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