Brutal Boss Remakes
With Brutal World on, the vanilla bosses below use this mod’s remakes. Numbers are first raised to a Master floor, then take the mode multiplier. Attacks rotate by state. Most of them show a tell. Once a tell locks a heading, that hit does not track you.
There is no remake set for Calamity bosses. Biome hazards that can kill you live on Brutal Ambience. That is not an entrance or attack remake. Unopened subworlds are not brutal-boss content.
The Empress of Light still uses the vanilla fight. This mod’s remake is not enabled yet. See her section.
Roster
Section titled “Roster”| Boss | Key life / arena | Relic |
|---|---|---|
| King Slime | Flat ground. About 60% / 30%. Only far chase grants immunity | Fallen King’s Crown |
| Eye of Cthulhu | Night. About 55% / 25%. Day does not despawn | Bloodfog Iris |
| Eater of Worlds | Corruption / Crimson. About 55% / 28%. About two seconds off-biome grants immunity | World-Eater’s Maw |
| Brain of Cthulhu | Crimson. About 55% / 28%. About two seconds off-biome grants immunity | Mirrorheart Paradox |
| Queen Bee | Jungle, preferably hive walls. About 60% / 25% | Swarm Vortex Beacon |
| Skeletron | Night. About 55% / 25%. Day is a true frenzy | Soulbinding Arm |
| Deerclops | Snow. About 55% / 28%. A silent stare freezes anyone facing the eye | Whiteout Storm Core |
| Wall of Flesh | Underworld hall. About 66% / 33%. A long runway can trigger the sprint enrage | Gluttonous Throat |
| Queen Slime | Airspace near the Hallow. About 50% / 25% | Refraction Waltz |
| The Destroyer | Airspace that can clear a long body. About 50% | Probe Matrix Core |
| The Twins | Night, both eyes on screen. About 60%. Solo rage after one dies | Twin-Pupil Tether |
| Skeletron Prime | Night. About 45%. One or fewer arms also trips the shift. A platinum Coin Gun starts a chase frenzy | Overload Command Core |
| Plantera | Underground Jungle. About 50% / 25%. Leaving the underground Jungle enrages her | Bloom Nova Bulb |
| Golem | Lihzahrd-brick room. About 55% / 22% | Solar Core Fist |
| Duke Fishron | Ocean. About 65% / 32% / 14%. Inland he still takes damage | Tidal Fin |
| Empress of Light | Remake not enabled; vanilla fight | Wings of Interference |
| Lunatic Cultist | Dungeon-roof ecliptic ring. About 85% / 65% / 45% / 25%. Wind-up about a second and a half can break | Rite Ring |
| Moon Lord | Hands and head first. Opener Black Flash on expose. About 40% / 33% / 26% / 22% | Black Flash Sigil |
Tells and enrage
Section titled “Tells and enrage”Once a tell or warning line lights, the landing or dash heading is set. After that lock, leaving the tell range usually already sits inside the hit.
Several remakes add grabs. A circle, line, or rift appears first. Leaving the warning range makes the grab miss. A caught player gets a cutscene. Teammates can still attack the grabbing part.
Leave the intended arena, or drag Skeletron or Skeletron Prime into daylight, and they enrage. Enrage is not a new move list. Most of the time it means more damage, higher damage reduction, or a faster wall. The Eye of Cthulhu does not leave in daylight. Contact damage increases, and damage reduction is higher. Duke Fishron no longer becomes immune inland. See his section.
Mode toggles only affect bosses spawned after the change. Flipping a flag mid-fight does not switch this fight to the brutal moves.
Pre-Hardmode
Section titled “Pre-Hardmode”King Slime
Section titled “King Slime”Gel gathers from the four edges, rises into a tower, then collapses into the king. The crown snaps on last. During that entrance he takes no damage and has no contact hit.
Jumps connect the next move. The squat has no contact. The last hop lands a Gel Shockwave.
Around 60% life he shifts. He freezes, swells, the crown lifts and orbits, then slams back on. That scene has no contact hit.
Around 30% life he plays royal decree once.
When he is about to die he locks damage. The crown falls. He thrashes. A Ninja Shade breaks out of the body. The king melts into a pool.
Stay far or behind a wall for about 4 seconds and he soaks into the ground to chase. A Gel Geyser swells first, then he bursts from that seat. Stay farther, or lose sight for about 9 seconds, and he becomes immune. Contact damage also increases. Close in and see him again to drop it.
Before the shift
Section titled “Before the shift”Tide rush: The body liquifies and sweeps as a Gel Tide. The heading locks when the melt finishes. The crest is shorter than a jump. One pass on ordinary Brutal World. At mid range he also uses this to close in.
Crown slam: A Crashing Crown rises and aims. A gold seat holds about 0.6 seconds, then it slams and pops a Gel Geyser. The crown flies home. The body keeps short hops.
Gel mortar: He squats about 0.4 seconds with no contact, then shoots straight up. At the top he sheds a ring of Gel Mortar. The arc leaves a gap every few shots. Two of them leave a Lingering Gel Pool. Then he slams down.
After about 60%
Section titled “After about 60%”Tide rush: This phase uses two passes.
Crown slam: When the crown lands, the body follows with a heavy hop.
Gel mortar: The apex also throws an aimed fan ahead of where you are going.
Tower collapse: He pulls into a tower. The fall side locks when he finishes rising. The back of the tower is outside the collapse. The fall becomes a Gel Tide.
Mass eject: He gathers, then throws Royal Mass at a ground mark. The mark locks on throw and stops tracking. The exposed core moves with no contact damage, and its defense is lower. Until the mass returns, it takes more damage.
Engulf: Only after the shift. He skips it if you are too close or too far. The first try waits about 8 seconds after the shift. The ground swells, then a heavy slam. A hit wraps you, bounces three times, then spits you out. This sequence cannot kill the player. A miss leaves extra recovery. A miss or a hit both wait about 25 seconds.
Around 30%
Section titled “Around 30%”Royal decree: Once per fight. The crown rises first. Gold lines hold about 0.7 seconds, then Royal Beams fall on those lines. Gel Tides rise from both sides. The center tower rains gel. The crown slams down. After the slam he is exhausted for a moment.
In Asura Hell, fewer connecting hops, longer jumps, and a denser mortar ring.
This fight is meant for flat ground with room to move sideways. Do not drag him into a narrow shaft. Drops Fallen King’s Crown.
Eye of Cthulhu
Section titled “Eye of Cthulhu”Blood fog gathers from the edges, condenses into an eye, then it roars and the fight starts. During that entrance it takes no damage and has no contact hit.
Hovering connects the next move. No contact. After a rest it pokes a three-shot scatter of Blood Beads. It skips the shots if a wall is in the way or you are too close.
Around 55% life it peels. It locks, splits along the body, bursts, and shows the maw. That scene takes no damage. Blood Beads and Blood Barbs on the field are cleared. Blood Fog stays.
Around 25% life it plays Blood maelstrom the first time. Not once per fight. After it finishes, about 30 seconds must pass before it may return, and it does not always fire the moment the wait is over.
When it is about to die it locks damage. It spasms, bleeds inward and shrinks, then bursts into fog.
Daylight does not make it leave. Within about one second contact damage increases and damage you deal is heavily reduced. Nightfall ends the enrage. Boss Rush skips this enrage.
Only a very long drag makes it fog-step back.
Before the peel
Section titled “Before the peel”Feint dash: It flanks, reels back, then charges straight. Mid-path it flashes pale and kinks. A fake trail stays on the old heading. Chasing the fake trail hits nothing. Three charges on ordinary Brutal World. Contact only when it is moving fast.
Fog ambush: It seeds Blood Fog, slips into the fog, then changes seats. The exit cloud pulses red for about 0.7 seconds, then it breaks out. One pounce before the peel.
Servant lance: Servants of Cthulhu line up behind it and fire in order. It finishes with an honest straight dash. The heading locks on launch. Four servants on ordinary Brutal World.
Blood fountain: Only before the peel. It tips above you and spins, fanning gravity Blood Beads, for about 2 seconds. The recover dizzies it for about 0.7 seconds. It takes more damage in that window.
After about 55%
Section titled “After about 55%”Feint dash: This move remains after the peel.
Fog ambush: This phase uses two pounces.
Servant encircle: Seven servants ring you, closing from about 40 tiles to about 29, then dive inward together. The eye itself drops from above. The ring has a gap. The gap can be crossed before the servants close.
Maw frenzy: Short hops that zigzag left and right, like a saw biting forward. Six hops on ordinary Brutal World. Contact only when it is moving fast. After the hops it pants.
