill if still at 100% HP)
If HP <100%;
– “You come here”: Time extend x2 for 99 turns
– “and dare challenge me?”: awoken invalid 99 turns
– “My rules here”: Skills bound 99 turns
~~~
When HP between 50% to <100%;
Use one of:
– Hit 19974
– gravity 60%
~~~
When HP between 5% to <= 50%
– “a worthy adversary”: atk 1.2x for 5 turns
– “still, you will not win”: create top row of poisons
– Hit 19974 (1.2x = 23969)
– gravity 70%
~~~
When HP below 5%;
Turn 1:
– “That’s it!”: Atk 5x
Turn 2:
– “Die!”: 199704 multi-hit
~~~
If [Malikat Al-nas] reaches 0% HP;
– “WHAT HAVE YOU DONE!?”: 83942 multi hit
Malikat Al-nas (4 turns between hits):
20 HP; 20,000,000 defence (Healer Type) (Water main attribute, water sub attribute)
Preemptive:
“Lord, a guest?”: Do nothing
~~~
For turns 1;
“Just leave us alone”: make 3 heart orbs at random
For turn 2;
“What do you want?”: set player MAX HP to 42069 HP for 99 turns
For turns 3-4;
“Just leave us alone”: make 3 heart orbs at random
for turn 5;
– “Go away!” – force player to target [Queen] for 1 turn
for turns 6+;
“Just leave us alone”: make 3 heart orbs at random
~~~
If [Malik Il Madina] reaches 0% HP;
– “Nooooooooooo”: [Malikat Al-nas] HP drops to zero.
7 Deadly Sins Boss
- dungeon mechanic: PERMANENT orb (orb stays even after match or board change)
- dungeon mechanic: RAINBOW element (can be matched to any attr. or heart)
1. Wrath/Lust phase (Angry mask with angry vein mark + Winking mask with heart mark)
NEW MECHANIC: Fist Orb + Love Orb (heart orb with winky face)
Fist and Love orbs are PERMANENT and RAINBOW
- WRATH MASK always “in 1”, delay resist, Anger counter increases each turn and does more damage per counter, no direct turn-based damage to player
- LUST MASK, increase heart orb drop at beginning, no direct turn-based damage to player
- Match FIST ORB only: Lust is disappointed, “What a violent fool”, changes # of random orbs to poison after player orb damage is calculated
- Match LOVE ORB only: Wrath gets angry, “Love is for wimps!”, hits player for <x> damage depending on anger counter, after player orb damage is calculated
- FIST + LOVE in same match (i.e., same 3-match, TPA, etc.): Wrath and Lust argue, then Wrath hits player, Lust changes # of random orbs to poison
- FIST + LOVE in separate matches: Wrath and Lust argue, Wrath does not hit player, Lust does not change orbs to poison, player orb damage calculated as normal
- No matches of FIST nor LOVE: Wrath gets super angry, Lust gets super disappointed, Wrath hits player to 1 HP, Lust changes whole board to poison
2. Greed/Envy phase (2 similar looking masks facing each other, looks like they’re bickering, maybe dark/light halves, with the 2 masks having opposite color orientations)
- GREED MASK is greedy, TURN 1: claims all orbs are his and the player can’t have them, scroll locks a row/column for one turn, every turn lock new row/column, replace old scroll
- ENVY MASK is envious, TURN 1: claims if he can’t have certain orbs, neither can the player, random 3×3 cloud, every turn new cloud replaces old cloud
- If PLAYER has scroll resist: ENVY gets angry, creates 4×4 clouds instead
- If PLAYER has cloud resist: GREED gets angry, locks 2 rows or columns each turn instead
- If PLAYER has both scroll/cloud resist: GREED/ENVY both get angry
- – GREED taunts player, “I don’t care, I’m still making your orbs mine”, orbs now have chance to drop as locked
- – ENVY taunts player, “You want everything too? Fine, see how you like it.”, changes # of random orbs to roulette orbs
3. Sloth/Gluttony phase (sleepy mask tilted to one side like it’s falling asleep, drooling tongue out mask like it’s salivating over food)
NEW MECHANIC: Alarm Clock Orb + Food Orb (picture of meat on orb)
Clock and Food orbs are PERMANENT and RAINBOW
- SLOTH MASK has long turn counter, sleeping and snoring, high HP
- GLUTTONY ORB is always “In 1”, delay resist, no direct turn-based damage, high HP
- CLOCK ORB requires <x> amount of orbs to be matched to it before SLOTH MASK turn counter runs down, or it will ring and wake him up. Matching enough orbs to CLOCK ORB adds turn(s) to SLOTH MASK turn counter.
- AWAKENED SLOTH MASK: very angry at being woken up, hits player for fatal damage
- FOOD ORB requires types of matches (e.g., TPA, L-shape, etc.), designated by GLUTTONY MASK each turn, “Let’s see, what do I feel like eating now?”
- GLUTTONY MASK’s requests increase in difficulty as GLUTTONY MASK hp drops. For example, TPA, to L-shape, to 3×3, to 4×3, etc.
- (Perhaps GLUTTONY MASK board change each turn to ensure player has chance at succeeding the request?)
- Match CLOCK + FOOD in same match (i.e., in the same 3-match, TPA, etc.): GLUTTONY MASK is unhappy, “This isn’t food! Yuck!” and locks player match timer to 4s for 10 turns
- Match CLOCK + FOOD in same match 2nd time: GLUTTONY MASKS enrages, immediately wakes up SLOTH MASK regardless of sleep counter, AWAKENED SLOTH MASK kills player
- No FOOD ORB match: GLUTTONY MASK throws a loud tantrum, “Feed me! I’m hungry!” and lowers SLOTH MASK turn counter by 1
4. Pride phase (haughty looking mask, raised up alone in the center, other masks on the floor below it)
- Bonus lines if player has orb skins: PRIDE MASK makes fun of player for choosing an orb skin that’s as hideous as the player, says it would have chosen much better
- PRIDE MASK starts with long turn timer, high defense, delay resist
- PRIDE MASK “buffs” player with chance of orbs dropping randomly as FIST, LOVE, CLOCK, or FOOD orbs
- PRIDE MASK (henceforth PM) phase special orbs are RAINBOW but NOT PERMANENT.
- PM FIST ORB: matching causes PRIDE MASK to hit player for <x> damage, increasing for each PM FIST ORB matched during PM encounter, “Can’t you hit any harder? Like this, watch.”
- PM LOVE ORB: matching causes PRIDE MASK to change # of orbs to poison, increased # for each PM LOVE ORB matched during PM encounter, “Love is a disease for weaklings who need others.”
- PM CLOCK ORB: matching causes PRIDE MASK to lower player orb move timer by 0.5s for 1 turn, increase by 0.5 per PM CLOCK matched during PM encounter, “No matter how long you take, the end will be the same.”
- PM FOOD ORB: orb has awakening symbol on orb to designate what type of match it must be included in (e.g., TPA, row, etc.), NOT matching correctly causes PRIDE MASK to taunt player, “I knew you were as weak as you looked”, and lower player active skills for <x> turns starting at 1, increasing by 1 for each failed PM FOOD ORB during PM encounter
- Combined PM special orbs in one match are allowed and carry no additional penalties.
- If player allows PRIDE MASK turn counter to run down without killing, it laughs and taunts player, “How expected. Very well, I’ll give a weakling like you one final chance”, board changes to no PM special orbs, random 5 attr.+heal, gains Void Damage shield, high combo requirement
Romulus and Remus
Boss: Romulus and Remus
HP: 400,000,000
Def: 10,000,000
Att: Water / Fire
Passives: 95% Resolve
Preemptive skills (3): “Blessing of Mars” – 95% damage reduction for 3 turns. “Blessing of Venus” – Absorb 6 or fewer combos for 999 turns. “Twin Spirits” – Randomly mark one orb on the board as a twin orb. (see section 3 for twin orb details)
HP 100%-95%
Skill set 1: (Will use if above 95% on turns 1 and 2) “Raised by a Wolf” – 60,000 single hit. “Twin Spirits” – Randomly mark one orb on the board as a twin orb.
Skill set 2: (Will use after turn 2 if above 95%) “Augury” – 12 random orbs become super blind for 6 turns. “Quarrel” – double hit, 50,000 each.
HP 95%-50%
Skill set 3: (Will use when below 95% and above 50%) “I’m sorry brother…” – Void all player buffs, set player rcv to 0 for 99 turns. “The killing of Remus” – Enemy and player health halved, all player cards bound, change all orbs to mortal poison orbs.
HP 50%-10%
Below 50% health, the enemy will use skill set 4 and one of skill sets 5-9
Skill set 4: (Will always be used when below 50%) “Spirit of Remus” – 10% TRUE gravity is applied to player and the enemy. (If this drops enemy below 10%, skill set 10 will be used instead of any from 5-9)
Skill set 5: ([20% chance] Will use when below 50%) “Temple to the Gods” – Tape left and right most columns for 2 turns, cloud the top row for 2 turns.
Skill set 6: ([20% chance] Will use when below 50%) “River Tiber” – Skill delay 2 turns to all cards, change the center two columns to water.
Skill set 7: ([20% chance] Will use when below 50%) “Offering to the Gods” – Bind two allies for two turns, change all orbs to heart orbs
Skill set 8: ([20% chance] Will use when below 50%) “First Ruler” – Orb movement time set to 2 seconds for 2 turns, add 2 combos for 2 turns.
Skill set 9: ([20% chance] Will use when below 50%) “Missing his brother” – Spawn 2 jammer, 2 poison, 2 mortal poison and 2 bomb orbs randomly. Locks half of all orbs randomly.
HP 10%-1%
Skill set 10: (Will use when below 10%) “Foundations of an Empire” – Void all player effects, 900,000 multi hit.
HP 1% or below
Skill set 11: (Will use when below 1% [resolve skill]) “Together we are unstoppable!” – Awoken skill bind for 99 turns, restore enemy to full health.
Dungeon Overview: 99 stam, 7 floors
Floor 1: Alt. Water Twin Star Leviathan (1095)
Floor 2: Alt. Wangren & Alt. Beyzul (1224, 1226)
Floor 3: Awoken Idunn & Idunna (2393)
Floor 4: Awoken Pollux (4245)
Floor 5: Awoken Castor (4246)
Floor 6: Sol & Mani (4744)
Floor 7: Romulus and Remus (????)
Romulus and Remus Card Design:
God, Balanced. Water/Fire. 7 star rarity
HP:2500 ATK:3000 RCV:400 Cost: 50
Awakenings: SB+, TE+, 7c, multi boost, multi boost
AS: (35->15) “Lupercalia” – Turn the 2nd from the left column to water and the 2nd from the right column to fire. Add 2 combos for 2 turns.
LS: “Dueling Hills” – No skyfall combos. Atk x6 for Fire att. HP and ATK x1.5 for Water att.
Evo mats:
Sol & Mani Gem, Athena Gem, Zeus Vulcan Gem, Zeus Mercury Gem, Jewel of Water
New Mechanic: Twin Orb.
When a twin orb is created on the board, it becomes grayed out, while all other orbs remain the same (like the opposite of the current mechanic “the starting point is fixed”) This effect lasts only a single turn, regardless if a combo is made or not. Multiple twin orbs may be on the board at once (no more than 3 total, like combo orbs)
This orb cannot be picked up, but whenever another orb is moved, the twin orb moves identically. If the player grabs an orb and moves it two spaces left, the twin orb will do the same. The twin orb can make and break combos; it is as if the player is grabbing two orbs at once and moving them both.
The twin orb obeys all normal orb rules (cannot go off screen, etc.) and it does not restrict the player’s movement. If the player wants to move to the left 5 spaces, but the twin orb is in the 2nd column, after the player has moved left once, the twin orb hits the edge and stops, but the player can keep moving left. The twin orb will continue to mirror any movement that does not put it outside the board.
The player cannot move their orb through a twin orb. Twin orbs CAN move under tape, allowing players to manipulate those orbs indirectly!
Twin orbs behave like combo orbs. Orb changes will not remove them, but board refreshes will.
(I have proposed this mechanic once before on this subreddit in one of my old posts, and people seemed to like it, so I thought I would flesh out the idea more and build a descended around it!)
[Winner] Circe, the Braided Nymph
Fire/Water attribute, Healer/Killer type
Health: 350,000,000
(Source material: Homer’s Odyssey)
Begins with immunity to damage. Has Resolve.
Attack Set 1 – Preemptive
Her hair shines radiantly: status immune for 999 turns.
“You must be exhausted!”: sets player’s max HP to 1,000,000 and current HP to 1.
“Please, help yourself.”: spawns six Heart orbs.
Attack Set 2 – Condition: player’s health is 1 and Circe hasn’t used Set 3 yet.
“…Are you sure you aren’t hungry?”: Circe, the Braided Nymph loses 10% of max health.
“Here, have some more.”: spawns six Heart orbs.
Attack Set 3 – Condition: player’s health is higher than 1 and Circe hasn’t used Set 3 yet.
“Mmm, yes, eat up.”: Transforms all subs into #1462, ABE Guard Captain Pig, level 1. (if that doesn’t fly because it’s from a collab, then Closed Tamadra.)
“Isn’t that delicious?”: Circe, the Braided Nymph loses immunity to damage and gains Damage Void (threshold: 15,000,000) for 999 turns.
You start to feel dizzy: Voids all status effects on the player.
Attack Set 4 – Condition: Circe’s HP is higher than 1, and she has used Set 3. (25% chance)
“You need another drink.”: Deals 25,125 damage and applies spinners to the entire board for one turn.
Attack Set 5 – Condition: Circe’s HP is higher than 1, and she has used Set 3. (25% chance)
“Come join me in the bath!”: Deals 25,125 damage and transforms the bottom three rows to Water.
“The water feels great.”: Absorbs water damage for one turn.
Attack Set 6 – Condition: Circe’s HP is higher than 1, and she has used Set 3. (25% chance)
“You’re so handsome…”: Deals 25,125 damage and spawns Heart orbs in the shape of a heart.
