Boss | Health and AI changes | Drops |
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King Slime |
Revengeance Mode:
Teleports more frequently and takes less time to teleport. Contact damage increased by 25%. Moves and jumps faster. Moves faster and jumps higher depending on how high the player is. Spawns all kinds of slimes when damaged. Summons an invincible Crown Jewel under 50% life, which hover above the player and fires Ruby Bolts, Ruby Bolt damage is 55% of King Slime contact damage. |
King Slime (Lore)(Always on first kill) Crown Jewel |
Death Mode:
Much larger, moves faster and teleports more often. Only summons Blue Spiked Slimes throughout the fight. Crown Jewel now fires a spread of three projectiles.
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Eye of Cthulhu |
Revengeance Mode:
HP increased to 4,732. Charges more often in phase 1. Enters phase 2 at 75% HP. Charges more quickly and more randomly in phase 2. Contact damage increased to 40 in phase 1, and to 48 in Phase 2. Gains much more contact damage in the end of phase 2. Servants of Cthulhu no longer drop hearts. Has 4 sub-phases during phase 2 to which it changes at 65%, 55%, and 40% HP respectively. During sub-phase 1 it does 3 normal dashes. During sub-phase 2 it does 3 normal dashes and then 2-4 rapid chain dashes. During sub-phase 3 it does 5 rapid chain dashes. During sub-phase 4 it does 4-6 rapid chain dashes and then a long lined up horizontal dash which vomits Servants of Cthulhu. |
The Eye of Cthulhu (Lore)(Always on first kill) Deathstare Rod Teardrop Cleaver |
Death Mode:
Charges faster and more often as its health decreases. Performs less chain dashes as its health decreases.
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Eater of Worlds |
Has increased damage reduction for a few seconds after spawning. | The Eater of Worlds (Lore)(Always on first kill) The Corruption (Lore)(Always on first kill) |
Revengeance Mode:
Segment HP increased to 273. Total HP increased to 21,567. Segment count increased to 79. No longer spawns coiled up. Head segments can retain the velocity of the head or body segment that was just killed. Vile Spits are no longer always shot, and instead begin firing when there are 71 segments remaining. Head segments begin firing Cursed Flames when there are 59 segments remaining. Slightly more defensive to piercing damage. Head segments deal 23% more contact damage, whereas other segments do 25% more. Moves faster and fires Cursed Flames and Vile Spits far more often the less segments that are alive. Now enrages when leaving the Corruption instead of fleeing, causing it to continuously fly towards the player more aggressively. Less aggressive when in the Underground Corruption. | ||
Death Mode:
Total HP increased to 22,932. Segment count increased to eighty-four. Begins firing Vile Spits when there are seventy-five segments remaining, and Cursed Flames when there are sixty-two segments remaining. Can fly at players out of reach more easily. Gains increased acceleration and top speed as its health decreases.
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Brain of Cthulhu |
Revengeance Mode:
HP increased to 2,720. Creeper HP increased to 220. Total HP increased to 8,220. Summons 25 Creepers. The Brain has 22% more contact damage and Creepers have 25% more. The Brain has a small amount of pierce resistance. When 6 or fewer Creepers are remaining, they become immune to knockback. The Brain moves faster and teleports more often as its Creepers die in phase 1, and has increased knockback resistance in phase 2. When the Brain reaches 70% HP, it will occasionally fly quickly in a large loop and then dashing straight towards the player before teleports. Circling dashes occur before every teleport when below 50% HP. Minimap icon disappears when below 20% HP. Now enrages when leaving the Crimson instead of fleeing, causing the Brain and its Creepers to move much faster. Now less aggressive when in the Underground Crimson. |
The Brain of Cthulhu (Lore)(Always on first kill) The Crimson (Lore)(Always on first kill) |
Death Mode:
Can teleport much closer to the player. Creepers move faster. The minimap icon disappears when it is damaged in phase 2. Gains decreased attack delay as its health decreases.
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Queen Bee |
Revengeance Mode:
HP increased to 5,712. Spawns Bees much faster and also sometimes spawns Large Bees. Shoots stingers much faster but no longer shoots them in a cone of spread while stationary, instead traveling linearly towards the player and shooting directly at them. Enrages while on the Surface; shoots stingers rapidly and charges much faster. |
Hardened Honeycomb Queen Bee (Lore)(Always on first kill) The Bee |
Death Mode:
Has faster charges and fires stingers extremely rapidly. Gains increased top speed and spawns Bees and shoots stingers at a higher rate when enraged.
