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Boss data documentation⚓︎

About⚓︎

This table displays important data values for each phase of a boss.

Excel file⚓︎

You can downlad the whole table as a handy excel file here: bosses.xlsx

Chapter 2⚓︎

Boss ID Attack State StateFrame I1 I2 V1 V2 Animation Trigger TriggerFrame Comments
Fistula 71 / 72 / 73 Idle 4 0 0 0 0 0 Biggest / Big / Small Same for Teratoma (71+.1)
Chub 28 Idle 4 Time spent (head) 0 (body 1) 5 (body 2) Segment ID 0 0 0 WalkNormal / WalkBody Same for C.H.A.D 28.1
Charge 8 Same as Idle Segment ID 0 X = left / right Y = up / down 0 WalkAttack01* / WalkAttackUp
Summon 13 Same as Idle Segment ID 0 0 0 WalkChubby / WalkAttack02 Poop* (tail)
Bomb 16 Same as Idle Segment ID 0 0 0 WalkSad*
12 Same as Idle Segment ID 0 0 0 Spit* Shoot 12 Only on SubType 1000
Gurdy 36 Idle 3 0 0 0 0 0 Idle1/2/3
Spit 8 0 2/4/5 0 0 0 Attack2/4/5 Shoot 16/17/17 2 Front, 4 Left, 5 Right
Red Flies 8 0 1 0 0 0 Attack1 Shoot 4
Pooter 8 0 3 0 0 0 Attack3 Shoot 5
Boils 8 0 6 0 0 0 Attack6 Shoot 19
Mega Fatty 264 Fart 10 0 0 0 0 0 Fart Fart 21 Hopper or shots is random
High Jump Low Jump 6/7 0 0 (up) / 2 (down) 1 (up) / 2 (down) 0 X = something 0 Jumping Landing Jump/EarlyTransition Landed 6/15 3 TargetPosition needs to be set
Puke 16/8 0 0 0 0 0 Sucking / Puking StartSucking EndSucking Shoot StopShooting 6 45 3 39
Idle 3 0 0 0 0 0 Idle
Mega Maw 262 Idle 3 0 0 0 0 0 Idle
Spit 8 0 0 0 0 0 Spit Shoot 27
Summon 13 0 0 0 0 0 SummonTell Summon - Shoot - 42
Fire 9 0 0 0 0 0 FireRing Shoot 15 Attack kind is random
Gurdy Jr. 99 Idle 6 0 0 0 0 0 Idle
Pooter 10 0 0 0 0 0 Attack01 Shoot 13
Tears 9 0 0 0 0 0 Attack02 Sound/Shoot 7/18
Slide 8 0 I2 = 0 => 0 I2 = 1 => Number of slides I2 = 2 => 0 0: Begin 1: Slide 2: End 0 0 Attack03Start Slide Attack03End
Peep 68 Idle 4 0 Phase 0 0 0 Walk Setting phase prevents Peep from spawning eyes accordingly
Pee 13 Time spent Phase 0 0 0 Attack01 Shoot 38
Tears 8 Time spent Phase 0 0 0 Attack02 Jump/Shoot 30/31
Jump 6/7 Time spent (sep) Phase 0 0 0 JumpUp / JumpDown Jump/Shoot 28/28
The Husk 67.1 Idle 4 1 0 0 0 0 Walk Lack of triggers indicates the game uses StateFrame to determine when to perform actions
Summons 13 Time spent 0 0 0 0 Attack01
Spit cluster 14 Time spent 0 0 0 0 Attack02
Tears 8 Time spent 0 0 0 0 Attack03
The Hollow 19.1 Idle 4 0 0 0 Head segment has values Butt segment X = cooldown on spawn poop 0 Head: WalkHead Body: WalkBody Poop: Butt
Carrion Queen 28.2 Idle 4 Head: Time Spent All: Segment ID 0 0 0 Head: WalkNormal Body: WalkBody
Poop 13 Head: Time spent All: Segment ID 0 0 0 Poop*
Bomb 16 Head: Time Spent All: Segment ID 0 0 0 WalkSad*
Charge 8 Head: Time Spent All: Segment ID 0 Head.X = charge direction horizon Head.Y = charge direction vertical 0 Attack01*
Dark One 267 Darkness 16 Time spent 0 0 0 0 Darkness
Ring 8 Time spent 0 0 0 0 Attack1 Shoot 12
Idle 4 Time spent 0 0 0 0 Walk
Charge 10 Traversal number 0 0 0 0 Charge + ChargeShake (loop) Charge (Charge) 21 Changing StateFrame can extend dash duration
Brimstone 9 Time spent 0 0 0 0 Attack2 Shoot 20
Polycephalus 269 Idle 3 0 0 0 0 0 Idle I1 is 0 while coming up I1 is 1 while performing an attack I1 is 2 while going underground State = 8: random pattern
Burrow 4 Time spent underground Comment SF 0 0 GoUnder + Dirt
Tears 8 0 Comment Time spent 0 0 Attack1
Cluster 9 0 Comment Time spent 0 0 Attack2
Summon 10 0 Comment Time spent 0 0 Attack3
The Wretched 100.1 Jump 6 0 0 0 X = Horizontal speed, Y = Vertical speed 0 Jump Jump/Land 7/19 Negative = left / up
