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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 3.5⚓︎

Boss ID Attack State StateFrame I1 I2 V1 V2 Animation Trigger TriggerFrame Comments
The Heretic 905 Idle (P1) 4 IdleInvis
Transition 5 InvisEnd
Idle (P2) 3
Brimstone 7 (Light) Point* Fires are added to the special list as they are lighten
8 (Fire) Attack1 AI iterates through fires in order
Ipecac 14 0 0 0 0 0 Attack2 ProjectileCooldown increases by 256 with every shot Resetting ProjectileCooldown to 0 can extend the attack
15 0 0 0 V1.X = Speed Landing Divebomb
Shadows 9 Exit* Exit room
10 Charge* True bite
12 ChargeEnd* Bite
13 ChargeEnd* Idle after bite
11 Charge* Fake bite
The Siren 904 Idle 3 0 0 0 0 0 Idle
Tears Rings 8 0 0 0 V1.X = Open Angle 0 Attack1* Sound Shoot (Start) 6 33
Teleport 6 0 0 0 0 0 Teleport Sound Shoot 18 21
4 0 0 0 0 0
7 0 0 0 0 0 TeleportEnd Sound Shoot 7 12
Summon 12 0 0 0 0 0 Recall Sound 7
13 0 0 0 0 0 HoverStart HoverLoop
5 0 0 0 0 0 Slash*
Slap 11 0 0 0 0 0 Slash* Sound Shoot 6 17
Charm 10 0 0 0 0 0 Attack2* Sound Shoot 6 29 (A) / 31 (B)
The Visage (P1) 903.0 + 903.1 Idle 100 0 (Heart) Time before dash allowed (Mask) 0 (Heart) Direction (Mask) 0 (Heart) V1.Y = 150 0 Idle1 (Heart) Move* (Mask)
Mask Dash 101 (Heart) 0 0 0 V1.Y = 150 + 20 * frames in state 0 Unwind Wind 13 Synchronized : throw mask Heart transitions into State 100 when V1.Y == 650 Mask transitions into State 102 once charge starts
101 (Mask) 0 1 (after trigger) 0 0 0 0 ChargeBegin* Charge 13
102 (Heart) 0 0 0 V1.Y = 650 - 20 * frames in state 150 once V1.Y == 35 0 Rewind Rewind 9 Rewind the mask
102 (Mask) 1 0 0 0 0 Charge* Actually charging
103 (Mask) 1 Cooldown for Idle (once Heart starts Rewind) 0 0 0 0 ChargeHit* Waiting to be reeled back in
P1 Transition 103 (Mask) 0 0 0 0 0 Transition (0-16) Break 16
104 (Heart) 0 0 0 0 0 Transition (0-16) Break 16
104 (Mask) 0 0 0 0 0 Transition (17-End)
105 (Heart) 0 0 0 0 0 Transition (17-End)
The Visage Heart P2 903.0 Idle 105 0 0 0 0 Position of the heart, updates every second Idle2
Throw Chain 106 0 0 0 Last updated position Unwind2 Wind 13
Chain Attack 107 Time spent 0 = Spiral 1 = Brimstone 2 = Jump 0 V1.X = 0 (I1 = 1, I1 = 2) V1.X = 9 (CW) / -9 (CCW) (I1 = 0) V1 .Y = Something Rewind2 Wind 9 Brimstone, Spiral, Jump StateFrame is used to determine when to throw away the mask when spiraling
Brimstone 109 0 0 0 Idle2
Jump 110 0 0 0 JumpUp Shoot 3
111 0 0 0 Landing position JumpDown Shoot 8
Spiral 107 Time spent 0 0 Last updated position Rewind2 Wind 9
Transition 112 113 0 0 0 0 0 Transition2 (0-17) Transition2 (17-End) Break N/A 17 N/A
The Visage Mask P2 903.1 Idle 106 0 Direction ? 0 0 MoveAngry*
Brimstone 108 0 0 0 Attack*
Spiral 107 0 0 0 MoveAngry*
Chained 107 0 0 0 MoveAngry*
Stunned 109 0 0 0 Stun*
The Visage Heart P3 903.0 Idle 114 0 0 0 0 0 Idle3
Plasma 115 0 If 1, Plasma will seek Mask 0 0 0 Attack Shoot 14
Tears 116 0 0 0 0 0 Attack3 AttacK3Loop Shoot N/A 23 N/A
117 0 0 0 0 0 Attack3End
Vortex 118 Number of plasmas absorbed 0 0 0 0 Attack4 Break Shoot 57 77 Spawns as many waves of fire as StateFrame
The Visage Mask P3 903.1 Stunned 109 0 0 0 0 0 Stun*
Idle 106 0 0 0 0 0 MoveAngry*
Brimstone 110 0 0 0 0 0 Charge2Loop*
111 0 0 0 0 0 Charge2Hit*
The Horny Boys 920 Idle 3 Time spent 0 ID of next attack 0 = Fly 1 = Juggle 2 = Dance 3 = TP 0 0 Idle
Spawn Fly 13 0 0 0 0 SpawnFly Shoot 20
Dance 11 Number of patterns 0, then +1 for each animation 0 0 LokiDance* Shoot Sound 26/46/66/86 0/17/34/48 0/12/23/33 0/8/16/24 0/10/22 64 LokiDance LokiDance2 LokiDance3 LokiDance4 LokiDance5 LokiDance5
Brimstone 6 0 Remaining bombs 0 0 TeleportUp Sound 27
8 0 0 0 TeleportDown Sound Shoot 6 26
Bombs 9 0 0 0 BombPoof Sound Shoot 3 12
7 0 0 0 BombPoofBack Shoot 3
Juggle 10 0 0, then +1 for each bomb 0 0 Juggle* Shoot (Juggle0/1/2) Shoot (JungleThrow) 10 9 / 15 /21

Last update: August 6, 2023