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Skeletron |
Head is immune to all debuffs | Skeletron (Lore)(Always on first kill) |
Revengeance Mode:
Head HP decreased to 6,600. Hand HP decreased to 1,404. Hands attack more often and more aggressively. Head defense is increased by 250 per hand, and homing projectiles and summons cannot home in on the head while any hands are alive. Homing skulls inflict Weak. Slowly gains more speed while spinning. Head has 25% more contact damage. After both hands are killed, Skeletron occasionally teleports, firing a spread of 3 bolts from the location the head teleports to. Increased attack frequency as health lowers. Respawns both hands at 33% of Head HP. Skeletron Head spins and teleports at a slower pace while hands are revived. | ||
Death Mode:
Head HP decreased to 4400 and accelerates quicker as its health decreases. Skeletron summons and respawns with four hands instead of two. Hand HP decreased to 1014. Hands attack at much higher velocity and accelerate quicker. Teleports spawn five magic bolts instead of three. Fires faster skulls more often.
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Wall of Flesh |
Revengeance Mode:
HP increased to 21,280. Moves faster. Laser bursts are capped at 3 shots, and deal more damage. When it reaches 50% HP it starts using even stronger red Death Lasers. Hungry II health increased to 117 and Leech health increased to 100. Both deal slightly more damage. Shoots out a demon scythe when it releasing a Leech. Charges rapidly towards the player if they move too far away or if neither eye has line of sight with them for a few seconds, afterwards firing a barrage of lasers for 6 seconds from both eyes that can pass through tiles, aim ahead of the player, and start off slow before accelerating. |
Corruption Key Crimson Key Carnage Black Hawk Remote Blast Barrel Meowthrower Rogue Emblem Hermit's Box of One Hundred Medicines(Always on first kill) Wall of Flesh (Lore)(Always on first kill) |
Death Mode:
Enrages at a closer distance. Hungries have more damage. Top speed increases as its health decreases.
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The Twins |
Revengeance Mode:
Spazmatism HP increased to 46,575, Retinazer HP increased to 39,000. Total HP increased to 85,575. Both Twins enter phase 2 at 70% health. Contact damage increased by 25% and Cursed Flames damage increased by 25%. Both Twins must be in phase 2 at the same time otherwise the other Twin will take almost no damage. Retinazer shoots lasers faster and lasers are more accurate in phase 1. Laser damage increased by 16%. Retinazer's Death Laser does 20% more damage and its Rapid Fire Laser deals 30% more damage. Enters phase 3 at 25% HP, or if Spazmatism is defeated first. In phase 3 it gains the ability to perform 2 long dashes after its normal laser attacks. Retinazer's first dash will release several homing darts that inflict 124 damage. If Spazmatism is defeated first, its laser attacks become much faster and it will dash 4 times, releasing homing darts on the first and last dashes. Spazmatism shoots Cursed Flames faster in phase 1. Spazmatism breathes Shadowflame Breath instead of Cursed Flames in phase 2, which inflicts the Shadowflame debuff, and has 16% more damage than the Cursed Flames. Enters phase 3 at 25% HP, or if Retinazer is defeated first. In phase 3 Spazmatism performs the flamethrower attack for less time, stops to hover below the player and fire semi-homing Shadowflame Fireballs, then charges four times. If Retinazer is defeated first, the flamethrower attack no longer occurs, and Spazmatism performs five charges, with the last one traveling farther than the others. When dashing, contact damage is increased by 10%. The Twins enrage during the day, where they move more aggressively, charge further, fire projectiles faster, and projectiles move faster. Spazmatism's flamethrower has a longer range in this state. |
The Twins (Lore)(Always on first kill) The Mechanical Trio (Lore)(If first Mechanical Bosses killed) Arbalest |
Death Mode:
Gain reduced attack delay, increased acceleration and top speed as their health decreases.
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The Destroyer |
All Destroyer segments take reduced damage from piercing projectiles. Piercing projectile damage is halved. Ice shards from Frosty Flares, Cryogenic Staff, and Winter's Fury deal 75% damage. | The Destroyer (Lore)(Always on first kill) The Mechanical Trio (Lore)(If first Mechanical Boss killed) |
Revengeance Mode:
HP increased to 150,000. Can fly like a Wyvern and has 99% damage reduction for 10 seconds after spawning. Body segments are larger, and gain a defense boost which increases as its health gets lower, up to a maximum of 10. Lasers move slowly when initially shot then accelerate. Speed of the Destroyer and the lasers fired increase as health lowers. Lasers are no longer fired in a random spread, and are instead fired in a stream starting from the head and ending at the tail. The fire rate of the lasers staggers the more time passes. Red lasers inflict On Fire! for 4 seconds. When below 85% HP, it can additionally fire green lasers which inflict Cursed Inferno for 2 seconds. When below 70% HP, it can fire blue lasers which inflict Electrified for 1 second. Probe-less parts have 10 less defense. Probes no longer drop hearts. The Destroyer gains increased aggression the lower its health, eventually being able to charge similarly to a Wyvern below 50% health. Its segments containing probes change to a purple color during this phase. The Destroyer switches to its Wyvern phase more often as its health lowers. When below 25% HP, it gains the ability to divebomb the player. The Destroyer enrages during the day. It moves faster and more aggressively, only fires blue lasers which accelerate faster, and its body segments take reduced damage, leaving only the head and tail vulnerable. | ||
Death Mode:
Has half as many segments and spawns half as many Probes. Probes health doubled. Size is greatly increased, both for itself and its probes. Lasers are fired twice as often. The Destroyer's head occasionally fires spreads of four to eight lasers while directly facing the player. Acceleration and top speed increase as its health decreases. Body segments gain 10 defense at all times.
