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
Final Bosses⚓︎
Boss | ID | Attack | State | StateFrame | I1 | I2 | V1 | V2 | Animation | Trigger | TriggerFrame | Comments |
Mom (Foot) | 45.10 | Idle | 3 | 0 | 0 | 0 | 0 | 0 | ||||
Quick Stomp | 6 | Time Spent | 0 | Number of stomps | 0 | 0 | QuickStompBegin (first) QuickStomp (subsequents) QuickStompEnd (final) | Shoot / Lift | ||||
Stomp | 7 | Time Spent | 0 | 0 | 0 | 0 | Stomp | Lift / Lift | ||||
Mom (Door) | 45 | Idle | 3 | 0 | Identifier of the door, if 0 door moves when Mom moves. Should be > 0 | 0 | 0 | 0 | ||||
Eye | 8 | 0 | 0 | 0 | 0 | 0 | Eye | Appear / (Shoot) / Disappear | ||||
Hand | 9 | 0 | 0 | 0 | 0 | 0 | ArmOpen | Appear / Disappear | ||||
Flesh | 10 | 0 | 0 | 0 | 0 | 0 | Fat01 / Fat02 | Appear / Shoot / Disappear | ||||
Eye Brimstone | 11 | 0 | 0 | 0 | 0 | 0 | EyeLaser | Appear / Shoot / Disappear | ||||
Mom's Heart It Lives | 78 78.1 | Summon | 3 | 1 | 1 | Phase | V1.X decreases. When 0, retreat upwards | V2.X increases with each summon, transitions into downwards when V2.X reaches 4 / 6 (depends on summon) | Only P4 : timer before next Brimstone | Determines type of summon | HeartbeatN | Heartbeat |
Upward | 3 | Time spent | 5 | Phase | V1.Y = 8 Prevents attacks | Timer before transition into attack, only used when I1 = 5 | HeartRetracted HeartHidingHearbeat | Heartbeat | ||||
Downward | 3 | Time spent | 4 | Phase | V1.Y = 8 Prevents attacks | 0 | Decreases until 8, at which points transitions into attack | Increases by 1 modulo 3 (P1 + P2) Increases by 2 modulo 5 (P3) | HeartComedown | Heartbeat | ||
P1 10 Projectiles Expand, pause, expand | 8 | Time spent Transitions into summon when it reaches 180 | Theoretical phase (i.e, how much health remains) | Active phase (i.e, what was the theoretical phase on the first frame on the active attack) | V1.Y = 3 | 0 | 0 | 0 | HeartbeatN | Heartbeat | ||
P1 2 Streams | V1.Y = 0 | |||||||||||
P1 2 Rings 10 projectiles Continuous move | V1.Y = 2 | |||||||||||
P1 8 Curved Lines | V1.Y = 1 | |||||||||||
P2 3 Pulsating Lines CW | V1.Y = 4 | |||||||||||
P2 3 Pulsating Lines CCW | V1.Y = 5 | |||||||||||
P2 Line | V1.Y = 6 | |||||||||||
P2 Star | V1.Y = 7 | |||||||||||
P3 2 Rings 4 Projectiles Continous move | V1.Y = 2 | |||||||||||
P2 4 Projectiles Expand, pause, expand | V1.Y = 3 | |||||||||||
Brimstone | Time spent | V1.Y = 9 | ||||||||||
P1 Spiral | Time spent Transitions into Mauso summon when reaching 180 | V1.Y = 10 | ||||||||||
P1 16 Projectiles Continuous | V1.Y = 12 | |||||||||||
P1 16 Projectiles Expand, pause, expand | V1.Y = 13 | |||||||||||
P2 Rings with tears rotating | V1.Y = 16 | |||||||||||
P2 Rings with small loops going inward | V1.Y = 17 | |||||||||||
P2 Curved lines rotating | V1.Y = 14 | |||||||||||
P2 Rings with small loops, going outward | V1.Y = 15 | |||||||||||
