Skip to content

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⚓︎

Boss ID Attack State StateFrame I1 I2 V1 V2 Animation Trigger TriggerFrame Comments
Monstro II 43.0 Jump 6 0 0: tears 1: flies 2 0 0 JumpUp Jump 10 Gish (43.1) uses the same values
7 JumpDown Land/Shoot 31/34
Brimstone 8 0 0 1 0 0 Taunt Shoot 21
Hop 4 0 0 0 0 0 Walk Jump/Land 6/23
The Cage 265 Idle 3 Time spent 0 0 0 0 Idle
Puke 9 0 0 0 V1.X = Shoot Angle 0 Puking Shoot StopShooting 10 32
Summon 13 0 0 0 0 0 Attack1 Shoot 22
Roll 8 Time spent Number of animations 0 0 0 RollStart + RollLoop + Taunt
Jump 6 0 0 0 V1.X ? 0 Jumping + JumpLood Jump (Jumping) 13
7 V1.X = FallSpeed Landing Landed (Landing) 7
The Gate 263 Summon 13 0 / 30 0 0 0 0 Spawn Shoot 31
Tears 9 0 / 30 0 = Charging 1 = Shooting 0 0 0 Charging + Shooting Shoot (Shooting) 4 Kind is random
Brimstone 8 0 / 30 0 = Charging 1 = Shooting 0 0 0 Charging + Shooting Shoot (Shooting) 4
Idle 3 0 0 0 0 0 Idle
Loki 69 Summon 8 0 0 0 0 0 Attack02 Shoot 21 I1 = 1 / 2 if Lokii (69.1) I1 identifies each individual Loki
Ring 9 0 0 0 0 0 Attack03 Shoot 24
+ x 10 Number of patterns 0 0 0 0 Attack01 Shoot 25/50/75
Teleport 6 0 0 0 0 0 TeleportUp Jump 23
7 0 0 0 0 0 TeleportDown Land 5
Idle 3 0 0 0 0 0 Walk
The Adversary 268 Idle 4 Time spent 0 0 0 0 Walk
Darken 16 Time spent 0 0 0 0 Scream Scream 21
Spiders 13 0 0 0 0 0 Attack1 SkinPull / Shoot 24/26
Fly 6 Time spent 0 0 0 0 FlyUp + FlyDown Fly / Land 27/9
Brimstone 8 Time spent Direction (W = 0, S = 3) Cooldown 0 0 Attack2* Shoot 26
The Bloat 68.1 Jump 6 Time spent 2 0 0 0 JumpUp Jump 28
7 Time spent 2 0 0 0 JumpDown Shoot 28
Hop 8 Time spent 2 0 0 0 Attack01 Shoot 37
Bleed 13 Time spent 2 0 0 0 Attack02 Jump / Shoot 30/31
Idle 4 0 2 0 0 0 Walk
H Brimstone 10 Time spent 2 0 0 0 AttackAlt02 Shoot 10
V Brimstone 9 Time spent 2 0 0 0 AttackAlt01 Shoot 10
Mask of Infamy 98 (Heart) Idle 4 0 0 0 0 0 HeartBeat
Attack 8 Time spent 0 0 0 0 HeartAttack Shoot 18
97 (Mask) Idle 4 0 0: Normal, 1: Chasing 0 Speed V2.X = Remaining Heart Health SadMask*
Angry 9 0 0: Normal, 1: Chasing 0 Speed 0 AngryMask*
War 65 (With horse) Idle 4 0 0 0 0 0 Walk
Dash 9 Remaining dashes 0 or 1 0 or 1 or 2 0 0 DashStart + Dash I1 and I2 not clear
Bombs 6 Time spent 0 0 0 0 Attack2
Tears 8 Time spent 0 0 0 0 Attack1
65.10 (Horseless) Chase 4 Time spent 0 0 V1.X = Health when last sobbing 0 Walk*
Sob 8 Time spent 0 0 V1.X = Health when last sobbing 0 Cry
Brownie 402 Idle 3 Time spent 0 0 0 0 Idle_*
LongSpin 4 Time spent ? ? ? ? Spinning V1 and V2 have values of unknown purpose: locking them does nothing. I1 and I2 work like the Cycle on Delirium
Fart 9 0 0 0 ? ? Fart
Dashing 8 Time spent ? ? ? ? Dashing
SpinJump 10 0 ? ? ? ? SpinStart
ShortSpin 11 Time spent ? ? ? ? Spinning
Sisters Vis 410 Roll 8 Time rolling, but only if both are rolling Number of animations 0 0 0 RollStart + RollLoop + Taunt I2 = 119 if the Sister enrages before the death of the other
Brimstone 10 0 Number of animations 0 0 0 Laser*
Spawn Vis 14 0 0 0 0 0 Attack1
Rotating Brimstone 11 0 3-2-3-4 Depends on direction 0 0 0 Laser*
Idle 3 Time spent 0 0 0 Idle
Jump 6 0 1 on Jump, 2 on Loop 0 V1.X = Fall speed 0 Jump + JumpLoop
7 0 1 0 V1.X = Fall speed 0 Landing
Tears 12 Time spent Number of animations 0 V1.X = Pattern 0 LaserStart*
Shared Brimstone 9 0 Number of animations 0 0 0 LaserStart + LaserLoop + LaserEnd*
Spawn Begotten 13 0 0 0 0 0 Attack1
Reap Creep 900 Wall Creep 13 ? ? 0 ? 0 Summon1 Open / Shoot / Close 13/14/32 StateFrame seems to indicate whether Reap Creep is moving or not, going down when it moves. I1 seems to work a bit like Delirium's cycle, although it only seems to dictate the phase.
Bullet Line 8 ? ? 0 ? 0 Attack1* Open (Start) Close (End) 7 15
Idle 3 ? ? 0 Only used in Phase 2 X = horizontal speed Y = 0 0 Idle*
Puke 9 ? ? 0: Lines 1: Puke X = horizontal speed Y = Dictate angle of fire 0 Attack2* Open + Shoot + End Shoot + Close 7 / 48 / 62 /82
Spiders/Trite 14 ? ? 0 0 0 Summon2 Open / Shoot / Close 13 / 14 / 32
Charge 7 ? ? 0 0 0 DashStart + DashLoop Shoot (Start) 11
Brimstones 10 ? ? 0: 4 Brimstones 1: 1 Brimstone 0 0 Attack3* Open + Close Open + Shoot Close + EndShoot 7 + 29 21 + 23 15 + 16
Transition 16 0 0 0 0 0 Transition* Close 11 Only on Alt transitions
The Pile 269.1 Summon 13 0 0 0 0 0 Attack3 Shoot 11
Charge 9 0 0 0 0 0 ChargeBegin + ChargeLoop + ChargeEnd StartCharge (Begin) 11
Spikes 14 0 0 0 0 0 Summon
Idle 3 Before next attack 0 0 0 0 Idle
Burrow 6 0 0 on GoUnder 256 on DirtShrink 0 Starting position 0 GoUnder + DirtShrink + ComeUp
8 0 256 0 0 0 Attack1 (first two) / Attack3 (final) Shoot 11

Last update: August 6, 2023