Blindside cross: It first poses for a high dive, then vanishes into fog. A lane holds about 0.5 seconds, then it crosses from the side of the screen. Two passes.
Maw drag: Only after the peel. The first try waits about 7 seconds after the shift. It first charges past on purpose, then slams to a stop and opens the maw. A bite-range lane lights. The second dash is the real bite. A hit drags you along the ground, then slams you down. This sequence cannot kill the player. A miss leaves it in recovery slightly longer. A hit waits about 25 seconds. A miss waits about 13.
Servant lance: Only returns after about 25%.
Around 25%
Section titled “Around 25%”Blood maelstrom: The first one is guaranteed. It first pulls the Blood Fog on the field back in, about 1.2 seconds. Then it spins and sprays three arms of Blood Barbs, with three servants orbiting. It rests about 0.7 seconds, then sprays the other way. After that it makes three mid-path kinked charges, then is exhausted for about 1 second. This is not a vortex that drags you in. After it finishes, about 30 seconds must pass before it may return, and it does not always return.
In Asura Hell, the peel moves to about 62%. Hover shots come faster. Four feint charges. Five lance servants. Eight in the ring. One extra maw hop. The second blindside pass becomes a real dive from above.
This fight is meant for night, with airspace that allows sideways movement. Do not fight against the ceiling. Drops Bloodfog Iris.
Eater of Worlds
Section titled “Eater of Worlds”A Breach Omen lights first, about 1.2 seconds, then it punches through that point. Until that breach it takes no damage. The body follows the head out.
The slither connects the next move. It is not its own damage beat.
The whole worm shares one life pool. Hits on the head count in full. Hits on the body count for half. Cutting a segment does not split it into two worms. The tail is only the end. It never becomes a head.
Around 55% life it molts. It coils, then sheds the old plates from head to tail. That scene takes no damage.
Around 28% life it plays hunt finale the first time. Not once per fight. After that it can return in the later cycle.
When it is about to die it locks damage. The rupture walks from tail to head.
Leave Corruption or Crimson for about two seconds and contact damage increases. Damage you deal is heavily reduced. Return to the biome and the enrage ends. Boss Rush skips this enrage.
Only a very long drag makes it burrow back in.
Before the molt
Section titled “Before the molt”Corrosive barrage: The head first throws Corrosive Spittle. The segments follow in a ripple. Hits leave a Corrosive Pool. Three volleys on ordinary Brutal World.
Lunge flurry: The body coils first. A Lunge Telegraph holds about 0.4 seconds. It tracks you, then locks and stops turning. The dash is straight. Three lunges on ordinary Brutal World. The coil has no contact.
Burrow ambush: It dives. Dust marks the ground. A Breach Omen holds about 0.6 seconds. Once it locks, the eruption point does not move. It bursts straight up and fans acid. Two eruptions on ordinary Brutal World. This move does not swallow you.
Geyser rake: It plows just under the surface and raises a Corrupt Geyser about every 11 tiles. The geyser lights, then erupts. Two passes. The second pass is offset by half a gap. At the turn it leaps out.
Husk mines: While it sweeps, segments shed Husk Mines along the path. After it pulls away, the mines detonate in the order they were laid. They detonate in the order they were laid after the flash.
Split pincer: Several joints light, then the body tears into three groups and pinches. This is a scene, not a cut you made. Two pinch cycles on ordinary Brutal World, then it dives and joins for one breach. After that it is one worm again.
After about 55%
Section titled “After about 55%”Corrosive barrage: This phase uses four volleys.
Lunge flurry: This phase uses four lunges.
Burrow ambush: This phase uses three eruptions.
Geyser rake: This phase uses taller geysers and a shorter delay.
Husk mines: This phase sheds faster.
Split pincer: This phase uses three pinch cycles.
Acid rain: Only after the molt. It climbs and makes two high passes. Segments spit Corrosive Spittle upward. The acid falls as a curtain.
Devour: Only after the molt. It skips the grab if you are too far or it is still split. A Devour Telegraph lights first, about 0.9 seconds, then locks. It breaches from that point with the mouth open. A hit drags you underground, squeezes three times, then spit-launches you. This sequence can kill the player. A miss slams it back onto the ground and leaves extra recovery.
Around 28%
Section titled “Around 28%”Hunt finale: The first one is guaranteed. The body tears into four groups and all of them dive. They then breach underfoot six times on a drum. Once an omen locks, that seat does not move. They gather, then join for one huge spit and an acid burst. These are not four worms you cut. After it finishes it can return.
In Asura Hell, a longer body, and some dashes come faster. Devour squeeze damage is higher.
Leave a runnable floor in Corruption or Crimson. Do not turn the fight into a sealed pipe. Drops World-Eater’s Maw.
Brain of Cthulhu
Section titled “Brain of Cthulhu”Mirror scraps gather in the dark. Creepers close in. Then it solidifies and roars. Until it solidifies it takes no damage.
Hovering connects the next move. No contact.
The body can take damage in phase one. The creepers do not have to be cleared first. While creepers remain, damage reduction is higher. Idle creepers have no contact. Cage and spokes do not come out if too few creepers are left.
Around 55% life the shell cracks. It first pulls the creepers in, the shell splits, then Shell Fragments fly. That scene takes no damage. Creepers still alive each spit two Pulsing Blood Beads, then vanish.
Around 45% life it first tries mind seize.
Around 28% life it plays heart stop the first time. Not once per fight. After it finishes, about 32 seconds must pass before it may return.
When it is about to die it locks damage.
Leave the Crimson for about two seconds and contact damage increases. Damage you deal is heavily reduced. Return to the biome and the enrage ends. Corruption does not count as home. Boss Rush skips this enrage.
Only a very long drag makes it teleport back.
Before the shell cracks
Section titled “Before the shell cracks”Rift feint: It first slips into the rifts. That stretch takes no damage. Three Teleport Rifts open at once. Only one beats with the heartbeat. The fakes sit a half-beat off. The real body comes from the on-beat rift and lunges. Before the lunge every rift fires Engorged Veins. That volley does not mark the real one.
Mirror rush: A Mirror Image appears on your opposite. It and the fake dash together. The heading locks on launch. Two passes on ordinary Brutal World.
Creeper cage: Needs at least five creepers. They close into a ring and shrink on each heartbeat. The gap sits on the side away from the brain. After the ring locks it rifts into the center and throws a ring of Pulsing Blood Beads. The gap remains walkable after the ring locks.
Creeper spokes: Needs at least four creepers. They form two spokes that extend and pull back on the beat. Contact only on the extend.
Exposed pulse: Only before the shell cracks. It opens the heart, defense drops to nothing, and it fires four rings of Pulsing Blood Beads. Each ring leaves a gap that walks. It takes more damage in that window.
After about 55%
Section titled “After about 55%”Rift feint: This phase uses four rifts and two rounds.
Mirror rush: This phase uses three passes.
Frenzy chase: Only after the shell cracks. It curves onto your tail. About once a second it blinks to a flank. A tell holds about 0.3 seconds first. It also spits Pulsing Blood Beads on the beat. Contact only when it is moving fast.
Mirror maze: Six Mirror Images take slots and dash in turn. The real body is in the mix. Minions have a hard time locking it.
Blood rain: It blinks high, convulses, then fans gravity Pulsing Blood Beads. Three volleys on ordinary Brutal World.
Mind seize: Only after about 45%. It skips the grab if you are too far. Six mirrors close from about 35 tiles to about 13. The ring center has no hit at first. Leaving the ring center makes the grab miss. Stay inside and you are held. Three mirrors pierce in order, then the real body breaks the ring and flings you. This sequence cannot kill the player. A hit waits about 38 seconds. A miss waits about 20. After a miss it is exhausted for a short beat, and it takes more damage then.
Around 28%
Section titled “Around 28%”Heart stop: The first one is guaranteed. The heartbeat dies and the field goes dark. It takes no damage. Then it flash-dashes for six beats. Each beat first marks the approach with a rift glow, about 0.4 seconds. The last beat comes from six sides and leaves one gap. After it finishes, about 8 seconds it takes more damage. About 32 seconds must pass before it may return.
In Asura Hell, more creepers on entrance. Three spokes instead of two.
This fight is meant for the Crimson, with room to walk around mirrors. Drops Mirrorheart Paradox.
Queen Bee
Section titled “Queen Bee”Honey mist comes up first. She roars and sheds bees. The halo tightens into ranks, the swarm freezes as an arrow pointed at you, then she skims past one side. That skim does no damage.
Around 60% life the guards close into a double-ring bee shield. She takes no damage while she molts. The shield tightens, the whole ring lights an amber edge, then the bees dart outward. After that she unlocks the swarm wall, the vortex, wax hive turrets, and the honey snare.