Attack Set 7 – Condition: Circe’s HP is higher than 1, and she has used Set 3. (25% chance)
“Won’t you stay for a while?”: Deals 25,125 damage and inflicts -5 seconds to move orbs for 1 turn.
Attack Set 8 – Condition: Circe’s HP is 1.
“That’s OK. I had a nice time.”: Removes the transformation effect from all subs.
“Safe travels!”: Self-destructs.
Untitled
So like eir, it’s immune to damage, and you need to combo to meet a requirement to do damage, and it has two stages, first you have a cloud at the 3 bottom rows and have to make 8 combos(the clouds last for one turn), then you have to make 8 combos, but this time your move time is halved and your hit with a 80% gravity.
If you fail one challenge then the boss will put up a 10,000,000 damage absorption void, and then will void damage of 20,000,000 or more, if you fail both it’s both the previous effect but with a 99% gravity and orb movement Time is reduced by 4 seconds.
If you pass both the boss will only put up the void of 20,000.000 damage or more shield, but(here’s the new feature) the boss will only take damage for a certain attribute, any other attributes will be voided our and will do 0 damage. This should go on for 5 turns
So for instance, if the boss will only take damage from wood attribute, any other attributes on the team will be voided out.
Also for the first turn the boss should Recognize which attribute your team made up of the most prominently, but after the first time it should be a random attribute every time.
(Also to note this effect can be voided out by the attribute absorption void skill I.e like Cronus and his skill earth haze)
And I also think the topic of the boss should be dragonbound related, like myr or lajoa
Ingenia Nullus the Hollow
The boss name- Ingenia Nullus the Hollow (from latin to english translates “characters none”)
Element- Dark (primary and secondary)
Type- Physical+devil
Aesthetics:
Female. A deep gray skin tone with no color. Very long and black hair that reaches to the knees behind her. The face has eyes that are completely pitch black, no pupil, iris, nor any other feature in the eye. The mouth is aggressive, like the one on “Dusking Dragon Caller, Sonia Gran Reverse.” She’s wearing a black dress that shows no… you know, and is distressingly skinny. The arms and hands are poised as if lifting something heavy, and some muscle shows, but there is nothing except maybe black, phantom-like auras surrounding the hands. From the ground, there are spirits coming from the ground, all slightly transparent, and have a faded look closer to the ground. This will show that she is apparently “lifting” the spirits from the ground. The legs are about shoulder width apart, also showing muscle in the calf from the lifting. Behind her are black flames that appear to be emitted by her.
Attacks and dialogue:
Her dialogue is aggressive. (She has 500m health, res that disappears after 50% health, and halves light attack.) She attacks first, saying the lines “your presence will be your demise,” Which makes her not able to receive damage. Then “Prepare to suffer,” which changes the two top rows to poison orbs (for both 7×6 and 6×5). After the player’s turn, she says “Don’t” and makes a 3 jammer column in the top left, then “lose” and makes three more just right of the first ones, then says “any,” which makes the jammers full columns, which will amount to 10 orbs on 6×5 and 12 on 7×6. If the player loses any of the jammers in any way by not “disassembling” the two jammer structures or a different way, that’s a trip to one-shotville by the line of dialogue “useless.”(If some/all orbs were locked and if no jammers were lost it’s not going to deal damage.) If the player succeeds, she says “impressive,” which makes her allowed to receive damage, then “finally a battle,” and saying that will void all skill effects. Then, “now the dead should roam free” which makes jammers in a way that every other orb and heal becomes a jammer, making effectively half of the orbs jammers and none will match naturally unless there are locks or there is another exception. After, “(a few phantoms appear from under you)” which makes the orbs that aren’t jammers blind for a turn, isn’t that nice. The player then takes a turn. Afterwards, she cycles through a few moves chosen at random per attack, and a move cannot be repeated twice in a row. One is “dastardly swipe” dealing 50k damage give or take, and reduces damage for one turn by 75%. Another is “gathering the damned.” Which deals 20k the first time, then when this attack occurs again, deals 40k, then 60k, and so on, and makes a random type of orb or heal unmatchable for two turns. Third is “Imminence confusion” which gives a very minor 10k things of damage but makes 2 spinners appear because someone on Reddit said they hate spinners, and 4 bombs surround it in a + position. Lastly is “chaos and havoc” which takes the player’s health down to where the player is barely alive and makes 2 lethal poison appear on the board for 6×5, but 7×6 has 3. If the player were to get her on very low health like one health from the res saving her, she says “I warned you” and changes the time to one-shot o’clock.
Card details:
Stars- whatever it’s given
Awoken skills- one extended move time+, one enhanced team hp, one skill blind resist, another enhanced team hp, and another skill blind resist, two resistance-blinds, and a resistance-blind+. If the monster has a level limit breakthrough, super awakenings will be increased attack with 7+ combos, damage void piercer, and guard break.
Cost- 50
Skill- clears all awoken blind statuses and delays the enemies’ turns by 1.
Leader skill- gives 2.5x attack for dark type and has 6x attack when matching 3 dark combos.
King of the Holy Knights, Xerias
Visual Design: would be some form of massive, humanoid figure outfitted in large bulky white and gold armor, with a massive sword in their hands.
Attacks are every 1 turn
HP: Roughly 200-300 million HP in annihilation level difficulty
Def: 1000
Skill Set: The main idea of this fight is its based a bit more about endurance and the player’s ability to survive, while also still requiring them to do a decent amount of damage while being unable to use skills for most of the fight’s duration, There’s a few checks the player must clear certain orb types (Jammers) from the board, otherwise they will suffer a large amount of damage, The player would be forcibly awoken skill bound for 1 turn and then normal skill bound for 10 turns to make it harder for the player to one-shot the boss with skill usage. on the second to last turn the player would be skill bound, the boss will spawn Poison orbs on the board and make them unmatchable, as well as spawning a box of Orb Changer slots on the board, the player will have to move the poison orbs into the orb changers in order to get rid of them. Failing to clear the poison orbs will result in an attack that will likely kill the player, but if they manage to clear all of the poison orbs, the next attack will instead be a much weaker attack, allowing the player to survive. by this point the player will have their skills back and the boss will lose their Damage void shield, once the boss goes down to 50% HP they will start to use only direct damage attacks, the rest of their HP should be depleted fairly quickly now that the player has access to their skills.
Pre-Emptives:
-“You have come a long way, Adventurer” (Status shield, 999 Turns)
-“I shall be the one to decide your fate.” (Awoken Skill Bind, 1 Turn)
-“Prove to me you are pure of darkness!” (Skill Bind, 10 turns)
-Holy Might ( Damage Void for over 30 million damage for 10 turns)
Attacks:
Skill Set 1: 33% chance
– Truth Slash (24,000 damage, changes middle row to Dark Orbs)
– Banishment of Darkness (Dark orbs Unmatchable for 1 turn)
Skill Set 2: 33% chance
-Blinding Lightstream (30,000 damage, Darkens board)
Skill Set 3: 33% chance
-Purifying Strike (34,000 damage, Randomly spawns Light orbs from Non-light orbs)
-Oath of the Holy (Locks all Light orbs on the board)
Skill Set 4: Used on Turn 5 when Above 75% HP, 1 time use
-“Your power is none compared to the light!” (99% Gravity hit)
-Trial of the Holy (Awoken Skill bind for 1 turn)
-“Now, reveal your darkened spirit to me!” (Spawns 9 jammers at random on board)
Skill Set 5: Used on Turn 5 when Below 75% HP, 1 time use
“Impressive, but I will not fall to you!” (Heal player to 100% HP)
-Trial of the Holy (Awoken Skill bind for 1 turn)
-“Now, reveal your darkened spirit to me!” (Spawns 9 jammers at random on board)
Skill Set 6: Used when jammers are on the board
Extinguisher of Evil (100,000 damage, Changes Jammer orbs to Light Orbs)
Skill Set 7: Used when Below 75% HP, 33% chance
-Holy Binding (22,000 damage, Top and Bottom rows are unmovable for 1 turn)
Skill Set 8: Used when Below 75% HP, 33% chance
-Light Strike (40,000 damage, Blinds 6 orbs in the center of the board for 4 turns)
-Shining Shield (50% damage reduction for 1 turn)
Skill Set 9: Used when Below 75% HP, 33% chance
-True Knight’s slash (34,000 damage, changes Heart orbs to Light Orbs)
-Guidance of Light (Increases Heart skyfall chance by 20% for 1 turn)
Skill Set 10: Used on Turn 9, 1 time use
-“Your resolve is impressive, but this ends here!” (Awoken Skill Bind for 1 turn)
-“I shall reveal the true darkness within you!” (Spawns 6 Poison orbs randomly on the board)
-“And you shall face the punishment of light!” (Poison orbs become unmatchable for 1 turn)
-Judgement of the Holy (Spawns 4 Orb Changers in the center of the board for 1 turn)
Skill Set 11: Used when Poison Orbs are on the board
-Banishing Light (1,000 damage)
-1 hit (3,000 damage)
-1 hit (5,000 damage)
-1 hit (10,000 damage)
-“By the holy blade, I banish thee!” (1,000,000 damage, Changes Poison orbs to light orbs)
Skill Set 12: Used on Turn 10
-Banishing Light (500 damage)
-1 hit (1,000 damage)
-1 hit (3,000 damage)
-1 hit (5,000 damage)
-“By the holy blade, I banish thee!” (10,000 damage)
-“What? How do you still stand?” (Heal Player to 100% HP)
Skill Set 13: Used when Below 50% HP
-Desperate Slash (40,000 damage)
Prometheus Descended
[Thief of Flames- Annihilation]
Prometheus is a Fire/Light card, with Physical/Attacker/Healer typings
Prometheus has 110,000,000 HP
Preemptives-
Titan Form (999 turn status shield)
Foresight (999 turn >30m dmg void)
Bound by Chains (~1k dmg, seal an outer row/column at random for 1 turn)
Titan Resolve (50% resolve)
Normal Attacks-
Skill Set 1-
Pramantha (~28k, change left column to fire)
Bound by Chains (~1k dmg, seal right column for 1 turn)
Skill Set 2-
Burnt Offering (~31k, change heart into jammer)
Bound by Chains (~1k dmg, seal an outer row/column at random for 1 turn)
Skill Set 3-
Eagle Peck (~22k, spawn 8 random poison)
Bound by Chains (~1k dmg, seal an outer row/column at random for 1 turn)
Skill Set 4-
Trickster (~28k, create 2 random spinners for 1 turn)
Bound by Chains (~1k dmg, seal an outer row/column at random for 1 turn)
When Under 50% HP-
Burning Bright (Change own Att. to Fire)
Forbidden Knowledge (ATK becomes x2 for 999 turns)
When Under 10% HP-
Odd Flame (Void player skill effects)
Crushing Stone (~800k damage multi-hit)
Mega Awoken TAMADRA
At start of the turn, spawn Tamadras and add a damage void shield to itself indefinitely. This shield will deactivate if there are no other Tamadras on the field. Think of these Tamadras like the respawn mechanic for Hexazeon, and Gilles Legato. If delayed: do a multi hit gravity that does not kill the player; -orb movement time, reduce RCV, skill bind, add a Status Immunity shield, add a combo shield, and do not spawn Tamadras after the initial wave is killed. But do continue spawning them once the delay is done.
If there are tamadras:
Unlock the board.
At the start of each turn, for each Tamadra, require the user to match the board in a certain way. This can be matching a row, TPA, L, VDP, FUA, ect. Along with this requirement, spawn n amount of orbs to guarantee activation. The player’s team must have the equivalent awakening to match what is required.
If the player does not have the relevant awakening, spawn hazards in place of the n amount of orbs given.
If the player has resistance to hazards, give a debuff. This can range from reduced orb time, reduced recovery, reduced max health, reduced base attack (new), match a certain color will hurt you instead (does not do as much damage as bombs)
If the player is able to defeat the spawned tamadras for a given a amount of waves or amount (maybe 3 waves of Tamadras, or maybe after 7 are killed), give 2 buffs to the player. This can be any buffs such as increased max health, enhancing the whole board, +TE, a short duration shield, ect. Then, stun Mega Awoken TAMADRA for 2 turns (will be called Boss Tama from now on). by stun, either do nothing when able to attack, or increase turn counter).
The player is free to attack Boss Tama for two turns. Against most teams, Boss Tama will have enough HP to not die from 2 turns.
After 2 turns: Gravity to player and spawn tamadras for 1 turn only (instead of previous 3 turns). If Boss Tama is stunned again, only stun for 1 turn.
Possible Boss Tama HP Thresholds
>90% Damage Void
<70% Combo Shield
<50% a 20% Resolve Shield
<20% Charge a certain death hit (charges for 5 turns)
Deal small amount of damage every turn.
Ways to kill Boss Tama quickly.
Bring monsters with Awoken Material Killer. Bring true damage actives for the tamadras spawned. Bring a big damage buff (gemstones, Wisedragons). Bring a delay. Delays skips with 3 wave spawn mechanic and instead becomes a 1 wave spawn mechanic. Use a high damage lead like Amun.
Previous floors before the boss will be special Tamadras (like Sonia Tamadra, Latent Tamadras, Memorial Tamadras(cannot drop), King Tamadras, or even new Tamadras to evolve Boss Tamadra). Give preceding floors mechanics to make it a little difficult to save active skills solely for the boss floor.
“Red Light – Green Light”
As a preemptive, the boss disables heart orbs from appearing, as well as negates the use of void damage penetration and void attribute absorb.
First phase (above 50%), the boss alternates between two states, dubbed “red light” and “green light”. During “red light”, the boss unlocks all orbs, and changes the whole board to a pre-solved 10 combo setup of the 5 colors. The boss will also reflect all damage taken during “red light”. Next, he transitions to “green light”, where the player is allowed to damage the boss (maximum of 1 damage per hit to draw it out). This pair of phases should last for at least 5+ pairs with perfect play (roughly 60 hits to end the phase).
Then the boss moves to phase two. For phase two, each turn the boss will reset the board to an unsolved 5 color board, gravity the player for 15% true damage, and gain four color absorbs (at random). This should proceed for another 5+ turns, where a single mistake sends the player back to the start due to the absorb.