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Skeletron Prime |
The cannon and laser move faster. | |
Revengeance Mode:
HP increased to 50,400 (80,625 including limbs). The Head gains 8 defense per limb alive. Speed while spinning is increased, also increases as it loses more health. Head does not perform the spin attack while any limbs are alive. Prime Laser no longer shoots in a cone of spread; it alternates between firing single lasers and laser circles. Prime Cannon fires rockets instead of bombs; it alternates between firing single rockets and three rockets at once. Prime Laser and Prime Cannon alternate attacks. Prime Saw and Prime Vice are more aggressive. As limbs are killed, the remaining limbs gain increased speed and fire rate. When Prime Laser is killed, the Head begins to fire laser circles. When Prime Cannon is killed, the Head begins to fire rockets. When all limbs are killed, it spins in circles near the player before every spin attack after the first, shooting Cursed Skulls. When the Head reaches 66% health, all limbs still alive are instantly destroyed, and the head itself is able to fire circles of lasers while spinning. When the Head reaches 33% health, every other spin attack is replaced with a barrage of homing Martian Missiles, the Cursed Skull attack only occurs before Martian Missile attacks, and the spin attack duration is reduced by 2 seconds. Upon enraging when it turns to day, the head will heal to 300 life if is currently below that, and it fires Cursed Skulls similarly to the Dungeon Guardian. |
Skeletron Prime (Lore)(Always on first kill) The Mechanical Trio (Lore)(If first Mechanical Boss killed) | |
Death Mode:
Fires skulls more frequently while spinning. Hands and head gain increased acceleration and velocity as their health decrease.
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Plantera |
No longer enrages outside of the Jungle, but still enrages on the surface. | Jungle Key Living Shard Bloom Stone Plantera (Lore)(Always on first kill) Blossom Flux |
Revengeance Mode:
HP increased to 126,000. Fires seeds that deal 25% more damage and are significantly faster in phase 1. Deals 15% more contact damage during phase 2. Regains the ability to shoot Thorns Balls when under 25% HP, only 3 can exist at one time. Summons tentacles at periodic amounts of health, with larger bursts of tentacles spawned at 75%, 50%, and 20% HP. The tentacles deal more damage. The more tentacles that are alive, the higher her defense is. Fires seeds, moves faster to catch up to the player and belches lingering spore clouds that spread out over time when all tentacles are dead. Hook and projectiles spread decrease as health decreases. She spawns multiple bees during the fight, and spawns a huge amount during phase 2. Hooks no longer spawn tentacles. Becomes more aggressive the less active tiles there are around her. If enraged during the day, she will regain health over time. If enraged during the night, she gains a massive defense boost. Plantera must be fought underground when its enraged as it just gains any damage dealt back. | ||
Death Mode:
Petal firerate dramatically increased. Spawns 2 Queen Bees at 80% HP, 3 more Queen Bees at 35% HP. Attempts to ram the player more often. Top speed, acceleration, maximum hook range, and number of tentacles spawned increase as her health decreases. Tentacles move faster.
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Golem |
All body parts inflict Armor Crunch on contact. The free Golem Head deals no contact damage. Becomes enraged if taken outside of the Jungle Temple. | Picksaw(Always on first kill) Essence of Sunlight Golem (Lore)(Always on first kill) Aegis Blade |
Revengeance Mode:
Head HP increased to 36,000. Body HP increased to 54,000. Total HP increased to 111,000. Shoots eye lasers and fireballs faster. Head is invulnerable until fists are destroyed, and can shoot eye lasers at all times when vulnerable. All parts deal 25% more damage. The head, body, and fists inflict the Broken Armor debuff for 3 seconds. The body fires bursts of lasers in phase 2. The head is now vulnerable in phase 2 with 28,050 HP, changes its movement pattern and starts firing explosive fireballs when the body is under 44% HP. The freed head cannot inflict contact damage. When the head is dead, the body will jump more aggressively and higher and releases 3 fireballs from each of its sides upon hitting the ground. | ||
Death Mode:
Jumps more aggressively and increased fire rate. Top speed increases as its health decreases. Golem Head can fire lasers from the start of the fight and fires more often as its health decreases. Golem Head fire rate delay after detaching increased by two seconds.