Around 25% life the whole swarm folds into a spear. The royal tide happens once. After the charges she hangs exhausted for a short beat with contact damage off. She can take damage in that window.
In phase two, standing in honey, a honey pool, or the Honey buff for about 3 seconds fills a gold-dust mark. Once it latches, she closes the net on the next flank hover. Leave the honey and the mark drains faster than it builds. After a catch, about 25 seconds pass before she will snare again. A missed grab waits about half that.
On death the swarm scatters first. She climbs on broken wings, then falls and bursts honey. That scene locks damage.
Hive walls block the surface and leave-the-Jungle anger. For the Worthy still adds a step. Asura Hell adds another. Both still apply inside a hive.
Throughout
Section titled “Throughout”Swarm arrow: Bees form an arrow in front of her and track you. After the tip lights an amber edge, the heading locks and they throw in waves from the point. Phase one does two volleys. After about 60% life it does three. After the lock, the late steer no longer follows a sideways move.
Dive strafe: An amber warning line draws first for about 0.6 seconds. When it stops she dives that broken line and sows Queen’s Stingers on both sides. The gaps in the curtain are walkable. Phase one does two legs. After about 60% life it does three. The brake has no contact damage.
Honey mortar: She hovers higher, charges in the abdomen, and lobs honey globs. The landings bracket where you were and smash into honey pools. The pools do not deal damage. They slow you, cap your jump, and give Honey regen. A pool lasts about 9 seconds. Landings sit about 14 tiles apart. That spacing is the hall. Bees form an umbrella overhead.
Stinger fan: She hangs on your high flank and fires fans of Queen’s Stingers from the abdomen. The rays leave angle gaps, and every other ray is slower. This is a short interval move, not a stationary turret.
After about 60% life
Section titled “After about 60% life”Swarm wall: Bees on one side form a vertical wall with two bright seams. The wall holds about 0.7 seconds. The seams do not move after that, then it sweeps. After the seams light they do not move, and those seams can be crossed. The wall slowly follows the player’s height. She stays on the far side and pushes you into the wall with slow Queen’s Stingers.
Swarm vortex: Bees close into a cage and the ring shrinks. One gap about a sixth of the circle walks around the ring at a steady rate. The bees on both lips stay lit. The cage only follows slowly. She shoots from the rim, then punches through the center twice. Before the end the whole cage lights amber and bursts outward.
Wax hive turret: She swoops to each flank and plants a wax hive turret. At most four can sit at once. Each lives about 12 seconds. A rising cue of about 0.6 seconds comes before a small fan of Queen’s Stingers. The fan has gaps.
Honey snare: After the mark latches, bees close a vortex around you. The ring spends about 0.9 seconds shrinking into the grab. Leaving the ring before it closes makes the grab miss. A catch wraps you and lifts you straight up. She spears the cocoon three times, then the cocoon bursts and drops you. If the grab starts at full life, the sequence cannot kill the player.
Around 25% life
Section titled “Around 25% life”Royal tide: The swarm becomes a spear and she leads it. Each charge draws an amber warning line for about 0.7 seconds, then the heading locks. Ordinary Brutal World does three charges. Stingers spit to both sides. The stinger curtains leave checkerboard gaps. The spear then throws a dart wave, and she hangs exhausted.
In Asura Hell, dive and arrow use the later volley counts, honey mortar adds one glob, the wall sweeps back the other way, and the spear adds one more charge.
This fight is meant for the Jungle, preferably a hive-walled cavern. Drops Swarm Vortex Beacon.
Skeletron
Section titled “Skeletron”A curse rite brings him in. Darkness gathers first. Bones knit into a head. The eyes light, then the hands form. Early in the rite he takes no damage and has no contact hit.
While he hovers, the head flicks cursed skulls. Close to about 15 tiles and the head stops firing. The hands also flick skulls at range. Close on them and those stop too.
Around 55% life, or when both hands are already dead, whichever condition is reached first, he transitions. He reels the remaining hands in, tears them one by one, goes silent, then the crown fire bursts. That scene grants immunity and clears his own shots. The hands do not come back.
Around 25% life the next hover in phase two plays bone maelstrom once.
Daylight is a true frenzy. Damage and defense rise to extremely high values. He spin-chases with no tell and no gap. The frenzy stops after nightfall. This fight is meant for night.
On death the head hits the ground and the flame dies. Bells hurry. Many hands reach from the dark, then the curse is peeled off. That scene locks damage.
While the hands live
Section titled “While the hands live”Chain slam: A hand lifts for about 0.5 seconds, then slams along that tell. The head hangs high and splits two cursed skulls left and right. The aim axis stays empty and is not on a skull landing.
Bone storm: The head pulls back. After about 0.6 seconds the heading locks and it spin-dashes straight. Bone shards spray to both sides. The curtain skips a beat on a cycle. Phase one does two passes. After the transition it does three. The brake has no contact damage.
Ghost-arm ring: Spectral arms form a ring around you and leave one opening. The ring center locks when they appear. Then the arms lunge on a stagger. Phase one uses four arms. After the transition it uses six. The opening does not move after the arms appear.
Clap: Both palms close from the flanks. The head watches from high up, then drops two cursed skulls that do not steer. After the clap, the space directly below is not on a skull landing.
Applause: The palms clap three times in front of the skull, faster each time, and throw bone-shard rings. The sector toward you never fires. Head and hands have no contact damage here. He can take damage in this window.
Palm snatch: This only shows after about 85% life, and both hands must be up. The palms first hold a flank stare for about 0.8 seconds. A miss slams the palms together and he stumbles for a short beat. A catch lifts you to the skull, rings you with cursed skulls, then slams you into the ground. If the grab starts at full life, the sequence cannot kill the player. After a catch, about 45 seconds pass before he will snatch again. A missed grab waits about 25 seconds.
After the transition
Section titled “After the transition”Arm lanes: Spectral arms first sweep in crossing halls. The layout locks at the moment they spawn. Late in the move two arms lunge from opposite corners toward where you were.
Skull-rain teleport: The head dissolves, reforms on a flank, feints a pounce, then throws a fan of cursed skulls. The center of the fan stays empty. The center of the feint line has no skulls. Ordinary Brutal World does three rounds. Asura Hell does four.
Bone wheel: The head rises, prays, and stops firing. Two Skeletron bone wheels first roll in from the flanks. Then one drops from the sky and one rises from the ground. Each wheel draws a warning band along its roll while it forms. A gap of about 90 degrees stays open on the rim and turns with the wheel. The pressure is on the wheels. The head can take damage.
Curse hunt: The view darkens. Only eye-fire, crown fire, and a ring of curse wisps remain. Every fourth seat on the ring stays empty. Those three gaps are the hall. While the wisps stay, the hall stays. The head forms on the rim, draws a warning line, and dashes that line when it stops. This cycle happens three times.
Around 25% life
Section titled “Around 25% life”Bone maelstrom: The head holds an altar above you. Eight spectral arms slam in a ring, then a second ring offset from the first. Two streams of cursed skulls spiral out and do not chase. The closeout sends two arms in from opposite sides toward where you stand, then a bone ring bursts with gaps.
The dungeon door needs a ring of platforms with room to move. Drops Soulbinding Arm.
Deerclops
Section titled “Deerclops”Blizzard closes first. The silhouette steps out of the snow. The eye lights, then the roar. During the entrance he takes no damage and has no contact hit.
Leave him by about 40 tiles and shadow fills on his body. Once it fills he takes no damage, and Shadow Hands drive you back. Stay close and the shield drains.
Around 55% life he transitions. He staggers, then howls at the sky. The blizzard thickens. The eye stays blood-red after that. That scene grants immunity and clears his own shots.
Around 28% life he plays whiteout howl once. The ring fades when the scene ends.
On death the storm stops. He struggles up. The eye flickers. Ice cracks through the body. He slams forward, then dissolves into snow and shadow. That scene locks damage.
Throughout
Section titled “Throughout”Ice-spike wave: He stomps twice. The first wave of Ice Spikes pushes out from his feet. The second rolls inward from farther out and leaves jump gaps between columns. After about 55% life a third wave rises behind him. Standing against his back will hit the ice spikes.
Shadow Hands: He drops his head and the eye goes dark. Hands form beyond each player’s view. After a red glint they sweep in a straight line. First one hand, then two. After about 55% life a third drops in from high on a diagonal. He has no contact damage here. He can take damage at close range.
Frost Tremor: He stomps twice and sends Frost Tremors both ways along the ground. The tremors sit below a jump. The second pair is faster. After about 55% life a third pair comes off the beat.