The main goal of this fight is to emphasize the core mechanic of the game; orb matching. This fight is not meant to be brute-forced, or beaten via the use of active skills. It does not require you have played for a long time, nor have specific units.
Jesus Christ
Defense: 7,777,777
Health: 777,777,777
Preemptives: God of mercy (increased heart skyfall and heart skyfalls appeared locked, status shield)
Moveset:
>99% health – Baptism (50% gravity, changes all orbs to blue, 10k hit)
>50% health – Alternate between moves sets 1&2
move set 1 – Curse you sinner (awoken bind for 2 turns, mortal poison skyfall for 1 turn)
move set 2 – Throws the temple tables (changes 10 non poison orbs to poison and mortal poison orbs, if less than 10 non poison orbs do 50k hit)
<50% health -Miraculous healing (heals itself back to full health)
>When killed for the first time: Tomb appears
Tomb
def: 10,000,000,000
health: 10,000,000,000
Preemptives: The ground shakes and tremble (clears all status effects, awoken bind for 3 turns, status shield)
first turn: First day (does nothing)
second turn: Second day (does nothing)
third turn: Third day, the lord and saviour rises from the dead (self destructs)
>Jesus returns with 30% resolve
Defense: 0
Health: 77,777,777
Preemptives: Death has been defeated (Voids damage over 5 million, Absorbs damage over 4 million, absorbs dark att. for 99 turns, status shield)
First turn: I will return again for a second coming (20 turn countdown)
21st turn and beyond: You faithless servant! (multi-hit 500k)
>if killed, Jesus returns
Defense: 77,777,777
Health: 7,777,777,777
Preemptive: Faithful and Blessed servant, you have done well (5x attack for all attrubutes, status shield, fixed user health 300k, heals user to full health)
Alternate between move set 1&2:
moves set 1: Hurry up! (clouds the whole screen for 1 turn, blinds all orbs for 1 turns, 50k hit)
moves set 2: The end is near! (tapes the edges for 1 turn, half a second spinners on the edges for 1 turn, 50% gravity)
Dante Descended
S-Rank: 6 Rainbowpys, 6 Super Snow Globe Dragons, 6 Ancient-Trigod Masks.
A-Rank to C-Rank: 4/3/2 of each of the prizes in S-Rank by rank achieved respectively.
Backgrounds of the dungeon change depending on what floor of it is, corresponding with their appropriate sin’s landscape according to Dante’s Inferno. Transitions between floors are handled in a similar way to the ones in the PAD Final Fantasy collab dungeon.
Dungeon Info (10 Floors)
F1: Alt. Cleopatra (Lust) She will have a resolve and the same moveset, but immediately execute the player in her rage zone instead of giving a turn warning to punish lack of discipline with the aforementioned added mechanic. A violent storm will bustle about the area, seeming as though it will never end.
F2: Extreme King Metal Dragon (Gluttony). A feast is plated, but untouched; an uncountable number of souls hang around it, eagerly wanting to eat what lies in front of them but are barred off at the last moment.
F3: Alt. Scholarly God of Fortune, Ganesha (Greed). His 7c shield is 999 turns and prevents a random RBGLD orb from being matched for 3 turns as an additional preemptive effect, but has no difference in moveset otherwise. A scale is in the background behind him, with endless amounts of money on one end and greedy humans in life on the other; the money is so much more heavy it simultaneously brings itself down on the scale while taking its prisoners up, preventing them from dropping off the scale and getting the treasure.
F4: Awoken Ares (Wrath). Depicted behind him is a scene where soldiers in their military gear in life are forced to fight each other eternally in death, showing true anger and fear from the winners and losers respectively of each fight.
F5: Alt. Azazel (Heresy). A one-turn awakening bind is given to the team as the first part of his preemptive attack, making his scroll preemptive of both the top and bottom rows unavoidable. Here, heretics are burnt alive repeatedly on perverted visages of the Biblical cross.
F6: Awoken Hinokagutsuchi (Violence). The difficulty of this floor is not from the boss himself – in fact, Hino has quite low HP himself compared to the rest of his dungeon – but the tape from the previous floor makes using a FUA infeasible in most cases unless an active such as Mel is used. Players can either stall until the tape is over or use a skill like the one mentioned before to delay/poison/make FUA to counteract this interaction. Various trees hang behind Hino, each colored pitch black under a red moon-lit sky.
F7: Alt. Unwavering Samurai Dragon, Nobunaga (Fraud). Injustice (RBG absorb) is no longer a 1-use ability but is automatically used whenever Nobunaga does not have an absorb present, heavily handicapping the damage of teams which rely on these attributes to do damage. Background is a group of men attempting to push a boulder that they can’t hope to manage up a hill, struggling to do it despite knowing that they can’t under fear of a worse fate if they do not appear to try.
F8: King of Hell, Satan (Treachery). Same as previous versions: takes place in a snowy environment on a frozen lake.
F9 and final boss: Knight of Redemption, Dante Alighieri (evolved form). While the background of previous battles get more and more sinister as the player descends the various levels of Hell, this final round taking place in Purgatory is calm and serene. Sun shining through a misty fog and tall grasses obscure all that are present except Dante. In this battle, Dante is depicted with his love Beatrice standing by his side in a similar pose to Persephone into Hades. Dante himself is a man in his early 30’s and late 20’s with brown hair, chiseled features, tanned skin, and a fit body that is covered by the Crusader armor that he wears; in contrast, Beatrice is around the same age but only wears a white gown to compliment her fair skin and blond hair. Dante is a new type of boss in that while he bears the standard resolve (90%) and Void Damage shield that most others possess, he is the first one to include an anti-combo shield. An anti-combo shield is one that nullifies any damage made from an attack that is at or above the specified amount of combos – Dante’s is 7 combos or above, which heavily disincentives the primary use of 7c damage awakenings for this dungeon due to the final boss alone and gives a certain niche to no-Skyfall leaders and actives. Dante operates on a 2-turn attack timer once the battle starts, but shifts and speeds up into a 1-turn timer while gaining a 999 turn status shield if hit below his resolve. His primary attack gimmick from 90-50 percent HP is an attack, then a 99 percent gravity every 2 turns forcing leaders with not obscenely amounts of RCV granted by their leader skill to either choose to heal up by doing a lot of combos or do damage. In turns in between, he chooses to attack and then (shield for 50%, gain 10% HP back, or lock certain parts of the board). When he is hit below half, he casts upon himself a 90 percent shield broadcasts his intent to perform a strong attack, then following up on that threat with one that can insta-kill even the tankiest of DMeta teams. If the player can survive that, Dante casts a permanent 1.5 attack buff on himself and continues the fight. He still does his attack and gravity every two turns, but substitutes his three alternative moves in between with 4 attacks with the effects (poison skyfall for 1 turn, jammer skyfall for 1 turn, spinners for 1 turn, a cloud in a “heart-cross” shape in a random corner). If hit below 20 percent HP, 2 different scenarios will occur depending on his HP: if less than 1 percent (i.e. hit resolve without FUA), he will void buffs and instakill, but any other HP in that zone will be given a 2 turn countdown before doing so. However, killing him during this time of vulnerability is not easy because he awakening binds the team for this entire period.
Knight of Redemption, Dante Alighieri STATS (Annihilation):
HP: 500,000,000
Defense: 2100
Attribute: L/F
Typing: Attacker/Balanced
Preemptives: Conqueror of Satan (40,000,000 damage null), Savior of Mankind (7c anti-combo shield)
Attack frequency: 2 turns
Moveset:
From 100 to 90 percent HP –
“You are pitiful to me, agent of Satan.” (30,200) 50% chance
“Do you only exist to drag down mankind?” (25,900) 50% chance
From 90 to 50 percent HP –
Starts out by speeding up in his attacks from 2-turn to 1-turn “through the power of endless faith) and puts up a shield titled “Unbreakable Moral Compass”.
“Choose now: a blissful life of ignorance” (25,500 hit) “or the miserable road to redemption.” (99 percent gravity) used every two turns
“My own soul feels cleansed purging the world of the damned.” (30,300 hit then heal for 10 percent) 33% chance
“The power of the Lord himself is behind me. It would be wise not to cross him.” (30,300 hit then shield for 50% damage) 33% chance
“There is no escape for sinners like you.” (30,300 hit then lock 12 random orbs of the board) 33% percent chance
From 50 to 20 percent HP –
Opens by giving a turn warning of “light gathering around Dante’s clothes” and then casting “Death of the Unfaithful”, an attack which deals 666,666 damage. If that is survived, proceeds to this moveset after buffing himself with “Blessing of God” to do 1.5x damage: (damage numbers presented are post-buff)
“The struggles presented by your unholy wrath only serve to drive me further against the Devil’s influence.” (33,750 hit then 99% gravity) used every two turns
“Let gluttony be your own downfall.” (40,450 hit then 5% poison skyfall for 1 turn) 25% chance
“Avarice is a seed of goodness hidden within a bed of lies.” (40,450 hit then 5% jammer skyfall for 1 turn) 25% chance
“It is not uncommon for sinners to be unable to comprehend the might of God before them.” (40,450 hit then spinners in 4 corners of board for 1 turn) 25% chance
“What little good qualities you have is obscured by the fog of your faults.” (40,450 hit then cloud covering random row of board for 1 turn) 25% chance
From 20 to 1 percent HP –
If x = boss HP and x<1%:
“There is no recompense for your actions” and “Divine Purge”, cleansing status buffs and dealing 6,666,666 damage in 10 hits respectively.
If 1<x<20:
Dante says “The power you hold is great enough to challenge me, but let’s see how you face the final I have in my arsenal.” (awoken skill bind for 3 turns)
Counts down from 2, then follows with “Hmmph. You were too weak for me after all.” and “Divine Purge”, executing the player in the same way as if they had hit his resolve.
Euterpe Descended!
Great Muse of Heavenly Notes, Euterpe (light / blue), (god & healer)
[Passive] – [Attacker and Physical type damage halved]
[Pre-emptive] – Protection of the Nine Muses [Status shield]
[Pre-emptive] – Stay quiet… [Binds awakenings and badges for 1 turn]
[Pre-emptive] – Do you hear my flute? [Skill binds for 10 turns]
[Pre-emptive] – Wind of the auloi [Binds leader and friend leader for 1 turn]
[Turn 1]
– I shall protect you. [No skyfall matches for 9 turns]
– And the muses shall protect me [Invincible]
– Begin, my sisters [Sets max HP to 9000 for 99 turns]
[Turn 2]
– [text] The spirit of Calliope appears
– Harmonize with me! [Absorbs 9 combos or less]
– [create board of 3 reds, 6 blues, 3 greens, 6 lights, 3 darks, 3 heals, 3 jammers, 3 bombs]
[Turn 3 – if player makes 10 combos]
– Well done. [Heal player to max]
– [text] The spirit of Clio appears
– History is permanent. [lock all skyfall matches]
– [text] But can you change the future?
[Turn 4]
– [text] The spirit of Erato appears
– [text] Do not disappoint the muse of desire.
– Play me an arrow of love. [create 5 hearts in random places]
[Turn 5 – If FUA match is made]
– [text] You may pass.
– The spirit of Melpomene appears [Disable leader skills for 1 turn]
– Another lost traveler… how unpleasant [Blinds random 19 orbs for 1 turn]
– Dance me a square and you may progress. [create 9 blue orbs]
[Turn 6 – If VDP match is made]
– [text] The journey continues…
– [text] The spirit of Polyhymnia appears
– A hymn, for you. [create one mortal poison orb in bottom row]
– You must protect it. [lock mortal poison orbs]
– [text] Never let it reach the depths of the sea.
[Turn 7 – If no mortal poison orbs are in the bottom row AND mortal poison orb exists]
– [text] The spirit of Terpsichore appears
– You have done well. [Change all orbs to heart]
– But the challenges continue. [Change 15 heart orbs to green orbs]
[Turn 8 – If no mortal poison orbs are in the bottom row AND mortal poison orb exists]
– [text] Do not despair!
– [text] The spirit of Thalia appears.
– Stay festive! [create 3 reds, 3 blues, 6 greens, 3 lights, 3 darks, 3 heals, 3 jammers, 3 bombs, 3 poisons at random]
– Hehehe! [Absorbs 7 combos or less]
– [text] My flowers can help you… ready?
– Bloom! [Sets orb movement time to 9 seconds]
[Turn 9 – If no mortal poison orbs in bottom row AND mortal poison orb exists AND 8 combos reached]
– [text] The final muse awaits…
– [text] The spirit of Urania appears
– The world is mine… [change all orbs to green]
– The water meets the land… [changes 6 green orbs to blue]
– The sun shines through… [change 4 green orbs to light]
– Make me a world with a row for the sea. [Absorbs 3 combos and less]
– Change the world! [freely move orbs for 6 seconds]
[Turn 10 – If no mortal poison orbs in bottom row AND mortal poison orb exists AND a row of blue orbs matched AND 4 combos are reached]
– 8 muses have been overcome [unlock all orbs]
– [text] Only one remains.
– I am Euterpe, muse of music. [removes invincibility]
– Radiance of Euterpe [Minus 2 combo for 9 turns]
– Listen closely… [Voids damage above 9,000,000]
– The wind of music overtakes all [Unable to match any orbs for 1 turn]
[If/when any test is failed]
– You have failed me. [Dispel all effects]
– Another time? [Attack 999,999]
[Skills after all trials passed] —–
[If player is not set to 9000 max HP]
– I must protect you. [Sets max HP to 9000 for 99 turns]
[Skillset 1 – 20%]
– Flute of two pipes. [3333 attack (6666 after disrespect), Unable to erase 3 orbs at once]
[Skillset 2 – 20%]
– Wind of uncertainty. [3333 attack (6666 after direspect), Create 3 spinners at random]
[Skillset 3 – 20%]
– Power of the auloi. [3333 attack (6666 after disrespect), Change heart orbs to jammer]
– Defense of the nine muses [Absorbs 7 combos or less for 2 turns]
[Skillset 4 – 20%]
– Strength of the lullaby. [Heal 5% of HP]
– [Binds awakenings for 1 turn]
[Skillset 5 – 10%]
– Change of chant [Randomly change own attribute]
– Slow tempo [Shield 50% damage for 1 turn]
[Skillset 6 – 10%]
– Auloi defense [Tape bottom and top row for 1 turn]
– Magical hymn [3333 attack (6666 after disrespect)]
[Skillset 7 – Every 9 turns]
– Power of the nine muses [Minus 1 combo for 9 turns]
– Attack of the nine muses [99% gravity]
[Skillset 8 – If under 50% HP]
– Don’t you dare disrespect the harmony! [Buff damage by 100%]
– Euterpe intensifies the melody… [RCV halved for 9 turns]
[Skillset 9 – If under 10% HP (takes priority over <50% skillset)]
– You have failed me. [Dispel all player buffs]
– Another time? [Attack 999,999]
[Winner] Bright Cheerleading Captain, Blaze
Orchard’s Pal, Johnny Appleseed
Orchard’s Pal, Johnny Appleseed (wood type, God/Balanced)
=== Notes ===
Hopefully the combo-limiting mechanic will make blob-matching and other non-combo-based leads more viable.