P3 Disorganised cluster | V1.Y = 13 | |||||||||||
P3 2 * Rings of 6 projectiles, 1 CW, 1 CCW | V1.Y = 11 | |||||||||||
P3 Disorganised cluster (duplicate ?) | V1.Y = 12 | |||||||||||
Brimstone | Time spent | V1.Y = 18 | ||||||||||
Isaac | 102 | P1 Idle | 3 | 0 | 0 | Timer before attack, decreases by 65536 | X = Health Y = Damage taken past seconds | 0 | 0 | 1Idle | None | |
2 rings of 10 tears CCW + 1 ring CW internal | 8 | 0 | 0 | Attack timer. Increases by 65536 | 1Attack (First phase) 3FBAttackStart (Second phase) 3FBAttack4Loop (Second phase) 3FBAttack4End (Second phase) | |||||||
2 rings or 10 tears CW + 1 ring CCW | 1 | V1.X = angle (radians) | ||||||||||
2 rings of 10 tears in line | 2 | |||||||||||
2 rings of 8 tears | 3 | |||||||||||
2 rings of 8 tears CCW homing back on Isaac | 4 | |||||||||||
3 rings of 10 tears CCW + 1 ring CW internal | 5 | |||||||||||
3 rings of 10 tears CW + 1 ring CCW internal | 6 | |||||||||||
3 ring of 10 tears in line | 7 | |||||||||||
3 rings of 8 tears | 8 | |||||||||||
3 rings of 8 tears CCW homing back on Isaac | 9 | |||||||||||
4 rings of 10 tears CCW + 1 ring CW internal | 10 | |||||||||||
4 rings of 10 tears C W + 1 ring CCW internal | 11 | |||||||||||
4 rings of 10 tears in line | 12 | |||||||||||
4 rings of 8 tears | 13 | |||||||||||
4 rings of 8 tears CCW homing back on Isaac | 14 | |||||||||||
5 rings of 10 tears CCW + 1 ring CW internal | 15 | |||||||||||
5 rings of 10 tears C W + 1 ring CCW internal | 16 | |||||||||||
5 rings of 10 tears in line | 17 | |||||||||||
5 rings of 8 tears | 18 | |||||||||||
5 rings of 8 tears CCW homing back on Isaac | 19 | |||||||||||
6 rings of 10 tears CCW + 1 ring CW internal | 20 | |||||||||||
6 rings of 10 tears C W + 1 ring CCW internal | 21 | |||||||||||
6 rings of 10 tears in line | 22 | |||||||||||
6 rings of 8 tears | 23 | |||||||||||
6 rings of 8 tears CCW homing back on Isaac | 24 | |||||||||||
7 rings of 10 tears CCW + 1 ring CW internal | 25 | |||||||||||
7 rings of 10 tears C W + 1 ring CCW internal | 26 | |||||||||||
7 rings of 10 tears in line | 27 | |||||||||||
7 rings of 8 tears | 28 | |||||||||||
7 rings of 8 tears CCW homing back on Isaac | 29 | |||||||||||
P2 4 tears | Time since last pillar | 0 | 1 | 40 then decrease every frame | 2Attack | |||||||
P2 8 tears | Time since last pillar | 1 | 1 | 40 then decrease every frame | 2Attack | |||||||
P2 Idle | 3 | Time since last pillar | 0 | Timer before attack, decreases by 65536 | 0 | Decreases | 2Idle | |||||
Holy Light | 3 | 8 then decreases | Any | Any | Any | -1 | 2Idle | |||||
Summon | 3 | Any | Any | Any | Any | -1 | 2Idle | |||||
Room wide Crack the Sky | 9 | Any | Any | Any | 1000 (Left-Right) + Time Spent 2000 (Right-Left) + Time Spent | Any | Random() | 3FBAttack3 3Appear (end) | ||||
Satan | 84 | Idle Fallen | 3 | Time spent, spawns Fallen at 130 | 0 | 0 | 0 | 0 | 0 | 0 | SmallIdle | |