Icy Rubble: He scoops frozen ground in front of him. The chunks rise, hang, then smash onto landing marks already drawn on the ground. The rise does no damage. Phase one does two scoops. After about 55% life it does three. The smash only hits the marked landings.
Gaze roar: The storm pulls back first. The eye turns from white to red. A rising cry cuts to silence, then the roar. For about 1 second of that roar, anyone facing the eye freezes, then takes chill and slow. Facing away is not frozen. Standing almost directly under him also skips the gaze.
Closing cage: Ice Spikes close from both sides toward the standing position and leave a pocket. One side keeps a gap. The advancing front is shorter than a jump. He stomps again. A delayed burst of Ice Spikes then hits the standing position inside the pocket. The tell is about 0.5 seconds.
Head-down charge: He paws back with his head low, then drives along the ground. Ice Spikes rise in the wake. After a hard brake he stumbles and pants for a short beat with contact damage off. After about 55% life he turns and charges again.
After about 55% life
Section titled “After about 55% life”Shadow Seize Claw: He drops his head. The eye goes red. A Shadow Seize Claw gathers at his chest. After about 0.8 seconds it sweeps in a straight line. A miss scatters the claw. He stays crouched and panting. He can take damage in this window. A catch drags you to the eye, the storm pulls back, he stares, breathes frost into your face, then slams you into the snow. If the grab starts at full life, the sequence cannot kill the player. After a catch or a miss, about 25 seconds pass before he will grab again.
Around 28% life
Section titled “Around 28% life”Whiteout howl: He howls at the sky and a white curtain drops. About 27 tiles around him stay clear. Outside is the curtain and hunting Shadow Hands. Inside, Ice Spike combs sweep on alternating sides and leave gaps. Three rounds. When he hangs exhausted the curtain lifts. He can take damage in that window. This happens once.
In Asura Hell, Ice Spike and Shadow Hand tells run shorter.
The snow needs a flat stretch with room to walk around the spike waves. Drops Whiteout Storm Core.
Wall of Flesh
Section titled “Wall of Flesh”A muted quake first, deep in the Underworld. Then the wall rises. Organs light after. During the entrance it takes no damage and has no contact hit. Once the heading locks, it never turns around.
The wall keeps pushing. Between moves both eyes draw aim lines and fire eye lasers after about 0.7 seconds. After about 66% life they fire two shots at once.
Lead by about 90 tiles and stall about 9 seconds, and it enrages into a sprint. It does not attack during that run. Closing back in stops the sprint. Do not turn the runway into a one-way escape.
Around 66% life it transitions. Three rising roars, meat bursts along the face, and the Hungries refill. After that it unlocks the maw vortex, the Hungry net, Flesh Spikes, the Flesh Tongue, and Rot Guillotine.
Around 33% life it plays crimson exodus once. After a short exhaust it goes straight into the hungering wall and enters phase three.
On death the wall grinds to a halt. Both eyes burst. Hungries pop one by one. The face collapses into the lava, then a last roar, and the fight ends. That scene locks damage.
Throughout
Section titled “Throughout”Surge dash: The face tightens and almost stops for about 0.9 seconds, then the whole wall lunges and grinds to a brake. After about 33% life it dashes twice. The second wind-up is shorter.
Retina scan: Both eyes charge for about 1.1 seconds, then each fires a Retina Beam. The beams sweep up and down on a stagger. When one sits at an extreme, the other is on the midline. A window between the two beams stays open.
Tongue Lash: The mouth opens. A lock line draws for about 0.6 seconds, then the tongue fires along that line. A hit drags you toward the mouth. After the line stops it does not track you. After about 33% life it lashes twice.
Leech wave: It retches first. Then leeches spit on a stagger with Blood Clot spray. The leeches chase. Phase one sends three. After about 66% life it sends four. After about 33% life it sends five.
After about 66% life
Section titled “After about 66% life”Maw vortex: The mouth opens wide and pulls anyone in front of it while coughing Blood Clots. The pull runs toward the maw. Being drawn into the mouth is a heavy contact hit.
Hungry net: Hungries fly ahead of the wall and weave a vertical net. Meat chains only run between paired nodes. The gaps between pairs are windows. The net rides the wall. Breaking a node tears a lasting hole.
Flesh Spike: The wall sinks and slams. Flesh Spikes burst from floor and ceiling on staggered columns. Cracks show first. Each wave steps farther from the face. The cracks mark the column that will erupt.
Flesh Tongue: The tell is longer than a Tongue Lash, about 0.9 seconds. The tongue fires along a lock line. A miss reels back. A catch yanks you in fast. Hungries bite along the way. The mouth chews three beats, then spits you forward. These hits cannot kill the player. Going behind the wall and being dragged to the mouth by a tongue also upgrades into this. After it plays, about 18 seconds pass before it will grab again.
Rot Guillotine: A Rot Eye grows on the face at your height and follows you while it forms. After a lock flash the height stays. A silent beat, then a horizontal Rot Guillotine seals that lane. The blade seals the locked height and sits below a jump. After about 33% life a second eye fires and takes a new height.
Around 33% life
Section titled “Around 33% life”Crimson exodus: This happens once. A second blood curtain rises ahead of you. You are held between the wall and the curtain. The curtain closes toward the wall. The pocket bottoms out around 45 tiles. Crossing the curtain hits you and throws you back. When it hangs exhausted the curtain lifts. It can take damage in that window.
Hungering wall: The face splits into five Hungering Maws that bite in relay. Each volley leaves one dead jaw that never closes. The drooling slack jaw is the hall against the wall. About 27 tiles out sits outside the bite. The second volley bites the other way. The wall still creeps. The bite reach eats the retreat. The first one after the exodus rest is this move.
In Asura Hell, the leech wave adds one leech, the maw pull lasts longer, surge tells run shorter, and the blood-curtain pocket is tighter.
The Underworld needs a tall hall with a path both above and below. Drops Gluttonous Throat.
Hardmode
Section titled “Hardmode”Queen Slime
Section titled “Queen Slime”Crystal shards light the sky first. A pillar drops. She lands, blooms crystal, then bows into the fight. During the entrance she takes no damage and has no contact hit.
In phase one she hops in low arcs, then drops hard past the apex and spatters crystal on landing. After a few hops she starts the moves below.
Around 50% life she transitions. She kneels and shudders. The crown brightens. Wings unfurl, then she rises. That scene grants immunity and clears her own shots. After that she flits in the air to change place. Those flits have no contact damage.
Around 25% life she plays crystal cathedral once.
On death the gel destabilizes first. The crown falls. The torn wings climb once more, then she collapses inward and bursts into petals and a gel fountain. That scene locks damage.
There is no separate Hallow enrage. This fight is airspace, not a biome wall.
Throughout
Section titled “Throughout”Prism volley: The crown charges a Refraction Beam for about 0.8 seconds, hits nearby prism nodes, and folds the light into Crystal Spikes aimed at you. Phase one does three volleys. After the wings it does four.
Gel split: She crouches, leaps, and sheds minions from her body. They line up, then fire a first volley of Gel Pearls. This shows when fewer than two gel minions are up. After the wings she also restocks two winged minions. After a split, about 9 seconds pass before she will split again.
Before the wings
Section titled “Before the wings”Spike rondo: She crouches, hops, and hangs at the apex. Crystal Spikes bloom in a ring and fire outward. The gap on the omen ring is the same gap after they fire. Each bloom turns the gap. Ordinary Brutal World blooms three times. The landing has no contact damage.
Crystal waltz: She spins out of sight and grows back on another side. She cannot take damage during the vanish. After she returns, a ring of Gel Pearls expands, holds, then pulls in. Ordinary Brutal World does three steps.
After about 50% life
Section titled “After about 50% life”Sky spike cascade: Spike Omens drop first and mark lanes for about 0.6 seconds. When an omen dies, Crystal Spikes fall in that column. Every third lane stays empty. The empty seat walks with each wave. Ordinary Brutal World does three waves. Escorts fire small fans at the same time. Empty lanes have no falling spikes.
Dive stomp: She lifts on her toes, hangs silent at the top, then dives straight. The landing bursts a ring of Crystal Spires and a vertical gel plume. After the hang, the heading does not change.
Wing gale: She takes a flank, beats, then glides past you and lays a wind lane that pushes. Crystal Spikes spray behind her. Ordinary Brutal World does two passes.
Spike ring: Five prism nodes form a ring. The nodes sit about 27 tiles from the center. They fire aimed Crystal Spike fans in a carousel. They never all fire at once. Break a node and that seat stays silent for the rest of the move. She flits outside the ring.
Crystal Chandelier: Several Crystal Chandeliers hang, charge on a stagger, then drop. They light before they fall. She flits between perch points and throws small fans. Ordinary Brutal World hangs four.