=== Boss Pre-emptives ===
“Friend of Nature”
Absorbs 100% wood damage, 999 turns
“Hey there, neighbor. Are you here to help me plant?”
Status effect shield, 999 turns
“Let’s just take this slowly.”
Limits combo count to 4 per board. After matching 4 combos, orbs can no longer be matched. 5 turns.
“Now don’t go troublin’ my plants!”
90% damage reduction for 5 turns.
=== First Part: Introductory Tests ===
=Turn 1=
“First we sow the seeds!”
8,000 damage x 1 hit
Change the following orbs into Jammers:
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ O _ O _ O _ _ O _ O _ O
=Turn 2=
If the player moved or resisted the Jammers spawned last turn:
“Hey, keep your fingers off those seeds!!”
25,000 damage x 2 hits
Reduce move time by 3 seconds for 5 turns
“The seeds are startin’ to sprout!”
8,000 damage x 1 hit
Change the following orbs into Wood orbs:
_ _ _ _ _ _ _ O _ _ O _ _ O _ _ O _ _ O _ _ O _ _ O _ _ O _
=Turn 3=
If the player moved or changed the Wood orbs spawned last turn:
“You’ve got some nerve cuttin’ down those saplings!”
25,000 damage x 2 hits
If the player moved or changed the Wood orbs spawned last turn:
“Now I have to stake them back up!”
Immovable tape across the bottom row, 4 turns
“Hot dog, the apples are ready!”
8,000 damage x 1 hit
Change the following orbs into Fire orbs:
O _ O _ O _ _ O _ O _ O _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
=Turn 4=
If the player moved or changed the Fire orbs spawned last turn:
“Are you eatin’ my apples?!”
25,000 damage x 2 hits
Disable awoken skills, 6 turns
If the player did not trigger “Hey, keep your fingers off those seeds!!”, “You’ve got some nerve cuttin’ down those saplings!!”, or “Are you eatin’ my apples?!”:
“Thanks for your help, neighbor! Try an apple!”Heal player’s HP to full
If the player did not trigger “Hey, keep your fingers off those seeds!!”, “You’ve got some nerve cuttin’ down those saplings!!”, or “Are you eatin’ my apples?!”:
“Plantin’ sure wears a body out.”Reduce skill charge by 99 turns
If the player did trigger “Hey, keep your fingers off those seeds!!”, “You’ve got some nerve cuttin’ down those saplings!!”, or “Are you eatin’ my apples?!”:
“Git your head out of the clouds and back down to earth!”
Create a 2×2 cloud, 3 turns
=== Second Part: Mid-Battle ===
=Turn 1=
“Finished at last! I do love a good apple!”
Absorbs 100% Fire damage, 99 turns
“Bitin’ into one makes me feel mighty.”
Triples attack.
“Folks say they keep the doctor away, too.”
Enemy gains 1% resolve.
~ 25% chance of any of the following attacks, repeated until one of the third part conditions is met ~
Attack 1: “Now don’t strain yerself.”
Increases cooldown of active skills by 4-6 turns.
Attack 2: “Always scatterin’ seeds!”
25,000 damage x 2 hits
Spawns 8 Jammers from random non-Fire orbs.
Attack 3: “Every seed’s an apple waitin’ to happen.”
10,000 damage x 3 hits
Turns all Jammer orbs into Fire orbs.
Attack 4: “Crunchin’ into a juicy apple.”
Enemy recovers 1/5 of total HP
=== Third Part: Finishing Moves ===
~ <50% HP, 100% chance, 1 time use ~
“Look out! Some of those apples don’t look right!”
Increases skyfall chance of fire and poison orbs, 99 turns
~ <5% HP, 100% chance, 1 time use ~
“Yikes, I need an apple!”
Enemy fully recovers HP
“Let’s all just take it easy around here.”
Limits combo count to 3 per board. After matching 3 combos, orbs can no longer be matched. 99 turns.
~ <1% HP, 100% chance ~
“Apples as far as the eye can see!”
350,000 damage x 7 hits
Changes all orbs to Fire and Wood
Lovecraftian Eldritch Horror, Shub-Niggurath
The boss would be the Lovecraftian Eldritch Horror, Shub-Niggurath “The Black Goat of the Woods with a Thousand Young”. She’s basically a black amalgamation of thousands of tentacles, goatish hooves, and mouths with those mouths constantly birthing young (this will be the main mechanic).
Here I’ll list the mechanics. I’m thinking that the boss fight would start out with Shub-Niggurath and 3 of her young. Shubb-Nigurath would have the damage nullification mechanic until 1-2 or less of her young remain alive. Now the main gimmick of this dungeon is that much like her description, Shub-Niggurath would spawn 1 new “baby” every turn instead of attacking. While spawning a baby she would also give a random buff to one of her young such as a shield or combo absorb for 1 turn. This would mean that it is possible for Shubb-Niggurath to regain her damage nullification passive for spawning more babies. I’m thinking that to make this an Annihilation difficulty dungeon the young could have stats similar to the metatrons, moderately high hp with high defense. Maybe buff the HP to 150m and defense to 30m. The only difference would be that they attack every turn for damage between 15-20k without putting up any gimmicks. this way the starting 3 would deal 45-60k (completely manageable and almost standard nowadays) but if you struggle to kill them without burning actives you will not be able to survive and will be overwhelmed. This will also make it so that If a team manages to kill 2 turn 1 that 2 will still be left in play as Shub-Niggurath will spawn a new baby regaining her damage nullification, in this way people will be unable to carat burst down hoping to kill Shub-Niggurath turn 2 to stop the young from spawning, they would need to kill all of the young on board with a carat burst to do this and with a combined effective HP of 540m split across 3 spawns in the beginning. This will be hard as killer whores like shazel and kiri will only hit 1-2 spawns each.
I’m thinking the young cap out at 8 per fight (120-160k damage per turn maximum, standard kill shots). Once the young cap out Shub-Niggurath might begin blocking heal orbs each turn. This will eliminate teams that have high HP with high RCV, I’m looking at you Shiro.
This boss fight is also easy to buff in case my mental math does not match up with current Annihilation difficulty and if you think that the babies will be too easy to kill just up their HP, defense may be hard due to average damage output per card.
Sorry if some of the mechanics seem “loose” I phrased them that way to show that the boss fight could be buffed or nerfed to meet annihilation requirements. I’m mainly theorizing and pitching my spawning mechanic.
Medusa
Ok so,My descend boss would be medusa from Greek mythology.when you first encounter her,she puts up a damage void a status shield and a combo absorb. Her attack would involve her putting tapes onto the board and also a new mechanic call “petrifying glaze”(Very original).Petrifying glaze will turn “x” amount of orbs into stones for “x” amount oftime.These orbs can’t be move at all.You can destroy these stones by matching 4 orbs next to them.Medusa also has this mechanic where she charges an attack that petrifying your monster(s) for “x” amount of time.This would remove their hp from your total hp pool until the debuff ends and also any team buff they have.
Agadoth
dark/fire type
Annihilation level
When you enter the boss battle, he changes the board to a REMDra Fever style Time Attack battle, with 200 dark orbs required to kill him
He has attacks that lower the amount of time you have, which you would have to counter with heal orbs. He also has attacks that change dark orbs to fire orbs during this first phase.
When his health is fully knocked down, he recovers completely and changes his attribute to full fire, with 500 fire orbs required to kill him. Once again he as attacks that lower the amount of time you have, plus attacks that change fire orbs to dark orbs. He also, at this point, has attacks that bind rows of orbs. An additional attack when reaching half health will completely remove a monster from your team, but this change does not affect anything else
Princess Soprano and the Mysterious Orbs
Monster: Princess Soprano and the Mysterious Orbs
Random skill (50% chance, any turn, goes before original skill, if any):
“Dance!!”
> All orbs to spinners for 5 turns
Preskill:
“Listen to my drums!~”
> Binds all monsters awakenings for 5 turns
> Halves RCV for 99 turns
1 turn
Skill:
“Do you like them?”
> Heals all HP
2 turns
Skill:
“Encore to my beat!”
> Binds all monsters awakenings for 99 turns
> Attack of 50% of max HP
1 turn
Skill:
“Play a tune!”
> Less than 6 combo attack will be absorbed (miss any, next turn changes to attack of 100% of max HP)
3 turns
Skill (repeat until defeat):
“End performance! Good Night!!”
> Attack of 100% of max HP
~~~
Princess Soprano and the Mysterious Orbs evolves into Opera Superstar, Princess Soprano when her HP reaches 1 with HP fully recovered
~~~
Monster: Opera Superstar, Princess Soprano
Random Skill (10% chance, any turn, goes before original skill, if any):
“Here’s a song for you~”
> Heal all HP
> Null all active skills
Preskill:
“My heart’s in the chords!~”
> Heals all HP
> Bind 3 random monsters for 5 turns
> Absorbs damage over 500,000 for 1 turn
1 turn
Skill:
“Play some notes too!”
> Change Dark orbs to Jammers
> Blind board
> Attack of 50% of max HP
1 turns
Skill:
“Give me a beat!”
> Changes 4 random orbs to Bombs
> Lock Bombs
> Attack of 75% of max HP
1 turn
Skill:
“Keep it up!”
> Changes 6 random orbs to Bombs
> Lock Bombs
> Attack of 75% of max HP
1 turn
Skill (3 Options):
(Didn’t clear Bombs, 99% chance)
“We blew it!”
> Awakening Binds all monsters for 10 turns
> Binds all monsters for 10 turns
> Skill Binds all monsters for 10 turns
(Didn’t clear Bombs, 1% chance)
“I’ll go down with a boom!”
> Changes all orbs to Heal
> Attack of 100% of max HP at itself
(Cleared bombs)
“Celebration!!”
> Changes all orbs to Heal
> Nulls all active skills
> Locks all orbs
> Changes attribute to Light
1 turn
Skill:
“There is no after party!”
> Attack of 99% of max HP
2 turns
Skill: (repeat until defeat)
“Good night!!”
> Attack of 100% of max HP
The Carpenter, Jesus of Nazarth.
Two-part boss. The Carpenter, Jesus of Nazarth. Green attribute – 50 million HP with a 50% damage reduction shield. Only double prong damage effects him. He randomly heals himself. He does between 14k and 35k damage per turn. He randomly heals the player, too. If he drops below 10% health, he sacrifices himself — he dies and gets resurrected as Jesus, the Divine Holy Spirit. Jesus, the Divine Holy Spirit is light attribute, has 300 million HP with a 50% damage reduction shield and 50% dark damage reduction. Only rows hurt him. Turns water orbs into random color. Also creates a cross/crucifix of jammer orbs every 4th turn. Heals himself random amounts at random intervals. Deals 25k to 50k damage per hit. Difficulty of this boss lies not in weird effects (like spinners, gravities, bombs, etc) but in being only able to use double prongs or rows to do damage.
Painfully Playful, Pasfalu
Premptive:
“Can you prevail” Binds awakenings for 999 turns
“Without these?” Delays skills by 999 turns
“Goodluck… Have fun… ” both suicide.
Boss: Painfully Playful, Pasfalu
Devil typing, fire main attribute, when below 50% change to dark, has 50% resolve, 200 million hp, 20 thousand defense, 25 thousand attack.
Premptive:
“Sorry about that!” Fully cleanses all binds (including awakening) and cuts player hp by 100%
“You’re still here? Impressive!” Voids all status effects for 999 turns.
“I’ll definitely need this!” Voids all damage above 30 million for 999 turns.
“It’s 6 vs one, isn’t that a bit unfair?” Fully heals player
“I know! Let’s share!” Randomly chooses 3 of the players subs and changes them into a 297 max leveled Plessie-bean, Tyrra-bean and Brachy-bean.
If player does:
81%-100%
“Feeling Lucky?” Skill binds for 99 turns
51%-80%
“Playful Push!” 23k hit+ 23k hit and randomly binds 1 sub
30%-50%
“Ouch!” 33k hit and randomly gives 1 sub back (One time only)
“Just kidding!” Heals self by 5% hp + 22k hit and changes 1 bean for another bean
11%-29%
“Careful! That’s not safe!” Heals 5% hp + 44k hit
1%-10%
“You win! Here’s your prize!” Voids all buffs + 99999991 hit
If you one shot + fua: “…”
Once defeated:
“You can have these back, they’re no fun” Returns players subs
Sekhmet
[50% HP Resolve]
[Light element]
[99 Turn Status Ailment Resist]
800m HP.
Halves damage from Water, Light, and Dark.
At the start of the fight, she should say something along the lines of
“A challenger? Then, I shall test your heart!”
She will have 99% damage reduction for one turn, and say “Show me your justice!”
The board will be changed to 15/15 light and dark orbs.
Matching more light combos:
Boss’s element changes to Fire.
“You are just, but are you worthy? Come!”‘
The glare of the sun is brilliant! (All orbs darkened for 15 turns)
Above 50%:
33% chance of following:
Roarrr!! (-2 Skill Charge, 17k damage)
Lion’s Swipe (Multiattack: – 10% hp, 17k damage)
The Cobra Attacked! (15k damage, spawns 3 poison and 3 mortal poison orbs on the board.)