Tears 8 Time spent (only from trigger) 0 0 0 0 Attack01 Shoot/Jump 18/27
Summon 9 Time spent 0 0 0 0 Attack02 Jump/Shoot 3/6 Kind of spider is random
Idle 4 0 0 0 0 0 Idle Only used to change state
Pestilence 64 Ipecac 8 Time spent 0 0 0 0 Attack1
Summon 13 Time spent 0 0 0 0 Attack2
Idle 4 0 0 0 0 0 Walk
Ipecac (headless) 8 0 1 0 0 0 HeadlessAttack1
Summon (headless) 13 0 1 0 0 0 HeadlessAttack2
Idle (headless) 4 0 1 0 0 0 Last animation No idle animation
The Stain 401 Idle 3 0 0 0 0 0 Idle
Burrow 4 Time spent underground Comment SF 0 0 GoUnder + Dirt I1 is 0 while coming up I1 is 1 while performing an attack I1 is 2 while going underground (Except on State = 9)
Bullet hell 9 Time spent in each animation I1 = Number of animations played - 1. 1 = core first wave, 4 = core second wave SF 0 0 Attack2Start Attack2Shooting Attack2End Repeat Shoot (Shooting) 0
Tendrils 8 0 Comment Time spent 0 0 Attack1 Shoot 11
Summons 13 0 Comment Time spent 0 0 Summon Summon 8
The Frail 62.2 Walk 4 1 State Phase V1.Y = Vertical Acceleration 0 Head/Body/Tail*
Ipecac 8 Time spent State Phase 0 0 Attack1
Cum 9 Time spent State Phase 0 0 Attack2
Brimstone (follow) 8 0 = Emerge 1 = Loading 2 = Shooting State Remaining time 0 V2.X Attack3* I2 decreases by interval of 65536 Brimstone is fired when I2 is in an interval
Brimstone (discrete) 10 0 = Emerge 1 = Loading 2 = Shooting State Remaning time 0 V2.X Attack3* I2 decreases by interval of 65536 Brimstone is fired when I2 is in some intervals
The Forsaken 403 Idle 3 Time spent 0 0 0 0 Idle
Fade 16 Time spent 0 = Fading out 1 = Faded 2 = Moving to act 3 = Fading in 0 (default) 1 (crossed) 0 0 FadeOut / Faded / FadeIn Setting I2 to 1 without moving I1 to 2 as well has no effect
Summon 13 Time spent 0 0 0 0 Summon
Blast 8 Time spent on each animation Number of animations 0 (default) 1 (enraged) 0 0 Blast* Blast (BlastStart) 23 I2 needs to be set to 1 at the first frame of the attack for enraged version
Big Horn 411 Summon balls 13 Time spent 0 0 0 0 Charge / Charge2 / Charge3 Shoot / Shoot / Shoot 37/37/37 Animation determines amount
Attack 4 Time spent 0 0 0 0 PopDown + BigHoleClose Remain in BigHoleClose until end
Dizzy 16 0 0 Remaining time 0 0 DizzyLoop
411.1.1/.2 Hands 8 0 (default), 1 (attack) 0 Timer / -1 (att) 0 0 SmallHoleOpen + HandSlam Spawning holes seems really hard
411.1.3/.4 1 Troll Bomb 9 0 (default), 1 (attack) 0 30 0 0 + HandThrow Mega / Burning bomb is random
411.1.5/.6 3 Troll Bombs 10 0 (default), 1 (attack) 0 30 0 0 + HandBombs Same as above
411.1.7 Little Horn 11 0 (default), 1 (attack) 0 0 0 + HandLittleHorn
411.1.0 Idle 3 0 0 0 / 30 0 0
Rag Mega 409 Idle 4 0 Remaining orbs 0 0 0 Walk
Cover 8 Remaining time Remaining orbs 0 0 0 Cover + Covered + Uncover
Pillars 14 Time spent Remaining orbs 0 0 0 Rebirth
Summon 13 Time spent Remaining orbs 0 0 0 Attack01
Bumbino 916 Butt Bomb 11 0 0 Coins gathered 0 0 ButtBomb Sound/Shoot 6/20
Charge 10 0 on init, 1 on charge Coins gathered V1.Y = Speed 0 *Charge Sound/Shoot 3/12
5 0 Stun cooldown Coins gathered WallImpact + Dizzy + ShakeOff* On wall impact
Swipe 8 -1 if clearing rocks 1 on first swipe, 0 on second 0 Coins gathered Speed 0 Swipe Shoot/Sound 15/31
9 0 0 Coins gathered 0 0 GroundSlam Sound/Shoot 4/20 On slam after swipes
Idle 3 0 Time before Walk Coins gathered 0 0 Idle
Walk 4 0 or 1 ? Time before Idle Coins gathered 0 0 Walk Step 9/21
Spawn 16 0 0 0 0 0 ItemSpawn Shoot 22

Last update: August 6, 2023