Crystal Prison: A Crystal Chandelier follows you first, lock-flashes, then drops. Leave before it lands and the grab misses. A hit seals you in a Crystal Prison. She waltzes the cocoon, kicks three times, then punches through and throws you. Kicks that would drop you too low only play, and do not deal the hit. The first grab waits about 15 seconds after the wings open. After it plays, about 25 seconds pass before she will grab again.
Around 25% life
Section titled “Around 25% life”Crystal cathedral: This happens once. She rises above you. Six crystal pillars grow one by one. She takes no damage while they rise. Once they stand, Refraction Beams run from the crown to each pillar, and a reverse carousel runs around the ring. Crystal Spikes rain from the dome. The beams take turns. Unlit seats can be crossed. At the end everything stills, then the whole set shatters. During the exhausted drop that follows, she takes more damage.
In Asura Hell, rondo and waltz each add a step, the sky cascade adds a wave, the gale adds a pass, and one more chandelier hangs.
This fight needs flyable air near the Hallow. Drops Refraction Waltz.
The Destroyer
Section titled “The Destroyer”The ground heaves first. After the warning line lights, it breaches on a diagonal, then dives twice on aimed lines. Body spikes unfold from the head. The omen and the aimed tells have no contact hit. The pierces do.
After the entrance it cruises, then acts.
Around 50% life the tempo rises. The first move across that line is orbital strike. When a coil cage finishes shrinking, and the grab is off cooldown, it closes a steel ring instead of ramming.
When it is about to die it locks damage. It slams to a stop. Probes cook off one after another. The head bursts last.
This fight is airspace that can clear a long body. Leave a way out of the ground.
Throughout
Section titled “Throughout”Broadside volley: It slides to a flank. Alternate segments fire Destroyer Bolts for about 1 second. It brakes, cuts to your high side, and locks a nose line. The mouth opens a maw beam. The beam does no damage while it is still opening. The sweep lasts about 2.6 seconds.
Dive pierce: It climbs first. That climb has no contact hit. A warning line lights for about 0.7 seconds, then the heading is set. Cross pierces follow. Ordinary Brutal World does two. After half life it does three. The brake has no contact hit.
Coil cage: The body orbits you and shrinks from about 68 tiles away to about 50 tiles over about 8 seconds. Segments fire bolts inward. The tightest seat flashes white. After half life, if the steel ring is off cooldown, that close becomes the steel ring. Otherwise the flash leads into a charged ram.
Charged ram: The head reels back on a lock line, then drives through with a shockwave. Ordinary Brutal World rams three times. After half life it rams five. A finished coil cage often feeds this move.
Burrow ambush: It drives underground. That stretch has no contact hit. Dust follows along the surface. The breach mark lights for about 0.7 seconds. The eruption only hits the lit mark. It erupts straight up and arcs back in. Ordinary Brutal World erupts twice. After half life it erupts three times.
Probe matrix: It roars first and sheds probes from the segments. They form a ring, a cross, or a V. Once they seat, lock lines track for about 0.7 seconds, then fire. Kill that probe and that line dies. Leaving a line avoids that shot. Ordinary Brutal World fields 8. After half life it fields 12. Those probes scatter when the volley ends.
After about 50% life
Section titled “After about 50% life”Orbital strike: This is the first move after the line. It climbs away with no contact hit. Two cross dives follow, each with about 0.7 seconds of warning. The last hit is longer. The tell lasts about 1 second. It drives straight into the ground, then breaches back.
Loop lash: This only shows after half life. The head reels for about 0.7 seconds with no contact hit, lunges, whips a loop around you, then pierces out through the center.
Steel ring: This only closes after a coil cage finishes, after half life, and when the grab is ready. The ring shrinks for about 1.3 seconds. The ring body is harmless. Leaving a warning circle about 24 tiles from the center makes the grab miss. About 15 seconds pass before it will try again. Stay inside and it wrings you: probes draw a cross of arcs, the ring tightens, and the head punches the center and throws you. Beats that would drop you too low fling you early. This grab cannot kill the player. After a hit, about 45 seconds pass before it will grab again.
In Asura Hell, the probe matrix adds 4 probes. The volley and the cage run denser and faster.
This fight needs airspace that can clear a long body, and a way back out of the ground. Drops Probe Matrix Core.
The Twins
Section titled “The Twins”Both eyes come in on diagonal paths from the flanks. During that entrance they take no damage and have no contact hit. Their life bars fill first, then the fight starts.
Spazmatism handles fire and rams. Retinazer handles lasers, and never has contact damage. Do not split them across two screens.
When either eye drops to about 60% life, both transition together. They gather above you, stare, contract, then burst and change form. That scene grants immunity. They do not wait for half life on each eye.
After either eye is about 50%, a ready grab becomes the pincer. After either eye is about 40%, the big combined hit becomes scissor rays.
After one eye dies, and only after the transform, the survivor enters solo rage. In Asura Hell the survivor can also rage early if its partner is about 15% life, but only one eye can claim that seat.
When an eye is about to die it locks damage. It slams to a stop, then cooks off in a chain. Each eye does this on its own.
This fight is meant for night, with a middle space both eyes can see.
Before the transform
Section titled “Before the transform”Hover fire: Spazmatism hangs near you and throws Fireballs that lead you. Ordinary Brutal World throws three, then changes move.
Charged ram: Spazmatism reels back, locks a heading, then drives through. Ordinary Brutal World rams twice. This is the only stretch where it has contact damage.
Fire vortex: Spazmatism hangs above you, charges about 1 second, then throws a ring of fire.
Triple poke: Retinazer hangs above you and fires Retinazer Lasers in threes. Ordinary Brutal World does three bursts.
Fan sweep: Retinazer charges about 1 second. Late in the charge the heading locks, then it sweeps a fan of Retinazer Lasers. After the heading locks it does not turn.
Cross dash: Both eyes first take a horizontal and a vertical seat, then dash through a cross. The meeting point bursts a ring. The burst hits that point. Before the transform this shows every few rounds.
After about 60% life
Section titled “After about 60% life”Flame chase: Spazmatism curves around you and sprays Cursed Flame Jets. It does not fire when it is too close, or when the muzzle is not facing you.
Charged ram: After the transform it rams three times, with a shorter wind-up.
Shadow dash: Spazmatism gathers for about 0.8 seconds, then chain-dashes with heading changes. Ordinary Brutal World does three legs. Each hard stop throws a fire fan. The pant after a leg has no contact hit.
Flame storm: Spazmatism climbs and warns for about 0.8 seconds, then orbits the field and throws a wall of fire.
Flank pokes: Retinazer strafes a flank and keeps firing Retinazer Lasers in threes. This is a recovery move after the transform, not a vertical curtain.
Precision sniper: Retinazer backs off and charges about 1.4 seconds, then fires a fan of Retinazer Lasers. Ordinary Brutal World does two volleys. The fan is about 50 degrees.
Laser matrix: Marks light around you first. Ordinary Brutal World plants four. After the charge they all fire Retinazer Lasers. The smash only hits the marked landings.
Retinazer Death Ray: Retinazer seats, charges about 1 second, then opens a Retinazer Death Ray. The beam tracks slowly. Sustained movement can leave the track. After the beam it overheats for a short beat.
Supernova crash: Both eyes align and charge, then collide. The impact blooms a Twins Supernova Blast and throws two-color rings. The blast hits the meeting point.
Tether sweep: Both eyes raise a Twins Tether Arc, orbit you, and shrink from about 66 tiles away to about 38 tiles. Midway they slam to a stop and reverse. When the arc lights it travels along the sweep.
Around 50% life
Section titled “Around 50% life”Pincer grab: This only shows after either eye is about 50%, while both still live, and the grab is ready. They take opposite seats on one line, lock for about 0.7 seconds, then crash inward. Leaving about 8 tiles from the meeting point makes the grab miss. About 12 seconds pass before they will try again. A catch binds you with a Pincer Tether. Spazmatism orbits and burns three rounds. If your life is below a fifth, the remaining burns are skipped. After a hit, about 25 seconds pass before they will grab again.
Around 40% life
Section titled “Around 40% life”Scissor rays: After either eye is about 40%, the big combined hit becomes this, unless a pincer is ready. Both eyes hinge on a diagonal, lock about 1.2 seconds, then each fires a lasting ray that shears inward. The gap between the two rays can be crossed.
After one dies
Section titled “After one dies”Solo rage: The survivor stops combining. Spazmatism cuts between frenzy rams, a vortex, burst fire, and a homing ram. Retinazer cuts between a laser storm, crossing death rays, homing lasers, and a matrix.