Under 75% (once)
The cobra spat some poison into the sky. (+15 turn poison skyfall, RCV halved for 15 turns)
Under 50%
“I’m thirsty… hey, it’s pretty hot…”
Changes all orbs to fire orbs.
(Team inflicted with Burn for 6 turns. Burn does 20% of total hp after player’s turn, and is not affected by damage reduction. Burn can be removed by matching 2 water combos. Upon removing burn, clouds cover the top half of the board for 1 turn.)
Continue 50%+ Attack Pattern.
Under 25% (2 patterns, will repeat…)
“It’s time to finish this.”
Awoken Bind for 1 turn.
The sun disc is shining brighter!
All orbs darkened.
(Skips turn).
Next turn: Die, mortal!
600k fire damage.
Under 1%
“You must learn restraint.”
Awoken Bind for 15 turns. Recovers 99% HP
Upon defeat:
“Good fight, warrior!”
Matching more dark combos:
Boss’s element changes to Dark.
“Face your judgement!” (Atk x2 for 999 turns)
Tapes top and bottom row for 10 turns.
9c Combo Shield for 10 turns.
Above 50%:
33% of each of the following (With attack boost)
Divine Judgement! (-30% HP, 34k damage)
Cobra Strike (Spawns 6 mortal poison orbs, 30k damage)
Lion’s Mighty Roar (-5 turns to skill charge, 34k damage)
Under 50% (Once)
“So you’ve got some skill. But, you shall perish here!”
The goddess is blazing with wrath!
Some steam is rising from the sand…
+99 turn increased fire skyfalls.
(Full board cloud)
*Skips Turn*
Next turn:
Goddess’ Enraged Attack (150k dark damage.)
Returns to above 50% attack pattern.
Under 25% (2 patterns, will repeat)
The sun disc is gleaming!
You tremble in its majesty. (Awoken Bind for 1 turn.)
All orbs darkened. All orbs locked.
(Skips turn)
Next turn:
Obliteration: 500% gravity, dark damage.
Under 1% hp:
“Foolish! Did you think this would defeat me?”
Awoken Bind for 15 turns. Skill bind for 5 turns.
Recovers 99% hp.
Upon Defeat:
“To think that I would fall here…”
10c’ing 5 light and 5 dark combos.
“Your heart is ever changing.”
Orbs randomly dropped locked for 15 turns.
“I cannot read your soul…”
(Left and Right columns spin.)
“Come!” (6c Shield for 999 turns.)
Above 50%:
Roarr! (-2 skill charge, randomly locks 3 orbs.)
Lion’s Piercing Gaze (Multihit. -10% hp, 17k damage. Swaps spinners to top and bottom row, or left and right columns depending on what they already were (reverses it))
Cobra Bite (17k damage. Randomly spawns 3 poison orbs, and locks them.
Under 50%: (once)
“I’m a bit thirsty.”
Unlocks all orbs. Changes all orbs to fire orbs. Every other orb is now spinning (1 turn).
Team is inflicted with Burn for 5 turns. RCV halved for 5 turns.
Afterwards, return to above 50% pattern.
Under 25%
“I still… cannot read your heart!”
Changes all orbs to jammers.
Cobra’s tail strike (locks all orbs, outer ring is changed to spinners.)
Next turn:
“Then, all I have to do is destroy it!”
500% gravity (fire damage).
Under 1%
“What are you trying to accomplish, mortal?”
Awoken bind for 15 turns.
Entire board is changed to spinners.
Recovers 99% hp.
Upon defeat:
“I see. So that’s how it is.”
Mulgorn
Dark/water type
Annihilation level dungeon, possible other difficulty choices of Mythical Plus and Legend Plus
At the beginning of the dungeon he shows up, pretending to be friendly.
Dialogue: “hey there, you look lost” “if I were you I’d watch out, there’s dangerous monsters around” “here, take this” orbs change element to dark and water poison orbs more likely to appear in the next 99 turns “oops, sorry about that” “well, I’ll be going now!”
He then leaves, and you progress through the dungeon normally. When you reach the end, he shows up again as the final boss
“I thought my minions would care care of you” “well, no matter, I guess I will have to do it myself”
He absorbs dark and water attack for 3 turns, and does a move “deceit stab” which does 10,000 damage and adds a poison orb to the board
When the dark and water absorbers time is up, he does “deceit slash” which does 20,000 damage and turns one of your team’s monsters against you
When this mechanic is applied, one of the monsters on your team turns purple. When you match orbs, their attack is divided by 100 and subtracted from your HP instead of your enemy’s
When he is beaten, he transforms into his second form Mulgorn the deceitful, during which he says “this is only the beginning”
When done transforming, he says “I will crush you like the pesky insect you are”
He now absorbs damage of 10,000,000 or more, voids status ailments for 999 turns, and absorbs combos of 6 or fewer for 999 turns
He has three alternating attacks until half health:
“shadow block” binds special skills for 4 turns
An unnamed attack that does 15,000 damage
“Web of deceit” which binds 3 monsters on your team for 3 turns
At half health he has three more moves:
“Deceit blast” which does 50,000 damage, adds 7 random poison orbs to the board, and locks all poison orbs
An unnamed attack that does 30,000 damage
“Poisoned words” which turns one of your team’s monsters against you
At quarter health, if not dead, he has an attack called “crushing the pesky bug” in which he does 6 attacks of 30,000 damage and changes the entire board to poison orbs
When beaten, he says “I underestimated your power, and now I pay the price” before dying
Arthur, King of the Britons
The boss is Arthur, King of the Britons.
- If you bring Servant, Saber (5004), Arthur will greet you by saying “What has Merlin wrought?” “Help me find the Grail.” “In return, I will ensure he reverses his charm.”
- If you bring Servant, Saber Alter (5005), he will instead say “Another victim of Morgan LeFay’s curse?” “Come on my quest.” “The Grail can surely cure you.”
- If you don’t bring either, he will say “Join me on my quest!”
- No matter what, he will follow his greeting by putting up a 1HP damage absorb for 999 turns.
- He also has a resolve which has a threshold of 1HP–he is essentially unkillable by the player.
The central theme of the fight is that instead of damaging Arthur, you will be doing your best to keep him alive. Enemies will damage Arthur in addition to you (by having Arthur’s HP drop on its own), and will make challenges and board obstacles to try and stop you from healing Arthur. If Arthur “dies” (reaches 1HP), the enemy you are currently facing with Arthur will kill you (through whatever method is most effective, probably an active skill effect dispel followed by multiple 200% gravities). This continues each turn until the player dies.
- Arthur has 50 million HP. The reasoning for this is that a 225x team with mostly 3k attack, 2x 7c monsters will deal ~18 million a turn (a common team building scenario in 2019). Throwing in a single 3x 7c brings it to ~21 million.
- Forcing players to be able to put out consistent damage of just above this number for more than 2 turns is a key design goal of this boss (that is, just using a gemstone won’t handle it).
- As text bubbles will be used both by Arthur and the enemy you are facing, Arthur’s text should appear in a blue text bubble, while the enemy’s should appear in red.
- Part 1, turns 1-3: Sir Gawain tests you. Arthur becomes the monster “Arthur & Gawain”, similar to the mechanical descends with a second form. He appears immediately after Arthur greets you via dialogue, during the enemy preemptive attack as you arrive on the boss floor.
- Gawain says “Who are these newcomers?”, “Allow me to test them, my lord!” He will create a row of orb changes along the top and the bottom. He will then say “Demonstrate your heart’s purity!” “If the board is more than half hearts, you may pass!”
- In order to survive this turn, you must have more than 15 heart orbs on the board before matching. Orb changers are OK.
- Otherwise, Gawain will execute.
- Gawain then says “Demonstrate your body’s fortitude!” “If you survive my sword, you may pass!”
- You have 1 turn to prepare for a 99% gravity followed by a 50K damage attack.
- On Gawain’s final turn, he blesses the player by giving them 200% RCV for 7 turns. “King Arthur, they are worthy of the round table!” “Please, come in for the feast!” The board will change to all hearts.
- Gawain says “Who are these newcomers?”, “Allow me to test them, my lord!” He will create a row of orb changes along the top and the bottom. He will then say “Demonstrate your heart’s purity!” “If the board is more than half hearts, you may pass!”
- Intermission, turn 4: This is the feast turn, where presumably the player will heal for most of their health. On the enemy’s turn 4, Sir Lancelot appears.
- Part 2, turns 4-7: The betrayal of Sir Lancelot. “Arthur & Gawain” becomes “Arthur & Lancelot”.
- In Lancelot’s first turn, he will say, “For my love, I will duel even my king!” and removes heart skyfall for 4 turns (the duration of his battle). He then hits for 25 million damage on Arthur.
- On turns 4, 5, and 6, Lancelot hits Arthur for 25 million, then hits the player with a 50% gravity, then adds two orb changes to the board in random locations for 1 turn.
- On turn 6 Lancelot says “If this doesn’t work…” “I’ll have to unleash my most powerful attack!”
- If Arthur has not been healed enough in previous turns, he will issue a warning “You’ll have to try harder!” “The next attack is likely to kill me!”
- On his final turn (turn 7), Lancelot will do a desperation attack for 45 million on Arthur, but will not damage the player. If Arthur lives, Lancelot will say “I will take a life of penitence for my sins.” healing Arthur back to full as a reward.
- The implication of dealing 45 million damage is that during the previous 3 turns, you must heal Arthur for about 23.33 million each turn–Arthur must have taken at most 5 million damage total after your healing.
- If the player is not dealing enough damage to meet that number on the previous turns, Arthur will issue his warning as stated above. This is to help indicate to players going in blind that an active will likely be necessary.
- If Lancelot defeats you or Arthur, he will say “At last!” “I am united with Guinevere!”
- Part 3, turns 8 onward: The civil war of Mordred. “Arthur & Lancelot” becomes “Arthur & Mordred”.
- Mordred will appear and say “Arthur, your time as king is over!” He will awoken bind for 1 turn, then skill bind for 3 turns as well.
- After the skill bind wears off, Mordred will apply a 5 turn awoken bind.
- Arthur will say “We must make the grail to defeat him! Form light into this shape!”
- Arthur will then lock specific orbs on the board in a grail shape, as shown in this image as light orbs:
- Mordred will appear and say “Arthur, your time as king is over!” He will awoken bind for 1 turn, then skill bind for 3 turns as well.
-
-
- To defeat Mordred, light orbs must occupy all 12 of those positions before matching on your turn.
- Having excess light orbs is OK. For example, using Zeus GIGA’s active is a valid way to defeat Mordred. Obviously for that to work, you must first keep Arthur alive 3 turns to use your actives.
- Mordred attacks by changing 1 light orb and 1 other orb each turn to mortal poison, and dealing 30 million damage to Arthur (he does not attack the player aside from his board change).
- If you form the Holy Grail, Mordred will say “Goodbye, father.” “Maybe things could have been… different.” The card returns to being “Arthur, King of the Britons”.
- If you fail and Arthur dies before you can form the Grail, Mordred will say “I am now king.” “As my first act…” “I sentence you to death!”
-
Upon successfully defeating Mordred, Arthur will say “You have completed our quest, my friends!” “Alas, Mordred has mortally wounded me with his cursed blade.” He will then lower his own HP to zero, causing the player to win.
Drops:
“Arthur, King of the Britons” is the base card, with two bind resists, a skill bind resist, a poison resist, a blind resist, and a jammer resist. It can ultimate evolve into “King Arthur & Gawain”, “King Arthur & Lancelot”, or “King Arthur & Mordred”. Gawain, Lancelot, and Mordred are other possible drops from the boss floor, and are used as a material for each of these evolutions. They all have the same active skill: “Change Water orbs into Heart and Light orbs at random. lock Heart and Light orbs.” Each has a different awakening focus:
- King Arthur & Gawain has 3 Heart Orb Enhance awakenings.
- A Light/Green, healer and attacker monster with a heavy focus on RCV (~2,000).
- King Arthur & Lancelot has 3 TPAs.
- A Light/Red, physical and attacker monster with a heavy focus on Attack (~4,000).
- King Arthur & Mordred has 3 L unlock awakenings.
- A Light/Dark, devil and attacker monster with a heavy focus on HP (~10,000).
All have the same super awakening set: Heart Orb Enhance, TPA, L Unlock, and Combo Enhance.
A haughty divinity protected by two servants
No names for the units, but I took inspiriation from a fictional character that is herself inspired from “matara-jin”
The descriptions of enemy attack turns goes like this :
[The text in the big text box (usually the attack name)] -> [the text in the small text box (usually the attack description)] : [damage and/or special effects].
In other words, main attack text is separated of sub attack text by an arrow “->”, then effects are described after the two dots “:”.
If no subtext, then that means it can be the regular attack description (for example “Voids status effects for XXX turns”).
Left servant :
Attribute : Wood
Type : Balanced
HP : 100.000.000 or so
Attack Cooldown : 1
Right servant :
Attribute : Red
(the rest is the same as left servant)
Boss :
Atribute : Light/Dark
Type : God/Balanced
HP : 500.000.000 or so
Attack cooldown : 3 when servants are alive, 1 otherwise.
She has the shield that makes it so she cannot receive damage while the servants are alive.
PREEMPTIVE TURN :
Boss does this, “I shall test your abilities” -> “to see if you can become my servant” : [no effect]
Left servant does this, “Protection ceremony” : Enemy has 75% shield for 3 turns.
Right servant does this, “Assimilation ceremony” : Enemy absorbs damage from 2 random elements for 3 turns.
^ In general terms, they attack in this order ^
_________________________________________________________________________________
BEFORE SERVANTS ARE DEAD
Boss does these in this order.
1. “[Boss name] watches carefully” -> [no sub text] : [no effect]
2. “[Boss name] is getting bored” -> [no sub text] : [no effect]
3. “[Boss name] seems disinterested” -> “She’s getting out of patience !” : [no effect]
4. On the same turn {
– “Enough with this” : Remove all of the players buffs.
– “The fool before me is nothing but a disappointment.” -> [no subtext] : 500% gravity.