Idle post Fallen | 3 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | SmallIdle | |||
Move | 4 | 0 | 2 | Last attack | 0 | 0 | 0 | 0 | Walk | |||
5 + 4 tears in arc | 8 | 0 | 2 | 8 | 0 | 0 | 0 | 0 | Attack01 | |||
Brimstone Mouth | 9 | 0 | 2 | 9 | 0 | 0 | 0 | 0 | Attack02 | |||
Brimstone Hands | 10 | 0 | 2 | 10 | 0 | 0 | 0 | 0 | Attack03 | |||
Tear Rings | 11 | 0 | 2 | 11 | 0 | 0 | 0 | 0 | Attack03 | |||
Satan (Foot) | 84.10 | Idle | 3 | 4 | 0 | |||||||
Stomp | 7 | Time spent | 4 | 0 | Stomp | |||||||
Summon Leech | 7 | 4 | 0 | |||||||||
??? | 102.1 | P1 Idle | 3 | 0 | 0 | Timer before attack, decreases by 65536 | 0 | X = Health Y = Damage taken past seconds | 0 | 0 | 1Idle | None |
2 Rings of 7 tears | 8 | 0 | 0-4 | Duration, increases by 65536 | X = Angle | 1Attack (First phase) 3FBAttackStart (Second phase) 3FBAttack4Loop (Second phase) 3FBAttack4End (Second phase) | ||||||
3 Rings of 7 tears | 5-9 | |||||||||||
4 Rings of 7 tears | 10-14 | |||||||||||
5 Rings of 7 tears | 15-19 | |||||||||||
6 Rings of 7 tears | 20-24 | |||||||||||
7 Rings of 7 tears | 25-29 | |||||||||||
P2 4 tears | 0 | 1 | 2Attack | |||||||||
P2 8 tears | 1 | 1 | ||||||||||
P2 Idle | 3 | 0 | 0 | Timer before attack, decreases by 65536 | 0 | 2Idle | ||||||
P3 Idle | 3 | 0 | 0 | Timer before attack, decreases by 65536 | 0 | 3Idle | ||||||
Teleportation | 6 | 0 | 0 | 0 | 0 | 3FBAttack3 3Appear (end) | ||||||
The Lamb | 273 | Idle | 4 | Time before next attack | 0 | 0 | 0 | X = Health Y = Damage taken past seconds | 0 | 0 | Idle | |
3 Homing Wavy Lines | 10 | Time since attack started | Phase | 7 | 0 | 0 | 0 | Charge / HeadCharge Swarm2Start / HeadShoot2Start Swarm2Loop/HeadShoot2Loop Swarm2End / HeadShoot2End | Shoot Shoot | |||
2 Homing Lines | 10 | 4 | ||||||||||
Spiral CCW | 10 | 1 | ||||||||||
Rings of tears | 10 | 3 | ||||||||||
Split tears | 10 | 2 | ||||||||||
3 rotating homing lines | 10 | 9 | ||||||||||
4 Homing wavy lines | 10 | 8 | ||||||||||
2 Homing lines in V shape | 10 | 6 | ||||||||||
Spiral CW | 10 | 0 | ||||||||||
Ipecac | 8 | 0 | Phase | 0 | Charge Swarm | Shoot | ||||||
The Lamb (Head) | 273 | All of the above, except Ipecac | ||||||||||
Homing puke | 8 | 0 | 0 | 0 | 0 | X = Health Y = Damage taken past seconds | 0 | 0 | HeadCharge HeadShoot | Shoot | ||
Brimstone | 11 | Remaining time | 0 | 0 | 0 | 0 | 0 | HeadCharge HeadShoot2Start HeadShoot2Loop HeadShoot2End | Shoot Shoot | |||
Dash | 9 | Remaining time | 0 | 0 | Direction (???) | 0 | 0 | HeadDash* | ||||
The Lamb (Body) | 273.10 | Idle | 16 | Increase every frame | 0 | 0 | 0 | 0 | 0 | 0 | Body | |
Flies | 8 | Doesn't increase | 0 | 0 | 0 | 0 | 0 | 0 | BodyAttack | Shoot | ||
Mega Satan (First phase) | 274 | ALL | Bits 0 and 1 = subphase Bits 23 - 16 = Counter to respawn left hand Bits 31 - 24 = Counter to respawn right hand | |||||||||