In Asura Hell, rams and shadow dashes each add a leg, and the matrix adds a point. Volleys run faster.
This fight is meant for night, with a middle space both eyes can see. Drops Twin-Pupil Tether.
Skeletron Prime
Section titled “Skeletron Prime”The head rises from below. During that entrance it takes no damage and has no contact hit. The life bar fills first. Then the four arms light.
The head gives orders and throws its own hits. Cannon, vice, saw, and laser fire on their own between orders. Kill one and the rest charge faster. A melee order makes the vice lunge in a string and the saw cut along the ground. A fire order makes the cannon lob and the laser sweep.
About 45% life, or one or fewer arms left, trips the shift. The head goes immune and climbs. Leftover arms cook off. Then the bar fills again. The four arms do not come back.
After that new bar is about 35%, the skull cannon shows more often.
When he is about to die he locks damage. He fakes a death, grows a pair of vices, lunges, hoists you, then finishes in a blast.
Daylight, or pointing a Coin Gun loaded with platinum coins at him, is a chase frenzy, not a harder normal kit.
While the arms live
Section titled “While the arms live”Spin dash: The head tucks the arms and spins. A tell line holds about 0.6 seconds, then three dashes. Contact only when the dash is fast. Asura Hell adds one.
Barrage: The head parks above you for about 2.5 seconds. Four muzzles take turns throwing Heatseeker Micro Missiles. The head has no contact here.
Cross execution: Four tell lines light on the field center for about 0.6 seconds. Four Cross Execution Heat Rays wring inward from seats about 20 tiles out. The head sits on a high diagonal and has no contact.
Arc windmill: A tell ring lights for about 0.7 seconds. Arms that still live raise Ion Tethers, spin around you, and pull in from about 64 tiles to about 26 tiles over about 4 seconds. The close throws a ring of Prime Cannon Salvo. The head has no contact here.
Around 88%
Section titled “Around 88%”Vice execution: This only shows after about 88% life, and only while arms still live. The vice lunges first. A miss waits about 10 seconds before it tries again. A catch hoists you. If the saw still lives it grinds. If the cannon and laser still live they fire at close range. Then a pile-driver slam. This sequence cannot kill the player. After a hit, about 25 seconds pass before it will grab again. After the shift there is no vice, so this does not return.
After about 45%
Section titled “After about 45%”Flash pierce: The head locks a heading for about 0.6 seconds, flashes about 38 tiles off your flank, then drives through. Three hits on ordinary Brutal World. The drive throws Heatseeker Micro Missiles. Asura Hell adds one.
Ion overload: The head charges above you for about 1.2 seconds, then three rings of Prime Cannon Salvo. Each ring leaves a gap.
Skull cannon: The head parks above you and charges about 1.5 seconds. The heading locks late. Then a Skull Cannon Beam sweeps. After the heading locks it does not turn.
Guillotine spin: A tell of about 0.6 seconds. The head orbits you from about 39 tiles in to about 24. Death Lasers drop onto the ring. Contact only when it is moving fast.
Rocket curtain: Two diagonal tell lines light below you for about 0.6 seconds. Then two walls of Prime Cannon Salvo climb on the slant. About every ninth seat is empty.
In Asura Hell, spin dash and flash pierce each add a hit.
This fight is meant for night. A platinum Coin Gun starts a chase frenzy. Leave a ring of platforms that clears the arm span. Drops Overload Command Core.
Plantera
Section titled “Plantera”The ground shakes first. Three hooks break the dirt and pin, then haul a bud out. She hangs still, then blooms. During that entrance she takes no damage and has no contact hit.
She hangs from the hooks and drifts. The vines keep her near you. After the molt the leash shortens and she fights close.
Around half life she molts. She goes immune, clears her own shots, and pulls the spore mines back in. The husk splits. Tentacles burst from the body. She cannot take damage during that scene.
Around 25% life she plays Bloom Nova once.
When she is about to die she locks damage. The hooks snap one by one. The body falls, hits the ground, then fades.
Leave the underground Jungle, hit the surface, or fall to the Underworld, and after about half a second she enrages: damage and speed double, defense rises, and she attacks faster. Step back into the underground Jungle and it drops at once. Boss Rush does not run this enrage.
Before the molt
Section titled “Before the molt”Seed gatling: The hooks lock the body. She charges about 0.8 seconds, then two volleys of Gatling Seed, with Poison Seed mixed in. The muzzle tracks slowly. Sustained sideways movement can leave the stream. After the volleys she overheats for a beat.
Grapple pounce: Two hooks pin along the line first. A Lunge Warning Line holds about 0.6 seconds. She reels back like a sling, then flies through. Ordinary Brutal World pounces twice. Later tells are shorter. Contact only when the dash is fast. Asura Hell adds one.
Vine lattice: Three hooks pull a triangle around you and raise Vine Lattice beams between them. Breaking one lit beam opens a path. She rails along the perimeter and fans Gatling Seed.
Spore sow: The body swells, then vents three waves of floating mines. The mines drift toward you. Hitting one or touching one pops a Spore Cloud and lights neighbors. Clearing mines can chain.
After about 50%
Section titled “After about 50%”Seed gatling: This move remains after the molt. Between volleys she throws two Thorn Balls.
Frenzy pounce: Same sling lock, shorter tells. Ordinary Brutal World pounces three times. The path drops mines. The brake throws crossing Gatling Seed backward. Asura Hell adds one.
Tentacle ring: Tentacles bloom into a hard spinning ring about 19 tiles from her center. She hunts inside it. Midway the ring reverses. Killing neighboring tentacles tears a gap.
Whip barrage: Tentacles lash one after another. A Lunge Warning Line holds about 0.4 seconds. Ordinary Brutal World lashes ten times. If the tentacles are gone, she stops early.
Vine feast: The first try waits about 8 seconds after the molt. She skips the shot if you are too close or too far away. When it is ready she coils about 0.8 seconds, locks a heading, then fires a Plantera Snare Vine. A miss leaves her hanging exhausted for a beat. A catch drags you to the mouth, chews three beats, sprays poison, then spits you out. This sequence cannot kill the player. After a hit, about 14 seconds pass before she will grab again.
Around 25%
Section titled “Around 25%”Bloom Nova: Once per fight. Three hooks pin her in a star. The flower swallows the light for about 1.5 seconds. The field goes silent for one beat. Then three Withering Bloom rings expand. Each ring leaves two rotating doors. A double Gatling Seed spiral and a spore ring run with them. After that she pants.
In Asura Hell, each pounce string adds a hit, more tentacles and lashes spawn, and seed gatling mixes in a Thorn Ball.
This fight needs a cavern in the underground Jungle. Leaving the underground Jungle enrages her. Drops Bloom Nova Bulb.
The altar lights first. The shell wakes. Both fists lock on. The head seats. Then a stomp starts the fight. During that entrance he takes no damage and has no contact hit.
The body jumps and presses in. The fists smash and grab. While the head is still attached, the eyes throw Sun Bolts. Fly too high and the eyes fire faster.
Around 55% life the head detaches. That scene grants immunity and clears hostile shots. A flying head is a phase, not a kill. After that the free head keeps shooting and crosses fire with the chest.
Around 22% life he plays solar overdrive once.
When he is about to die he locks damage. He staggers. Cracks run down the statue. The sun gem goes out last.
Stand on the surface, or stand where the wall is not Lihzahrd brick, and after about half a second he enrages: defense doubles, the tempo rises, projectile damage increases, and his hops cover more ground. Step back into a Lihzahrd-brick room and it drops at once. Boss Rush does not run this enrage.
If both fists are gone, the pure fist moves are skipped.
While the head is attached
Section titled “While the head is attached”Stomp string: Two short hops close the gap. The last hop squats longer, then drops a Stone Wave and Molten Shrapnel. The body only has contact in the air. Asura Hell adds a hop.
Punch string: The fists take turns. Each winds about 0.5 seconds and leads your movement. Ordinary Brutal World throws four. A wall bounce sends the fist back for a second pass. Contact only when the fist is fast.
Hook swing: Both fists swing on mirrored arcs and meet near you. The body hops in. Then they sweep the floor from opposite sides.
Temple traps: Temple Traps light first. Then a string of spikes plants ahead of where you are going. A Golden Omen holds about 0.7 seconds. Once planted the seat does not move. Spikes plant ahead of a predicted path. A straight run or a standstill lands on that prediction more often. The body keeps hopping in.
Sun barrage: The chest gem charges about 1.1 seconds, then three volleys of Sun Mortar. They burst above you and rain embers. The attached eyes throw Sun Bolts with them. Asura Hell adds a volley.