}
then repeat 4. (if needed??)
If BOTH the servants are dead on the same turn, Boss cooldown refreshes and she does this :
– “This hastiness of yours” -> “will get you nowhere” : Revives one random servant.
afterwards she is put at cooldown 3 again.
Left servant cycles through these in this order
1. “Blinding dance” : DMG = 17.000 or so. Applies “orb blind” to 12 random orbs on board.
2. “Deceptive dance” : DMG = 14.000 or so. Change 9 random orbs to Poison orbs.
3. “Assimilation ceremony” : DMG = 20.000 or so. Enemy absorbs damage from 2 random elements for 3 turns.
4. “Mind breaking dance” : DMG = 15.000 or so. Binds the 4 subs mmonsters from player team for 2 turns.
5. “Life Repelling dance” : 99% gravity.
6. “Protection ceremony” : DMG = 19.000 or so. Enemy has 75% shield for 3 turns.
Right servant cycles through these in this order
1. “Dance of renewal” -> DMG = 20.000 or so. Change all the board to all attributes + hearts and poison.
2. “Dance of ///////” -> DMG = 21.000 or so. Locks poison orbs.
3. “Protection ceremony” : DMG = 20.000 or so. Enemy has 75% shield for 3 turns.
4. “Restraining dance” : DMG = 20.000 or so. Applies skill bind effect on player team for 2 turns.
5. “Life Absorbing dance” : Turns Heart orbs to Jammers
6. “Assimilation ceremony” : DMG = 18.000 or so. Enemy absorbs damage from 2 random elements for 3 turns.
If one servant dies, the other does this in this order
1. On the same turn {
– “I can’t let you do that (left) / This is not over yet (right)” : Enemy has status shield (poison, delay etc) for 1 turn.
– “Resurrection ceremony” : Absorbs damage from 6 combo or less for 1 turn.
– “She started dancing” : left/right column (depending on which servant does the attack) of the board become spinners for 1 turn
}
2. “Ceremony complete” : Revives the other servant.
_________________________________________________________________________________________
AFTER THE SERVANTS ARE DEAD
On the turn they die, Boss does this :
On the same turn {
– “Very well” : Enemy can now receive damage.
– “What ? You don’t want to be my servant ?” : Enemy has status shield for 999 turns.
– “Hah ! I’m not letting you the choice !” : Enemy blocks single attacks higher than 20.000.000 (damage void)
}
When HP is over 60%, Boss randomly does one of these, every turn:
1. On the same turn {
“Energy Flow” -> Changes attribute to Fire;
“Energy Release” ; DMG = 30.000 or so. Spawn 2 locked bomb.
}
2. On the same turn {
“Energy Flow” -> Changes attribute to Water;
“Wicked Mind Expansion” ; DMG = 28.000 or so. Spawns 7 locked mortal poison orbs.
}
3. On the same turn {
“Energy Flow” -> Changes attribute to Wood;
“Withered Light” ; DMG = 37.000. Fire and Hearts changed to Jammers.
}
4. On the same turn {
“Energy Flow” -> Changes attribute to Light;
“Glow of the 6 stars” ; DMG = 34.000. Bind all monsters for 3 turns.
}
5. On the same turn {
“Energy Flow” -> Changes attribute to Dark;
“Artificial Corruption” ; DMG = 32.000. Orbs from the two columns from the left/right (randomly) are now blinded for 2 turns.
}
When HP is less than 60%, Boss randomly does this once:
On the same turn {
“Not bad, but this is only the beginning” -> Absorbs damage from 5 combo or lower.
“Show me the talent within you” -> Orbs movements limited to 60 for 10 turns.
}
On the “orbs movements limited” mechanic : taking an orb and moving it one slot on the board counts as one movement. Meaning taking an orb from the top row and going down to the bottom row counts as 4 movements. Diagonals count as 1 movement too.
So the player is not only limitted by their match time, but by a fixed amount of movements now too.
While the player is matching, the remaining number of mouvements is displayed next to the little finger that appears when matching time is starting to run out.
After doing this, she does randomly the five attacks like earlier.
If her hp is less that 15%, Boss does this in this order
1. On the same turn {
– “This is your final chance…” : Orb mouvements limited to 15 for 1 turn.
– “…to show me what you can do !” : Absorbs combo from 9 combo or lower for 1 turn.
– “Come!” : Change board to Fire x6, Water x6, Wood x6, Light x6 and Dark x6 orbs.
}
2. On the same turn {
– “This much…” : Remove all of the players buffs.
– “… is clearly not enough” -> [no subtext] : 500% gravity.
}
Chiron
t y r r a b e a n
Boss is a t y r r a b e a n
Whole Board becomes taped, forcing player to exit dungeon and return
Once they return, bind all monsters for 100 turns
fuck im done witb this
Cannibal Demon, Wendigo
Art: The Wendigo demon/monster is featured in North American Aboriginal mythology. An individual would transform into the Wendigo monster if they engaged in cannibalism. The Wendigo demon is characterized as a humanoid figure approximately two times the size of a man with increased strength, an insatiable hunger, mad/ravenous behavior and a gaunt, malnourished figure that somewhat resembles a zombie/undead with tight skin over bone and no meat/flesh. A feature of the Wendigo is that it can never feel full and when it feeds, it increases in size proportional to what it ate, making it more powerful and more hungry.
The background for the boss fight should be winter/snow set at night with blowing snow/wind howling effects if possible. Ideally, a dilapidated log cabin is featured in the background (to correspond to folklore/mythology).
Boss fight:
Pre-emptive attack: 50% HP resolve (if activated, Wendigo restores HP to 51% of total HP and activates Passageway to the Void attack – multi-hit damage for 200K).
Pre-emptive attack: Endless Famine – heart orb sky fall reduced by 35% for 20 turns.
Pre-emptive attack: Immeasurable Consumption- select one sub monster randomly and eliminate from battle completely for three turns (animation effect if possible – selected sub monster card moves upward to top of screen and out of view. Returns into view from same spot but moving downward, card is approximately 50% – 25% of it’s former size and is placed inside or behinds Wendigo; removing card from view or partially concealing inside Wendigo). The concept is that the attack move removes a sub monster from battle completely (the sub monster is not bound/awoken bound or skill bound but it doesn’t contribute to the team’s total HP, attack or recovery and awoken skills are not active (skill bind resist awoken skill for instance). A sub monster that is affected by Immeasurable Hunger cannot use active skills and it cannot receive damage (once effect is over, sub monster will return to team with HP intact from when it was removed from team).
Boss HP Thresholds: total HP 400 Million
From 100% HP – 75% HP: 20 Million Defense, 40 Million HP Defense Void
Move Set: Wendigo will rotate using Immeasurable Consumption every three turns (one sub monster will always be out of play, never the same sub monster two times in a row). Wendigo will randomly rotate through three attacks; 1. Blinding Madness: select 6 orbs randomly and darken for 2 turns, multi-hit attack for 18K HP. 2. Diminishing Resources: turn heart orbs and 3 randomly selected orbs into poison orbs, multi-hit attack for 12K HP. 3. Bloody Fangs: multi-hit attack for 27K HP.
From 75% HP – 50% HP: 15 Million Defense, 55 Million HP Defense Void
Move Set: Wendigo will rotate using Immeasurable Consumption every three turns (one sub monster will always be out of play, never the same sub monster two times in a row). Wendigo will randomly rotate through four attacks; 1. Blinding Madness: select 8 orbs randomly and darken for 2 turns, multi-hit attack for 28K HP. 2. Diminishing Resources: turn heart orbs and 1 randomly selected orbs into poison orbs, multi-hit attack for 17K HP. 3. Bloody Fangs: multi-hit attack for 35K HP. 4. Limited Choices: 2 turn skill bind affecting whole team and multi-attack for 15K HP.
From 50% HP – 25% HP: 10 Million Defense, 70 Million HP Defense Void
Move Set: Wendigo will rotate using Immeasurable Consumption two times every three turns (two sub monsters will always be out of play, never the same two sub monsters two times in a row). Wendigo will randomly rotate through four attacks; 1. Blinding Madness: select 10 orbs randomly and darken for 4 turns, multi-hit attack for 28K HP. 2. Diminishing Resources: turn heart orbs and 4 randomly selected orbs into mortal poison orbs, multi-hit attack for 17K HP. 3. Bloody Fangs: multi-hit attack for 45K HP. 4. Limited Choices: 3 turn skill bind affecting whole team and multi-attack for 22K HP.
From 25% HP – 10% HP: 5 Million Defense, no Defense Void
Move Set: Wendigo will rotate using Immeasurable Consumption three times every three turns (three sub monsters will always be out of play, never the same three sub monsters two times in a row). Wendigo will randomly rotate through four attacks; 1. Blinding Madness: select 15 orbs randomly and darken for 7 turns, multi-hit attack for 35K HP. 2. Diminishing Resources: turn heart orbs and 7 randomly selected orbs into mortal poison orbs, multi-hit attack for 27K HP. 3. Bloody Fangs: multi-hit attack for 67K HP. 4. Limited Choices: 4 turn skill bind affecting whole team and multi-attack for 28K HP.
Under 10% HP: 500K Defense, no Defense Void
Move Set: execute – Wendigo will activate shield/buff void and Passageway to the Void attack – multi-hit damage for 300K and repeat each turn thereafter.
Summary: This design is intended to portray the cannibalistic nature of the Wendigo in that it can “devour” your parties sub monsters to add to itself. Teams will struggle to maintain 100% coverage for hazard resists as sub monsters carrying a majority of hazard resists can be temporary out of play and their hazard resist awakenings will not be activated. It can also slow down/prevent teams from beating this boss in one turn as necessary VDP or fua cards can be temporarily out of play forcing players to stall/devise alternative strategies.
Mechanic: Instead of removing cards on a rotating basis or at certain HP thresholds, this mechanic can also be used to create timed dungeons where cards are systematically removed from play one at a time until all are removed, increasing the difficulty of battle(s) while introducing a timed and strategic element to planning to clear. Cards can also be removed from play and “held” out of play until a certain HP damage amount of damage threshold is met (for example, Octopus boss holds sub monster with tentacle until team causes 100 Million damage to tentacle to “release” sub monster back to team). This mechanic can also be used with a boss in that the boss would remove sub monsters from play and with each sub monster removed the boss lowers defense, damage void, damage absorb, etc. making the boss easier to defeat while also restricting the utility and damage available to the puzzler.
Disclaimer: I tried my best to establish reasonable HP, defense and damage thresholds for this boss fight but I fear that I may have made it unbalanced/the boss may be too difficult for an annihilation dungeon. If you decide to use this mechanic/boss fight idea, please feel free to alter the figures as needed.
Thanks for the unique opportunity to get feedback from the community!
Cheers!
Genius Professor, Moria
New Mechanic: Enemy HP Segments
Similar to how HP works in PADR PVP, prevents damage past a certain portion of the enemy HP bar. (preventing 1 shots)
(Altered) Mechanic: Limited State Spinners
Instead of cycling through the 6 basic orb types, changes between any number of orb types.
– GENIUS PROFESSOR, MORIA – [Dark/Dark] [Attacker]
Turns: 1
Defense: 2000
HP: 1,000,000,000
[[]—–[]———-[]—–] ([] Represent HP segments at 75%,25%, and 1 HP)
—————————–
Skill Set 1 (Pre-emptive strike)
—————————–
“You’ve fallen into my trap!”
Immunity against status effects such as delay, poison, defense reduction for 999 turns.
Disable Skill Effects
Awaken Skill Bind(5 Turns)
Bind All (5 Turns)
99% Gravity
—————————–
Skill Set 2
—————————–
“This will be an easy victory!”
Poison Flask
– Unlocks Board, changes all orb types to Jammers, changes bottom row and middle row to Poison orbs, spawns 2 Poison orbs from non-poison.
>next turn
Poison Pill
– Changes all orb types to Jammers, spawns 9 Poison + 6 Mortal Poison Orbs.
>next turn
Poison Bomb
– Changes all orb types to Jammers, creates a 3×3 box of Poison Orbs (anywhere except bottom row), changes bottom row to Mortal Poison Orbs.
>next turn
“It seems I’ve underestimated you”
– Heal Player HP to 100%
– Changes board to all orb types
– Self Damage 250,000,000 HP (25%)
– Immune single hit damage over 50,000,000 for 999 turns.
“I guess I’ll have to get my hands dirty!”
—————————–
Skill Set 3
—————————–
(25% Chance for each attack)
Explosive Bullet (54,000 damage)
– Spawns a diagonal line of Bomb Orbs.
Toxicity (38,000 damage)
– Changes Heart Orbs to Poison Orbs.
Deadly Roulette (42,000 damage)
– Creates 2 Spinners in random corners of the board. (Jammer|Poison|Bomb)
Refuse (47,000 damage)
– Spawns 2 Jammers + 2 Poison Orbs.
>On being brought to 25% HP (250,000,000)
“I never thought I’d have to resort to this…”
Disable Skill Effects
Awaken Skill Bind(4 Turns)
Skill Bind (6 Turns)
Bind All (4 Turns)
99% Gravity
“I can’t allow you to live!”
—————————–
Skill Set 4
—————————–
“You can’t match my intelligence!”
Ticking Bomb
– Unlock Board, Changes all orb types to Jammers, create 2 Bomb Orbs along the edge of the board 2 spaces apart.
Under Pressure
– Reduces time limit of orb movement by 2 seconds for 1 turn.
“One wrong move and it’s over!”
Light the fuse
– Create 1 Bomb orb opposite the other 2, then draw a random path of Fire Orbs between them, change all Jammer Orbs to Jammer Spinners, Cloud entire board.
(couple of examples if it doesn’t make sense:)
>next turn
Planting C4…
-Changes Board to all orb types, Spawns 2 Bomb orbs vertically in both top corners of the board, Spawns 2 Bombs in the bottom center of the board.
“How are you still alive?”
Detonation Imminent
– Creates 8 basic spinner orbs in 2 diamond shapes in the board center.
>next turn
“Why wont you just… die!”
Tricky Bomb
– Spawns 5 Bomb orbs from random orb types.
