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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

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