After about 55%
Section titled “After about 55%”Sun barrage: This move remains after the split.
Punch string: This phase uses five punches, a shorter wind-up, and the wall bounce can fold twice.
Crossfire: The chest and the free head take turns with Searing Eye Rays. Temple Traps also open on the walls. Each ray warns about 0.8 seconds, then the heading stays. The gap is walkable.
Meteor leap: He jumps high. A Golden Omen ring locks on the floor early and stops tracking. Then he slams straight down and a spike ring bursts. The slam only hits inside the locked ring.
Wall slam: Only after the head is free. He skips it if you are too close or too far. When it is ready, one fist winds about 0.9 seconds and throws a heavy straight punch. A hit pins you to a wall and grinds. The eyes rake with a Golem Gravity Ray, then the chest brands you. This sequence cannot kill the player. A miss or a hit both wait about 15 seconds.
Around 22%
Section titled “Around 22%”Solar overdrive: Once per fight. Hostile shots clear. The fists tuck in. The chest charges about 1.5 seconds. A Sun Core rises overhead, spins spokes, and drops Solar Meteors. It collapses, then bursts. After that he pants.
In Asura Hell, stomps, punches, and sun volleys each add a hit, traps plant denser, and meteor leap slams twice.
This fight is meant for a Lihzahrd-brick room. Leave jump height under the ceiling. Drops Solar Core Fist.
Duke Fishron
Section titled “Duke Fishron”The sea churns first. It goes quiet. Then he breaches, hangs, and roars. Until the breach he takes no damage and has no contact hit.
He hovers off your flank, then picks a move. A dash shows a Storm Warning Line first. When the line stops, the heading is locked.
Around 65% life is phase two. He backs off and roars. The sea stands up. Rain starts. That scene has no contact hit.
Around 32% life is phase three. He flies straight up. While he is gone he is immune. Before he lands he heals about 20% of his max life. Then he slams back on a Storm Warning Line. Phase three drops his defense to zero.
Around 14% life he plays the maelstrom once.
When he is about to die he locks damage. He thrashes, rolls belly-up into the sea, the rain stops, and the last wave takes him.
Leave the Ocean or Space for about half a second and the inland enrage lands: damage rises by half, defense doubles, and the tempo rises. He still takes damage. He is not immune. Touch the sea and it drops at once. Walking the shoreline back and forth will not flicker the buff. Boss Rush does not run this enrage.
If there is no real sea under you, dive breach becomes a tidal dash.
Before the frenzy
Section titled “Before the frenzy”Tidal dash: A Storm Warning Line lights first. Ordinary Brutal World charges about 0.6 seconds. When the line stops, the heading is locked. Ordinary Brutal World uses two dashes.
Bubble maze: He spits two vertical curtains of detonating bubbles, each with a gap. The lanes drift.
Dive breach: A short hop, then he dives. A boiling line walks under the water. The breach seat locks early. He rolls out and throws a sharkron. One loop on ordinary Brutal World. No real sea under you and this becomes a tidal dash.
Sharknado: He dives and slams the ground. A walking Sharknado stays. At most two on the field.
Sharkron strafe: He climbs high. Ordinary Brutal World lights three diagonal Storm Warning Lines for about 0.9 seconds, then the sharkrons dive. He follows on a locked line of his own.
After about 65%
Section titled “After about 65%”Tidal dash: This phase uses three dashes, about 0.5 seconds of charge. The brake throws one sharkron.
Bubble maze: This phase becomes a box, with corridors on two sides.
Dive breach: This phase uses two loops.
Sharkron strafe: This phase uses five lanes.
Ring spin: He lays a ring of detonating bubbles, holds a beat, then they fire outward. The center is empty. Breaking a bubble early leaves a gap in the ring.
Tsunami sweep: He sweeps from the far side and drags a Tsunami Wall. A Storm Warning Line holds about 0.8 seconds. One pass on ordinary Brutal World.
Shark Vortex: This only shows after phase two. The first try waits about 10 seconds. When it is ready he raises a Shark Vortex under you. The vortex pulls a target at its center downward. Leaving the pull makes the grab miss. Remain at the vortex center and you get dragged under, three fin passes, then a breach that launches you. This sequence cannot kill the player. A miss waits about 25 seconds. After a catch, about 40 seconds pass.
After about 32%
Section titled “After about 32%”Sharknado does not return.
Tidal dash: About 0.3 seconds of charge. The brake throws four sharkrons.
Tsunami sweep: This phase uses two passes, with shorter tells.
Storm chain: He fades into the rain, relocates, lights a short line, then drives through. Four hits on ordinary Brutal World. The line is a promise as soon as it appears.
Lightning rain: He hangs above you as a silhouette. Storm Warning Lines hold about 0.4 seconds, then Storm Bolts fall. The gap is walkable.
Veil hunt: The body vanishes into the rain. Only the electric eyes and a Storm Warning Line remain. The line locks, then he dashes. At full hide he has no contact. The eyes can still take damage. Ordinary Brutal World uses two dashes.
Around 14%
Section titled “Around 14%”Maelstrom: Once per fight. He climbs to the field center and charges about 1.6 seconds. The rain goes quiet. Then Tidal Geysers march from one side, Tsunami Walls close from both sides, Storm Bolts fall on the lines, and a huge dash finishes the set. After the dash he pants.
In Asura Hell, dashes charge shorter, and storm chain adds one.
This fight is meant for the Ocean or the sky over it. Do not drag him inland and keep attacking through the enrage. Drops Tidal Fin.
Empress of Light
Section titled “Empress of Light”In Brutal World she uses vanilla attacks. This mod’s remake is not enabled, so it does not replace her entrance, tells, or arena filter. She still takes the generic tier multiplier. She does not take the remake Master floor. Daytime True Empress rules are still vanilla.
Killing her in Brutal World drops Wings of Interference. The drop only checks the Brutal World flag. It does not care whether this fight used the brutal remake.
Lunatic Cultist
Section titled “Lunatic Cultist”He fades in still. Three orrery rings open one by one. An ecliptic ring pins the yard at mid-field. The first main star drops through a gold gate above his head. He takes no damage until that ring is drawn. The ecliptic radius is about 112 tiles. The center is set on entrance and does not move.
Between moves he hovers off to one side. He has no contact damage. While he rests, the main star is the one that throws beads.
There are no vanilla ice, fire, or lightning clones, and no elemental orbs. The only fakes are the phantom stars from a Nebula conjunction, and the phantom dragon called in a Stardust eclipse. Beads only change color with the star.
Life dropping through about 85%, 65%, 45%, and 25% each changes the phase. The order is Vortex, Nebula, Stardust, Solar, Moon. During the shift he takes no damage, the current barrage is cleared, the old star cracks and implodes, and the new one comes through a gate. Conjunction charge is cut in half, so a rite does not fire the instant the phase changes.
Conjunction is a second clock. When the beacons on the ring gather toward the zenith and the orrery pulses hard, the charge is almost full. The rite waits for a full charge. It is not once per fight.
Death locks damage. The three rings shatter one by one, then the star cracks and implodes.
Leaving the dungeon roof does not grant him an off-biome enrage. Drifting outside the ecliptic only makes the gaps harder to read.
The whole fight
Section titled “The whole fight”Orbit lance: A tilted track rises at mid-field. Beads ride it. Only the near, large-looking pass bites. At the end the track freezes, warning lines lock outward, and after a pause the beads burst out. The inside of the ring is standable. After about 65%, when the star is Stardust, a second offset track is added.
Ring hurl: The three orrery rings spin up, then leave him one by one. Each ring locks its facing as it leaves, then flies, then comes back on its own. He picks the next move as soon as the last ring is thrown. He does not wait for the recall.
Star chart: He traces a constellation overhead. While the lines are still drawing he throws beads. The warning blinks out, then blades run the edges. Nebula uses a denser chart. A seeker volley often follows.
Eclipse: A shadow disk slides onto the star. The slide-in is the tell. After totality he gives about two seconds of grace. An umbra wedge opens on the bearing you held when it started, then corona lances fire. Inside the wedge those lances cannot hit you. Vortex uses a narrower wedge. Nebula’s umbra reverses mid-pass. Stardust freezes the star and calls a phantom dragon from the umbra: an aim line locks, then two straight dashes. The wedge does not cover the dragon. Solar turns the wedge more slowly and drops fire meteors during the volley. Moon adds a seeker volley at the start and another at the end. A seeker volley often follows the rite.
Planet hurl: He hauls the star overhead, sinks under the weight, lifts, leans back, then smashes it down. There is no extra warning line. The lean-back is the lock. The star returns on its own. A seeker volley often follows.