“Haha! This is impossible”
Defuse Protection
– Bomb orbs can’t be matched, spawns 3 basic spinner orbs.
>next turn
“Aargh! This is inconceivable, I am the world’s greatest mind!”
– Self Damage to 1HP (249,999,999 damage)
“We’ll both go down together!”
Crazed Mind
– Changes board to 3 each of (Fire,Water,Grass,Light,Dark,Poison and Mortal Poison orbs) and 6 Bomb Orbs
Desperate Struggle
– Absorbs 100% of the damage you cause for combos 4 and under for 1 turn..
>On Combo Shield failure
“I’ll see you in the afterlife!”
Final Ruin (1,000,000 damage)
>On Victory
“… perhaps you were the true genius all along…”
Supreme Mechanical Deities, Zeus & Hera
Light/Dark Attribute
Machine-type
HP: 187,500,000
ATK: 101
DEF: 1001
Turn Count: 1
Resolve at 50+%
Halve Damage from Light Att., Dark Att.
Preemptive
- “Descending to the Battlefield” 4-turn status shield
- “Olympic Firewall” Absorbs all damage when reaching 7 or more combos for 999 turns [a.k.a. requires 6 or fewer combos to deal damage]
- “Together we are matchless.” Absorbs 2 random (X and Y) colors for 2 turns
- “Deploying Weaponry” 44,500 single-hit
HP>40%
Repeated every 5th turn (in addition to regular skills for that turn):
A. “Rapid Recharge” Prevent all status effects for 4 turns
Repeated every 3rd turn:
- “Analyzing Target” Absorbs 2 random (X and Y) colors for 2 turns
- “Your vulnerabilities are clear.” Create 4 of each (X and Y) orbs at random
- “Avert your gaze.” 50% gravity
Repeated at Random:
1.
- “Supreme Thunderbolt” 22,800 multi-hit + Change 1st and 5th columns to Light orbs
- “Compression Grip” 17,750 single-hit + Bind 2 random team members for 2 turns
2.
- “Heavy ZEUS Slash” 34,660 single-hit + Create 5 critical poison orbs at random
- “Black Ammunition” 21,100 multi-hit + Create 5 jammer orbs at random
3.
- “Omega ZEUS Cannon” 42,400 multi-hit
- “Reinforced Graviton Kick”
50,700 single-hit
4.
- “Electromagnetic Discharge”
15,330 single-hit + Lock all Light orbs - “Nightmare Counterstrike”
29,900 single-hit + Reduce cooldown of all skills by 2 turns
HP<40%
One-time Use:
1.
- “Kneel before your overlords.”
- Binds Awoken skills for 1 turn
- “You will pay for your insolence with your life!”
- Bind all God & Devil-type team members for 1 turn
C. “(Lightning splits the Heavens)” – Do nothing
2.
“Oblivion Nova”
10,100,000 multi-hit
HP<1%
- “Supreme Gravity” – 99% Gravity
- “Power Restoration” – Recover 50% HP
- “Your efforts are in vain.” – Change Att. at random
- (Additional normal attack ONLY if HP<ATK stat)
Reincarnated God of Knowledge, Thoth
Preface:
This boss doesn’t require a lot of active skills to kill, but you will need to bring full poison resists to escape from his execution. It’s more about intensive puzzling skill when dealing with him.
Reincarnated God of Knowledge, Thoth – All attributes required. [6×5] board fixed.
HP : 100,000,000.
DEF: 10,000.
ATK: 1,500.
Preemptive:
“Welcome.”
– Status shield.
– Resolve at 1 HP. (If you kill him when the HP is 2 or more, his HP becomes 1).
“Let’s do a few tests, shall we?”
– Enemy’s HP becomes 50% of its current HP.
– Nullify damage for 3 turns.
– No skyfall combo for 3 turns.
– Awoken bind for 3 turns.
– Skill bind for 3 turns.
“I like them tests challenging.”
– 6 random orbs will be flashing (keep alternating between darkened and regular color) for 999 turns (will disappear when matched).
– Void all player’s buffs.
“But don’t worry. I’ll make it easy for you.”
– Fix orb move time at 12 seconds for 3 turns.
Preemptive #2:
“Let’s start with our first test, attribute test!”
– Randomly absorb 1 attribute for 1 turn.
“I think you can do more.”
– Absorb 7 combos or less for 1 turn.
“Do not match [the attribute that is being absorbed].”
– Unlock board, change board to jammers. Create 3 heart, fire, wood, water, dark and bomb orbs at random.
NOTE: In order to pass this test, simply make a 10-combo board and undo the last 2 combos that include the attribute being absorbed. The bomb orbs should not be the last 2 combos because bomb orbs will erase everything. Be aware that there will be 12 jammers, so the board must be well organized.
Skill Set 1:
– If enemy’s HP was increased at all during the player’s last move:
“You have failed the first test.”
– Absorb [the attribute that was being absorbed] for 99 turns.
– If enemy’s HP was not increased at all during the player’s last move:
“That was some good puzzling. Keep it up.”
– Player’s shield of 25% will be up for the next 99 turns.
“Here comes your second test.”
– Void RCV for 1 turn.
“I don’t like poisons. Can you get rid of them?”
– Unlock board, change board to jammers. Create 3 heart, fire, wood, water and dark orbs at random. Change 6 jammers orb to poison orbs. Change 1 jammer orb to bomb orb.
“Let’s make it more challenging.”
– Absorb 5 combos or less for 1 turn.
– Player’s HP becomes 1.
– Void bomb orb damage for 1 turn.
NOTE: In order to pass this test, leave the bomb orb in one corner of the board and leave the poisons unmatched at the row and column that the bomb will explode to, then match 6 combos. If you match poison, you will die.
Skill Set 2:
– If enemy’s HP was increased at all during the player’s last move:
“You have failed the second test.”
– Increase the chance for poison skyfall by 15% for the next 99 turns.
– RCV is halved for 99 turns.
– Player’s HP +100%.
– If enemy’s HP was not increased at all during the player’s last move:
“Amazing. You didn’t disappoint me.”
– Player’s HP +100%.
– RCV is double for 99 turns.
“Let’s continue with our third test: combo test!”
– Randomly absorb [7, 8 or 9] combos for for 1 turn.
“How about exactly [the number of combos being absorb + 1] combos?”
– Extend board vertically by 1 row (top), making the board 6×6 for 1 turn.
Skill Set 3:
– If player’s combo wasn’t exactly [the number of combos being absorb + 1]:
“You have failed me.”
– All skill’s cool down increases by 10 – 12 turns.
– Orb move time -2 for 99 turns.
– If player’s combo was exactly [the number of combos being absorb + 1]:
“You passed this test.”
– Orb move time +1 second for 99 turns.
– All skill’s cool down is charged by 1 – 2 turns.
– Extend board vertically by 1 row (top), making the board 6×6 for 99 turn.
“Now, shall we begin the battle?”
– Can now receive damage.
– Enemy’s HP becomes 100%.
“If you did well in the test, it should be easy.”
– Absorb 7 or less combos in 999 turns.
– Void damage of 20,000,000 or more.
– Void damage less than 2. (so super FUA is possible to one shot, but not FUA).
NOTE: If the player did well during the first 3 SKill Sets, they have a lot of advantage to finish the dungeon more easily.
Skill Set 4: Will use when HP is 100%.
“You have to be better than this.”
– 100,000% damage, 10 hits, 10,000% per hit. Total 1,500,000 damage.
Skill Set 5, 6, 7 will be used when HP is 60% or more. 33.33% chance for each.
Skill Set 5:
“Learn to combo without seeing it!”
– Unlock orbs, change the second to the bottom row to heart orbs.
– Rotating orbs on the second to the bottom row for 1 turn, 1 second rotation.
– Darkened orbs on the second to the bottom row. Moving it will not reveal it.
“Attack name.”
– 15x ATK: 22,500 damage.
Skill Set 6:
“Learn to combo without touching it!”
– Invalidate tape resist for 1 turn.
– Unlock orbs, change the second to the bottom row to heart orbs.
– Rotating orbs on the second to the bottom row for 1 turn, 1 second rotation.
– Immobilize (tape) the second to the bottom row for 1 turn.
“Attack name.”
– 10x ATK: 15,000 damage.
Skill Set 7:
“Are you tired yet?”
– 10 random orbs are flashing for 1 turn (alternating between being darkened and normal colors continuously).
“Take this!”
– 20x ATK: 30,000 damage. Convert heal orbs to bomb orbs.
Skill Set 8 is used from this point onward, regardless of enemy’s HP.
Skill Set 9, 10, 11 are used sequentially when HP is above 50% but less than 60%, 1 time use for each Skill Set.
Skill Set 8: Will use when poison exists:
“Ugh. I don’t like poison!”
– 3000% damage. Total 450,000 damage. Convert poison orbs to heal orbs.
Skill Set 9:
“Show me your strength! I’ll give you 3 turns!”
– Invalidate poison resist for 3 turns.
“Oh. Did I mention that I hate poisons?”
– Create 1 poison orb at random.
– 1 random position in the 4 corners will be rotated for 3 turn, 1 second duration.
“3”
– 90% shield for 1 turn.
Skill Set 10:
“2”
– Create 1 poison orb at random.
– 70% shield for 1 turn.
Skill Set 11:
“1”
– Create 1 poison orb at random.
– 50% shield for 1 turn.
NOTE: All you need to do during Skill Set 9, 10 and 11 is to bring him down to below 50% in 3 turns.
Skill Set 12 (use repeatedly after Skill Set 11, when HP is above 50%):
“Time’s up. How disappointing!”
– Player’s HP becomes 1.
– 100% damage, 10 hits, 10% per hit. Total 1,500 damage.
Skill Set 13 (one time use):
“Wow. What a worthy opponent.”
– Immobilize (tape) all rows horizontally, except for top row.
“Let’s take a break!”
– Change board to heal orbs. Create 1 poison orb at random.
— The below Skill Sets are used after Skill Set 13 at random, when enemy’s HP is above 30% and below 50% —
Skill Set 14, 15, 17 and 19 are used at random. 25% each.
Skill Set 14:
“Knowledge is all.”
– Unlock obs, create 5 fire, water, wood, light, dark and heal orbs at random.
“It’s time for some challenges!”
– Change 1 each of fire, water, wood, light, dark and heal orbs into enhanced combo orbs. (+1 combo when matched).
– Change 1 each of non-enhanced-combo fire, water, wood, light, dark and heal orbs into combo reduction orbs (-1 combo when matched).
“Show me 8 combos!”
– No skyfall for 1 turn.
– Absorb 7 combos or less for 1 turn.
“I’ll give you a hand.”
– Orb move time fixed at 10 seconds for 1 turn.
NOTE: In order to match 7 combos or more on this floor (6×5 board with 5 of each orb type), the maximum combos of combo reduction orbs to be matched is 2, given that you use all 6 combo enhanced orbs. (5 combos + 5 enhanced combos – 2 combo reduction = 8 combos). If you have a 6×6 board, it will make it a bit easier.
Skill Set 15:
“Sometimes, math is important.”
– Set player’s max HP to 10,000.
– Set player’s current HP to 4,000 or 5,000 or 6,000.
– Set RCV to 1,000 or 2,000.
“Your RCV is now [current RCV set above]”
“Let me help you.”
– This player’s turn time (not move time) becomes 45 seconds for 1 turn (only in multiplayer mode).
“Can you stay between 3,000 and 5,000 HP?”
– No skyfall combo for 1 turn.
“Let’s start!”
– Invalidate poison resist for 1 turn.
– Change board to all orb types. Create [3, 4 or 5] poison orbs at random. Create 3 heal orbs from non-poison orbs.
– Convert all enhanced heart orbs to regular heart orbs.
NOTE: You must match the poison, or die (Skill Set 8). In order to pass this floor effectively, players must be able to calculate the HP after matching the poisons. Of course, there is margin for errors. The HP is set at 10,000; so the match of poisons is 2,000 (3 poisons), 2,500 (4 poisons) or 3,000 (5 poisons). Players can calculate the RCV by using the formula: RCV * (1 + 0.25 * number of combos) to calculate the RCV and stay within the range. For example in the worst case scenario (5 poisons, 4,000 HP and 1,000 RCV), you can stay within the range by matching all 5 poisons, 3 hearts and a total of 4, 5, 6, 7 or 8 combos).
Skill Set 16: (use after Skill Set 15):
If player’s HP is between 3,000 & 5,000:
“That was some good calculation.”
– Player’s max HP becomes his/her team’s original HP.
– RCV becomes 100% RCV.
– Player’s HP becomes what it was before Skill Set 14.
If player’s HP is not between 3,000 & 5,000:
“There are more to learn!’
– Player’s max HP becomes his/her team’s original HP.
– RCV becomes 100% RCV.
– Player’s HP becomes what it was before Skill Set 14.
– 2,000% damage, 4 hits, total of 30,000 damage.
Skill Set 17:
“The forbidden orb!”
– 2 random orbs cannot be touched and is frozen (like Tape but only for 1 position)
“Give me some light!”
– 4 orbs are darkened at random. Moving them won’t reveal them.
“Here I come.”
– 10 hits, 2,500%, total damage of 37,500.
Skill Set 18:
“That was close!”
– Enemy’s HP increases by 5%.
“Time for another break?”
– 1 orb is spinning.
– Create 2 poisons, 1 jammers and 4 heal orbs at random.
“Take this.”
– 1 hit, 2,800%, total of 42,000 damage.
— Skill Set 19 and 20 is used at random (50% each) when HP is below 1%. Only one skill of those 2 are used. So it’s either Skill Set 19, or 20, then continuously repeat Skill Set 21 after —
Skill Set 19:
“Noooo…”
– The damage void (void damage of 2 or less and 20,000,000 or more) disappears.
“No more playing!”
– Unlock Orbs, changes board to all orb types, create 2 heal orbs at random.
“This is your last chance!”
– 1 orb position is spinning at random.
“Make it worth!”
– Absorb Fire, Light, Dark, Wood and Water for 1 turn.
– No skyfall combo for 1 turn.