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Duke Fishron |
Sharknados and Cthulunados take a second before dealing damage. | Duke's Decapitator Duke Fishron (Lore)(Always on first kill) Briny Baron |
Revengeance Mode:
HP increased to 117,000. Becomes invulnerable while transitioning between phases. Transitions to phase 2 at 70% HP and phase 3 at 40% HP. Contact in all phases and almost all attacks damage increased by 25%, Sharknado damage increased by 50%, and Cthulhunado's damage increased by 12.5%. Vastly increased defense. Significantly faster charges. Spawns 3 Sharknadoes in phase 1, in a different pattern. Sharkron health increased to 750. Spawns a bunch of Sharkrons as well as bubbles when spinning in Phase 2. Size of Cthulhunado and its Sharkrons increased. Spawns Cthulhunados during Phase 3, about every 10 seconds. Below 20% health, gains a new dash pattern, charging 3 times, teleporting, and then 4 times before repeating the cycle, and stops spawning Cthulhunados. Can cycle through the normal attack pattern while enraged, instead of only charging. While enraged, the delay between charges is much shorter, the bubble attack in phase 1 lasts much shorter, and the phase 2 spin attack spawns much more bubbles and Sharkrons. | ||
Death Mode:
Dash displacement increased. Minimap icon disappears during Phase 3. When below 20% HP, charges endlessly at the player. All projectiles have increased velocity.
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Lunatic Cultist |
HP increased to 38,400 / 48,000. Deals no contact damage. | Lunatic Cultist (Lore)(Always on first kill) The Red Moon (Lore)(During a Blood Moon) |
Revengeance Mode:
HP increased to 80,000. Lunatic Cultist, its clones, and Ancient Dooms deal no contact damage. Time window to defeat the illusions decreases as the Cultist's health decreases. Homing weapons ignore Lunatic Cultist while it is performing the ritual. Clones no longer disappear. Any projectile that tracks the player can make sharper turns, and are faster. While the Lunatic Cultist is alive, the player takes 15% more damage from all sources. Lightning is slightly predictive and inflicts the Electrified debuff for 3 seconds. Ice Mists home in towards the player, and inflict the Frozen debuff for 2 seconds and the Chilled debuff for 3 seconds. When below 70% HP, fires 2 Ice Mists at once. Ancient Light attack can always be used. Ancient Lights are much faster, are indestructible, and inflict the Holy Flames debuff for 3 seconds. When below 55% HP, three bursts of Ancient Lights are fired instead of two. Ancient Doom projectiles and Shadow Fireballs inflict the Shadowflame debuff for 2 seconds. Ancient Doom attack can always be used. Ancient Dooms fire 8 projectiles in the cardinal and ordinal directions which are faster. When below 55% HP, Ancient Dooms will circle the player before exploding into 4 projectiles in the cardinal directions. | ||
Death Mode:
Projectiles travel faster. Ancient Dooms explode faster. Moves faster while relocating.
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Moon Lord |
True Eyes of Cthulhu deal no contact damage. | Celestial Onion Utensil Poker Moon Lord (Lore)(Always on first kill) |
Revengeance Mode:
Total HP increased to 336,000. Hands HP increased to 45,000 each (90,000 both), Head HP increased to 81,000, Core HP increased to 165,000. Speed increased, except when the head eye is open. All of Moon Lord's attacks inflict Nightwither. Teleports more frequently based on distance from the player. The Phantasmal Deathray sweeps faster in the first phase, and passes through tiles between it and the player in the second phase. The eyes inside Moon Lord aren't destroyed when defeated, but they instead spawn a True Eye of Cthulhu and continue attacking. After defeating an eye, its attacks will spawn less projectiles that move slower. True Eyes of Cthulhu stick closer to each other and their attacks are synced. True Eyes of Cthulhu no longer use their deathray attack. Phantasmal Sphere attacks are slightly more spread out and initially move slowly, accelerating over time. Phantasmal Eyes home on the player for a while and don't travel downwards all the time. While the Moon Lord's Core is revealed, the player takes 10% more damage from all sources. Clots heal for 1250 HP instead of 1000. | ||
Death Mode:
Clots heal for 1500 HP instead of 1250. All projectiles have increased velocity. Moon Lord and True Eyes of Cthulhu are more aggressive. |
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Challenges/Vanilla Boss Additions
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