Arcane nova: Expanding sigil rings leave his body. The first gap faces you. Later gaps step a little each ring and remain walkable. Ordinary Brutal World uses three rings. After about 45%, or in Asura Hell, it uses four.
Seeker stars: A row of arcane stars forms over his head and throws one by one. Each star shows an aim line, then flies straight once the line freezes. Ordinary Brutal World throws five. A row often follows planet hurl, eclipse, or star chart.
Conjunction: It waits for a full charge. He rises above mid-field and winds up for about a second and a half. About 5% of his max life in that window staggers him: he wobbles, and for about 1.4 seconds damage dealt to it increases. The last beat of the wind-up goes quiet before the rite. What fires depends on the phase.
Vortex is a three-arm bead spiral with a rotating hall. Nebula splits the star into three. Two are phantoms. They form a triangle and smash in turn after an aim line. On the lock beat the real star looks solid and the fakes look thin. Only the real one bites. Stardust throws beads along the ring and drops column-warned stars, leaving two empty lanes each wave. Solar sprays corona lances from the star; the gap faces you first, then turns. Moon fires two opposing gaze beams with the pupil held open. Phantom stars dismiss when the rite ends.
After about 85%
Section titled “After about 85%”Comet volley: He stands at the rim and slings comets from his side. The arena center bends them into a long arc along the inner ecliptic. The arcs do not chase. The first third of a second after spawn does not hit. Ordinary Brutal World throws three.
Gold-ring prison: A gold ring flies to your predicted spot, flips flat, and lights its rim. The gap starts toward mid-field, then creeps. After the rim lights, the gap is the way out of the ring. Flight and warmup do not hit.
After about 65%
Section titled “After about 65%”Zodiac seal: A few marks on the ecliptic light for about a second, then spokes ignite. The mark you stand in and the two next to it stay open at first. The set turns slowly, and the open fan turns with it. Ordinary Brutal World uses four spokes.
Starfall: The sky marks lanes wave by wave. Stars fall along warning columns. The lanes lock on the throw and do not chase. The space between lanes can be crossed. Ordinary Brutal World uses four waves of five lanes.
After about 45%
Section titled “After about 45%”Stasis mines: Three beats. Each beat plants a ring of hanging stars around where you stood. A gap stays along the way you were moving. The stars hover, then pounce one by one after an aim line, in a straight line.
About 25%
Section titled “About 25%”Lunar gaze: Moon phase only. The vertical pupil opens for about half a second, then a gaze beam sweeps from the star. The beam eases in. The side it has not reached is not in the hit yet.
In Asura Hell the rest between moves is shorter and conjunction fills a little faster. Comets become four. Zodiac uses five spokes. Starfall becomes five waves of six lanes. Seeker rows become six. Arcane nova starts at four rings.
Leave a platform ring on the dungeon roof. Drops Rite Ring.
Moon Lord
Section titled “Moon Lord”An eclipse eats the sky. A silhouette drops from high up. Two heartbeats, then the upper arms and the head assemble, the lower arms light, then the roar. He takes no hits during that entrance.
In the fight the body is dragged by those four hands and leans with them. The core has no contact damage. During the trinity the core cannot take damage. Damage applies to the open eyes on the hands and the head. The head eye opens during phantom concerto, deathray scan, starfall, moon bite, and palm execution. Hand eyes open during concerto, crescent, collapse, bite, and execution. During tidal palms they only open on the recover or after the set.
Breaking a hand or the head freezes the field, clears his deathrays, and a true eye leaves the cracked socket. True eyes cannot take damage. They die with the core. One eye cycles bolts, a short sphere fan, or a told ram. Two eyes close scissor arcs from high perches; the pocket underfoot stays clear. Three pass a chain deathray along a triangle. Four or five form a star array.
When all five eyes are broken the chest plate blows, the heartbeat races, and the limp arms are taken over again. They twitch, then plant. Only then can the core take damage. True eyes stay out for the rest of the fight.
The first beat after that exposure is the opener Black Flash. It does not check life. A fumble during the knead spends the opener. It will not retry.
Around 40% core life he plays Void rupture once.
Around 33% life the ordinary deathray-scan seat becomes Lunar annihilation. If it has still not fired by about 26%, it is forced once. After that, the scan seat still plays annihilation.
Around 22% life he plays the desperate Black Flash. Damage dealt to the core during the knead counts toward a fumble. If that window removes 16% of his max life, he fumbles. That fumble does not spend the card. The gate drops about 6% before he may try again.
Death locks damage. The parts are pulled back in, a star gathers, a short silence, then a supernova.
If you drag him very far and the hands cannot close, an eclipse snap brings him back. There is no off-biome enrage.
Trinity
Section titled “Trinity”Phantom concerto: This connects the next move. The upper palms fan phantasmal spheres on offset beats. The lower palms shear across your feet from both flanks at once. The head crosses bolts. Hands lift and eyes light before they fire. Missing seats are filled by true eyes. Mid-set he stops new shots for a breath.
Tidal palms: Each beat two palms line in from opposite flanks, lean back, then cross through you. The hall is the vertical gap between those lines. The tell locks in the second half of the wind-up and does not chase. Ordinary Brutal World does three beats. With no live hands, true eyes ram instead.
Starfall: The head tilts back and chants. A constellation draws first. Comets then fall along that chart. Two waves. The second wave re-marks from where you are then. Seats leave starfire. Ordinary Brutal World drops six per wave.
Moon bite: The head, including a broken mouth, opens and throws a lunar tongue. While it holds you, natural regen is locked and marrow drips fly home to leech. You can intercept the drips. Four palms orbit and close; the gap turns with the square. Mid-set the palms spread to the corners, the guide freezes, then they clap. The clap has no impact hit. The threat is the grab. The head eye stays open.
Palm execution: Only after a clap grab. A hit-stop, a drag to the face, two lash ticks, a close-range deathray, then a throw. This sequence cannot kill the player. Hands and head stay open. Teammates who break the gripping hand free you.
Deathray scan: The head is the turret. Four claws pin him. He fires one beam at a time across the yard and skips one seat. The last beat is two edge beams that leave a center hall. Each beam shows a warning line for about half a second, then forms on that line. It is not a locked sweep after a frozen line. The head eye stays open. Ordinary Brutal World uses five seats plus the closer.
Crescent close: The upper palms hold arc deathrays that close toward each other. The gap between the arcs opens and closes with that motion. The lower palms sweep out from the bottom. The head drips into the gap. One live upper hand turns the far side into a scan beam. After the core is exposed, true eyes replay the set. They freeze the standing position first, then fire.
Gravity collapse: The core climbs and opens a well. The well pulls. Hands take turns throwing spheres into it; they bounce onto ellipses. When the well dies it throws a ring of phantasmal bolts. All five eyes stare at the well.
After the core is exposed
Section titled “After the core is exposed”The same list stays. Moon bite comes earlier in the rotation. Deathray scan uses seven seats. Starfall drops seven per wave. Concerto and collapse pack tighter. True eyes scale with their count.
Void rupture (40%)
Section titled “Void rupture (40%)”Around 40% core life. Once per fight.
Light is pulled away first. A three-fork warning line flashes twice, about half a second, and the angles lock. Three deathrays sweep those locked arcs. After the beams leave they do not track you. When the sweep ends he staggers, and damage dealt to it increases.
The space behind the start of two neighboring beams sits outside the sweep angles. The side already swept is no longer in the hit.
Lunar annihilation (33% / 26%)
Section titled “Lunar annihilation (33% / 26%)”After the core is exposed, about 33% life unlocks this and it takes the ordinary deathray-scan seat. If it has still not fired by about 26%, it is forced once.
Four black arms open into an X and pin the yard as a gun mount. A star gathers at the chest. A guide line locks the heading. The field goes silent for one beat. Then a huge deathray sweeps for about twelve and a half seconds: forward first, a full stop, then a reverse scrape. Before the reverse he slows, freezes, and lights a guide line on the other side. After the sweep he staggers.
The beam does not track after it leaves. The late stretch speeds up, so a tighter radius stays outside the beam more easily.
Black Flash
Section titled “Black Flash”The opener comes the instant the core is exposed. The desperate beat is around 22%. Four arms knead a black ball and throw it. Damage dealt to the core during the knead counts toward a fumble. An opener fumble spends the beat. A desperate fumble does not. The gate then drops one step.
Before the ball leaves there is one silent beat. The throw is already locked. The desperate ball is larger and faster.
In Asura Hell the whole fight runs faster.
This fight needs a tall night sky. Drops Black Flash Sigil.
In Brutal World, beating a remade boss, and the Empress, each drop one brutal relic. Asura itself does not decide the drop. Only the Brutal World flag does.