NOTE: Since he has only 1 HP left and absorb all attributes, you have to get a FUA out of the spinning orbs to kill him, without matching any colors.
Skill Set 20:
“You are amazing!”
– The damage void (void damage of 2 or less and 20,000,000 more) disappears.
– Orb move time becomes 3 seconds.
“This shall be your last test…”
– Absorb 4 combos or less for 1 turn.
NOTE: To kill this floor, simply make 5 combos within 3 seconds. Watch out for the absorb from Skill Set 1, if you failed the first test though.
Skill Set 21:
“You’re worthless after all!”
– Void player’s buff.
– 20 hits, 500,000%, total of 7,500,000 damage.
Creative dragon, Palette
Hp: 450,000,000
Base Atk: 22,600
Def: 5,120
This boss generally follows a two-turn cycle. A turn of “gathering materials” by changing part of the board to Jammer, followed by an attack based on the type of the orbs changed. This allows the player to know what’s coming if they pay attention to the right area of the field, but due to skyfall the rotation is only moderately controllable.
Skill 1, every other turn:
“First, some materials! What shall I paint today?”
– deal 100% damage + turns the top row to Jammers
Skill 2, if skill 1 jammer conversion is resisted: “Hey, I need those!”
– deal 150% damage (3 hits of 50%) + 3 turns of awoken skill bind
Skill 3, if boss is over 60% health after skill 1 converts primarily fire: “How about a cozy fire?”
– heal 10% hp, 30% damage reduction for 2 turns
Skill 4, if boss is over 60% health after skill 1 converts primarily water: “A gentle rain. Need an umbrella?”
– deal 50% damage, lock top row for 2 turns
Skill set 5, if boss is over 60% health after skill 1 converts primarily wood:
“Here’s a flower, just for you…”
– deal 30% damage + creates a 3×3 box of wood in a random spot
“There!”
– deal 30% damage + creates a cross of light centered on the box
Skill 6, if boss is over 60% health after skill 1 converts primarily light: “A sunrise. It’s lovely~”
– deal 80% damage, delay players skills by 1 turn
Skill 7, if boss is over 60% health after skill 1 converts primarily dark: “Night time, a starry sky…”
– deal 50% damage, hide all orbs
Skill 8, if boss is over 60% health after skill 1 fails to trigger any other skill: “Abstraction!”
– deal 75% damage, convert bottom row to hearts and jammers
Skill set 9, one time use when boss <60% HP:
“You’re not an admirer, are you?”
– no effect
“*sniffles*”
– no effect
“That’s fine. I don’t need your approval.”
– increases damage to 150% for the next 99 turns
Skill 10, if boss is between 20 and 60% health and skill 1 primarily converts fire: “An inferno.”
– deal 80% damage + 80% damage reduction for 1 turn
Skill 11, if boss is between 20 and 60% health and skill 1 primarily converts water: “Pounding waves!”
– deal 200% damage (2 hits of 100% damage)
Skill 12, if boss is between 20 and 60% health and skill 1 primarily converts wood: “Deadly thorns.”
– deal 70% damage + creates a 3×3 box of poison in a random spot
Skill 13, if boss is between 20 and 60% health and skill 1 primarily converts light: “A brilliant dawn~”
– deal 125% damage, change all orbs to light orbs
Skill set 14, if boss is between 20 and 60% health and skill 1 primarily converts dark:
“The void.”
– deal 100% damage + hide 42 orbs on the board for 1 turn
“Don’t get lost…”
– Change all orbs to fire/water/wood/light/dark/heart
Skill 15, every other turn if boss is <20% health: “I think it is time… “
– disable awoken skills for 1 turn, change all orbs to jammers
Skill 16, used directly after skill 15: “to create my masterpiece!”
– deal 1800% damage (6 hits of 300% damage)
Destructive Goddess of the Void, Powehi
Type: God, Devil
Attribute: Main – Fire, Sub – Dark
HP: 2,000,000,000
Defense: 2,000,000
Base Attack: 10,000
*New Mechanic: Leftover Orbs Absorb:
Must have no skyfall clause to accompany. Absorbs any leftover orbs after comboing board. A counter is kept of the number of absorbed orbs. What that number means or does differs between spawns.
Preemptive:
“A visitor?” – Delays all moves by 99 turns
“I’ll have you know nobody has ever left here alive.” – 200,000,000 damage void
“But let’s have some fun!” – Changes both leaders to 3337 Flame Pillar God of the Scorching Sun, Amen for 999 turns.
“You Ready?” – Leftover Absorb. Once 30 orbs have been absorbed in total, enemy will perform the corresponding moveset.
“Try getting through this!” – Changes board to 6 color board. Guaranteed 7c board with optimal solve leaving only 3 orbs left at most.
While >50% HP but <98% HP:
Will choose one of three movesets at random. Will not use same moveset twice in a row:
“Here goes nothing!” + “Gravity Field” – 10,000 damage. Changes board to 6 color board. Guaranteed 7c board with optimal solve leaving only 3 orbs left at most. 10 turn skill delay.
“I’m pumped!” + “Let’s GO!” – 3x attack for one turn. 30,000 damage. Changes board to 6 color board. Guaranteed 7c board with optimal solve leaving only 3 orbs left at most.
“Didn’t see this coming did you?” + “Solar Flare” – 10,000 damage + 2s time debuff. Changes board to 6 color board. Guaranteed 7c board with optimal solve leaving only 3 orbs left at most. Normal blind the board.
When at >98% HP (Takes priority over 30 Orb Counter Moveset):
“That’s it?” – Voids all player buffs
“Goodbye”- Multihit 5,000,000 damage.
When 30 Orb Counter has been Reached >50% HP:
“You were pretty good!” – Voids all player buffs
“Not good enough though!” – Multihit 10,000,000 damage.
First time <50% HP:
“Wow you’re actually pretty strong!” – Reduce Incoming damage by 75% for 999 turns.
“It’s time I get serious.” – Normal blinds board.
“Take this!” – 30,000 damage. 99 turn skill delay. Changes board to 6 color board. Guaranteed 7c board with optimal solve leaving only 3 orbs left at most.
While <50% HP
Will alternate between movesets:
“Into the event horizon” “Survive this!” – 1 turn random 3×3 cloud. 15,000 damage. Changes board to 6 color board. Guaranteed 7c board with optimal solve leaving only 3 orbs left at most.
“Photon blind” – 1 turn sticky blind. 15,000 damage. Changes board to 6 color board. Guaranteed 7c board with optimal solve leaving only 3 orbs left at most.
First time <20% HP:
“It’s do or die” – 10x attack for 999 turns.
“Nearing complete darkness” – Change board to light and dark orbs. Guaranteed 7c board with light VDP and no leftover orbs with full combo.
Textbox: “A light glimmers.” – Changes one random sub to 4648 Saline.
When 30 Orb Counter has been Reached <50% HP or while <20% HP:
“Where there is darkness…” – Turn Changes in Anger
“There is no light.” – Voids all player buffs
“Oblivion Singularity” – Multihit 2,000,000,000 damage.
[Winner] Yaldabaoth
Boss Name: Yaldabaoth
Type: God, Balanced
Starting HP: 250,000,000
DEF: 1000
Pre-Emptives:
Reality is Shifting… – Status Shield for 999 Turns
Behold, Three Icons! – Yaldabaoth becomes invincible, spawns three adds.
Yaldabaoth is channeling something… – 11 turn timer, 150% gravity.
Adds:
(All three attack on the first turn, then they alternate with each one attack in turn, starting with The Scales. The second set of skills repeats.)
The Scales (Evo Mat, 50,000,000HP):
(Pre-Emptive) Understand your folly. – Grants all monsters on your team the “Reduced HP” awakening.
(Pre-Emptive) The Scales Are Weighing Your Sins – 50% Resolve
(On Death) You have passed the trial of competence. – Removes all “Reduced HP” awakening from your team.
1st Turn – 50% Gravity
2nd, 5th, 8th Turn – 50% Gravity
The Bell (Evo Mat, 50,000,000HP):
(Pre-Emptive) Understand your weakness. – Grants all monsters on your team the “Reduced ATK” awakening.
(Pre-Emptive) The Bell’s Call Tolls – 20% Shield for 999 turns.
(On Death) You have passed the trial of strength. – Removes all “Reduced ATK” awakenings from your team.
1st Turn – Skill Bind
3rd, 6th, 9th Turn – Darkens 5 orbs at random for 1 turn, 30,000 attack.
The Tablet (Evo Mat, 50,000,000HP):
(Pre-Emptive) Understand your place. – Grants all monsters on your team the “Reduced RCV” awakening.
(Pre-Emptive) Indecipherable Writings – <=4 Combo Shield for 999 turns.
(On Death) You have passed the trial of family. – Removes all “Reduced RCV” awakenings from your team.
1st Turn – Leader & Coleader Bind
4th, 7th, 10th Turn – Spawns a column of clouds on the left or right edge of the board. 30,000 attack.
When adds have been killed:
(Pre-Emptive) Yaldabaoth’s casting has been interrupted! – Next Turn Changed (Invulnerability Removed)
(Pre-Emptive) The Resolve of the Architect – 10% Resolve, if resolve is tripped, 150% gravity.
(Pre-Emptive) Your Strength Will Be Your Undoing! – HP>75% Absorb (Any attacks made with team HP above 75% will be abosrbed. If poison effects team HP simultaneously to attacks being made, they will be made as if they were made after the poison effected HP, allowing some creative play. Recover is the opposite, it will not effect the attack.)
1st Turn – Can you trust your own reality? – Spawns a row of clouds top or bottom edge of the board. 20,000 attack.
2nd Turn – Prepare yourself, mage. – 50% Gravity.
3rd Turn – The Architect’s Will – 75,000 attack, changes poison orbs to heal orbs.
4th Turn – (If team HP <50%) I admire your tenacity! – Restores team HP to full.
(Else) Your resolve is surprising! – 10,000 attack, changes dark, light orbs to heal orbs.
(Repeats from 1st turn)
When Yaldabaoth is killed:
(Pre-Emptive) Reality is warping! – Yaldabaoth’s HP is set to 50, DEF changes to 5,000,000, Status Shield persists.
(Pre-Emptive) Test yourself, challenger! – HP>50% Absorb.
1st Turn – The First Step To Complex – 99% Gravity, 1000 attack.
2nd Turn – The Second Step To Complex – Blinds whole board, 10000 attack.
3rd Turn – Escape from Complex – Changes entire board to heal orbs, 10000 attack.
(Repeats from 1st turn)
(On death) So, you have constructed your own reality… – Dies.
(cries) I seriously missed this (didn’t think there was an NA version of the site. Will there be more of these events? (I have tons of ideas)
There could be more – I have no idea when though! But having lots of great ideas is awesome. 😀
I’ll desofn dungeons for lal of these in PadX style.
So basically you have to deal with Euterpe’s final test with this setup:
https://pad.dawnglare.com/?s=PuHhGI0
My dungeon
Sayyid Descended!
Holy Yyyezu – Annihily
(Mythical Plus and Legend Plus are other difficulties in the dungeon)
Battle 1 – Red Anomalocaris and Red Companion Dragon
Battle 2 – Wangren and Beyzul
Battle 3 – Dark jewel princess
Battle 4 – Khepri
Battle 5 – Awoken Bastet
Battle 6 – Sayyid
Sayyid – Light/wood
Holy Yyyezu of the Fiqh, Sayyid
The dungeon is no skyfall combos
Preemptive skill set 1
I will test your skills – Status shield for 999 turns
Are you worthy of the Fiqh? – Absorbs damage 9 combos or less for 1 turn
Qafir Nedar – Voids all damage for 1 turn
This yyyezu… – Creates 6 Fire,Water,Grass,Light,And Heal orbs
Will use if 10 combos or more, skill set 2
Faqih Qqetaar – Can now recieve damage
The rest is later
This is the same person, but a different computer
(The Egyptian words are just nonsense words to be made like Egyptian words, but some of them are taken from other monsters, Hujum from “Nar Hujum” from Kopis in Serket Descended)
Will use if 10 combos or more(first turn), skill set 2
Faqih Qqetaar – Can now recieve damage
Holy Light – 30000 damage, changes the top row to Light
You are a ynez.- Absorbs damage of 7 combos or less for 99 turns
Will use if 9 combos or less(first turn), skill set 3
Faqih Qqetaar – Can now recieve damage
Don’t qawwal everything… – Awokens invalid for 1 turn
You are not worthy – Skills invalid for 10 turns
Istiqlal Jadab – Voids damage of 5 million or more for 99 turns
Will use these 4 skill sets randomly:
Skill set 4
Blade of the Sayyid – 40000 damage
Cqatal Jyyib – Makes 3 bombs
Skill set 5
Holy Light – 30000 damage, changes the top row to Light
Istiqlal Hujum – Makes 6 poison orbs
Skill set 6
Holy Waqf – 30000 damage, clouds 1 random column for 1 turn
Faqih Gadab – Makes 1 random color orb(not heal) unmatchable for 1 turn
Skill set 7
Combination Strike – 40000 damage
Istiqlal Qunbula – Roll locks random row/column for 1 turn
When below 50% will use skill set 8. Then will repeat skill sets 9, 10, 11,and 12 randomly.
Skill Set 8
If you want to fight… – Absorbs random color for 5 turns
…then just come and fight! – Awokens invalid for 1 turn
Skill Set 9
Blade of the Sayyid – 40000 damage
Cqatal Syai – Skills invalid for 1 turn
Skill Set 10
Holy Light – 30000 damage,changes the top row to Light
Faqih Ayezi – Binds 2 subs for 1 turn
Skill Set 11
Holy Waqf – 30000 damage, hard blinds 1 random column for 1 turn
Qantas Ikala – Creates 10 poison orbs
Skill Set 12
Combination Strike – 40000 damage
Istiqlal Ayezi – Makes you start at random orb
When below 10%, will use skill set 13 once. Then will repeat set 14
Skill Set 13
This is the end! – 75% shield for 1 turn
Qalal Zaran – Skills delayed by 0 to 3 turns
Skill Set 13
Holy Light – Debuff
Destroying Sword – 150000 damage