Idle | 3 | Time spent | Bits 15-2 are unset | 0 | 0 | V2.X is used as 4 uint8 | 0 | 0 | Idle / NoseBlow | |||
Mega Blast | 8 | 0 | Bit 8 is set | 8 | 0 | V2.X is used as 4 uint8 | 0 | 0 | Charge Shoot1 | Shoot | ||
3 slow lines | 9 | Time since attack started | Bits 9 and 10 are set | 9 | 0 | V2.X is used as 4 uint8 | 0 | 0 | Charge Shoot2Start Shoot2Loop Shoot2End | ShootStart ShootStop | ||
4 slow lines | Bits 8, 9 and 10 are set | |||||||||||
5 slow lines | Bit 11 is set | |||||||||||
3 lines with angles | Bits 10 and 8 are set | |||||||||||
Waves of 3 rings | Bits 11 and 8 are set | |||||||||||
Double spiral | Bit 10 is set | |||||||||||
Spiral | Bit 9 is set | |||||||||||
Cricket's Head | Bits 11 and 9 are set | |||||||||||
Head Smash | 7 | 0 | Bit 8 is set Bits 8 and 9 are set (3x) Bits 8 and 10 are set (5x) | 7 | 0 | V2.X is used as 4 uint8 | 0 | 0 | SmashHead* | Smash | ||
Summon | 14 | 0 | Bits 15-2 are unset | 14 | 0 | V2.X is used as 4 uint8 | 0 | 0 | Summon | Summon | ||
One hand smash | 3 | 30 * N | Bits 15-2 are unset | 4097 | 0 | V2.X is used as 4 uint8 | 0 | 0 | Idle / NoseBlow | |||
Two hand smash | 3 | 30 * N | Bits 15-2 are unset | 4096 | 0 | V2.X is used as 4 uint8 | 0 | 0 | Idle / NoseBlow | |||
Boss wave | 13 | 0 | Bit 8 is set during first wave Bits 8 and 9 in second Bit 10 in third | 0 | 0 | V2.X is used as 4 uint8 | 0 | 0 | Hiding | |||
Mega Satan Hand | 274.1 274.2 | Idle | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Idle | |
Smash | 8 | Time spent | 0 | 0 | 0 | 0 | 0 | 0 | SmashHand | |||
Multi smash | 9 | Time spent | 0 | 0 | 0 | 0 | 0 | 0 | SmashQuake | |||
Mega Satan (Second phase) | 275 | Idle | 3 | Time spent | 0 | 0 | 0 | V2.X is used as 4 uint8 | 0 | 0 | Idle* | |
Red and black rings | 9 | Time spent | Biits 11, 9, 8 | 9 | 0 | V2.X is used as 4 uint8 | 0 | 0 | ShootStart ShootLoop Shoot*End | ShootStart ShootStop | ||
Red and black rings (more space) | Bits 11, 10 | |||||||||||
Red and black rings (tight) | Bits 11, 10, 8 | |||||||||||
Red and black rings (wigly) | Bits 11, 10, 9 | |||||||||||
Red and black curved lines | Bits 11, 10, 9, 8 | |||||||||||
Disorganized red and black | Bit 12 | |||||||||||
Two curving line of flames | Bits 12, 8 | |||||||||||
Wavy rings of four white tears | Bits 12, 9 | |||||||||||
Three wavy lines of white tears | Bits 12, 9, 8 | |||||||||||
Four rings of eleven white tears | Bits 12, 10 | |||||||||||
Two slow angular lines of white tears | Bits 12, 10, 8 | |||||||||||
Two fast angular lines of white tears | Bits 12, 10, 9 | |||||||||||
Angular moving white tears | Bits 12, 10, 9, 8 | |||||||||||
Spray of fires | Bits 12, 11 | |||||||||||
Expanding rings of black and red | Bits 12, 11, 8 | |||||||||||
Expanding rings of black bullets | Bits 12, 11, 9 | |||||||||||
Wiggly rings of black bullets | Bits 12, 11, 9, 8 |
Last update:
August 6, 2023