Revengeance Mode/Boss AI Changes

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Boss AI changes
King Slime
King Slime

King Slime behaves similarly to a slime, performing a high leap every 4 jumps. All jumps are boosted relative to the vertical distance between the slime and the player, increasing his jump speed and height by 3.2% every block and capping at a 100% bonus. The delay between jumps will reduce when his health drops below 80%, 60%, 40%, 20%, and 10%.

Additionally, King Slime will occasionally teleport regardless of condition and at a faster rate. He will teleport more often if the player is hidden behind solid tiles, or is at least 20 blocks above him. He will also teleport closer to the player, and will always teleport in front of them, as well as gaining the ability to teleport mid-air if the player is high above the ground.

When 5% of his health is lost, the next hit from the player will spawn 2-3 slimes from King Slime. The following slimes can drop from the boss:

Spiked Slimes are twice as likely to be dropped. During the rain, Umbrella Slimes have a 10% chance to replace any of the above slimes. Umbrella Slimes have a 20% chance to be replaced with a Rainbow Slime while in Hardmode. Pinky can also replace the other slimes with a 1% chance.

When King Slime drops to 75% of his health, he jumps farther and Spiked Slimes become four times as likely to be dropped compared to the other slimes.

When King Slime drops to 50% of his health, he summons a Crown Jewel (enemy) Crown Jewel. The jewel hovers above the player and pursues them, firing 1 Revengeance Mode / 3 Death Mode Jewel BoltJewel Bolts every 1.25 Revengeance Mode / 1 Death Mode seconds until the end of the fight.


Desert Scourge
Desert Scourge
  • Segments are increased from 32 to 37, and size increased by 15% from Normal Mode.
  • Can use its burrow-and-lunge attack regardless of health.
  • 2 Desert NuisanceDesert Nuisances are spawned alongside the main worm, each with a total of 14 segments.
    • These worms act independently and are not required to be defeated to progress through the fight.
    • This does not occur while in its burrow-and-lunge attack.
  • Shoots 18 sand blasts at the top of its lunge instead of 16.
  • Sand blast spreads increased to 4, 3, and 4 projectiles.


Eye of Cthulhu
Eye of Cthulhu

The Eye of Cthulhu has two phases and 4 sub-phases during phase 2, it can fly through blocks in all of these.

Phase 1

It attempts to float directly above the player, while spawning 3–4 Servants of Cthulhu which drop Mana Stars on death. Afterward, it charges at the player three times in succession, before repeating the cycle.

Phase 2

Upon reaching 75% health, the Eye will transform into its second phase. When this happens, it will spawn 4-5 Servants of Cthulhu. In phase 2 its defense will drop to 0, but its contact damage will increase to 48. In this phase it will do 3 normal dashes towards the player with a small break between each set of 3.

Upon reaching 65% health, it gains a rapid chain dash attack. During this subphase it will do 3 normal dashes and then 2-4 rapid chain dashes with a short delay before it repeats.

Upon reaching 55% health, it will no longer do normal dashes and instead does 5 rapid chain ones.

Upon reaching 40% health, it gains another new attack, a long horizontal dash which spawns many Servants of Cthulhu. During this phase it will do 4-6 rapid dashes and then a horizontal one.


Crabulon
Crabulon
  • Fires a large and random spread of 11 Revengeance Mode / 15 Death Mode Mushroom ShotFalling Mushrooms into the air as Crabulon lands its final jump in each sequence.
    • While below 66% health it instead fires 20 Revengeance Mode / 24 Death Mode Falling Mushrooms every other jump.
  • Crabulon's jumps scale in height based on vertical distance from the player and attempts to intercept them if they are moving.
  • Each jump varies in length and delay.
    • The first jump is normal in length and delay.
    • The second jump is higher with a slightly shorter delay.
    • The third jump is lower with a very short delay.
    • The fourth jump is lower but longer with an extremely short delay.
  • Crab Shrooms have a 25% higher terminal fall speed.


Eater of Worlds
Eater of Worlds

Segment count increased from 72 in Expert Mode to 79.

The Eater of Worlds will try to hit the player directly with its head segment, only stopping to turn around once it has gone past them. The body segments and tail will follow behind the head, with a body segment becoming a head if the Eater of Worlds is split and there are at least 2 segments, as that is the minimum length an Eater of Worlds can be.

If the Eater of Worlds splits into multiple worms, each one will act the same as a fully connected version, meaning that they will all attack the player with no regard for each other.

All segments share some characteristics:

  • Can go through blocks
  • Unaffected by liquids
  • Immune to knockback
  • Can shoot vile spit when there are only 71 segments remaining

The Head segment of an Eater of Worlds has the lowest defense and health but the most damage. They also have the ability to shoot Cursed Flames once there are 59 segments remaining. They retain their previous momentum if they have just been transformed from a body segment.

The Body segment of an Eater of Worlds is a middle ground of defense and attack between the Head and the Tail. They can also turn into a Head segment if they become the front segment of a Worm, or a Tail segment if they become the back segment of a Worm.

The Tail segment of an Eater of Worlds is the most resistant to damage but also deals the least damage.

When fought in the Underground Corruption, the Eater of Worlds will be less aggressive. However, when taken out of the Corruption it will enrage and continuously fly towards the player.

Unlike in lower difficulties, individual segments do not drop Demonite Ores or Shadow Scales when killed.


Brain of Cthulhu
Brain of Cthulhu

The Brain of Cthulhu has two phases in Revengeance and Death Mode. This page will not be covering Normal or Expert Modes for the Brain of Cthulhu. If the Brain of Cthulhu is led outside of the Crimson, it will enrage, causing both the Brain and its Creepers to become much faster. It is less aggressive when fought in the Underground Crimson.

The Brain and the Creepers are capable of inflicting multiple debuffs upon contact damage.

Debuff Duration Chance (Brain) Chance (Creepers)
PoisonedPoisoned 2.625 - 5.25 seconds 11/243 11/81
DarknessDarkness 1.5 - 3 seconds 11/243 11/81
CursedCursed 0.375 - 0.75 seconds 2/243 2/81
BleedingBleeding 3.75 - 7.5 seconds 11/243 11/81
ConfusedConfused 0.75 - 1.5 seconds 2/243 2/81
SlowSlow 2.625 - 5.25 seconds 11/243 11/81
WeakWeak 5.625 - 11.25 seconds 11/243 11/81
SilencedSilenced 0.75 - 1.5 seconds 11/243 11/81
Broken ArmorBroken Armor 4.875 - 9.75 seconds 11/243 11/81

Phase 1

In the first phase of the fight, the Brain itself is invulnerable but will still have contact damage, there will be 25 Creepers that spawn alongside the brain, which must be killed to progress the fight. During this phase the Brain will teleport around the player at an increasing rate as Creepers are killed. It will also move towards the player after teleporting, getting faster the more Creepers are killed.

Unlike in lower difficulties, Creepers do not drop Crimtane Ores or Tissue Samples when killed.

Phase 2

Once the Brain's Creepers have all been killed, the Brain transitions into phase 2 and become vulnerable to damage.

During Phase 2, the Brain will continue to teleport around the player and move towards them at an increased speed. There will also be 3 mirror images around the player that will mimic the Brain's movement. They start somewhat transparent but become more opaque as the Brain loses health, making it harder to tell which is the real one.

At 30% health the Brain will switch to another attack, where it will fly around the player in a quick loop before dashing towards them before teleporting.


The Hive Mind
The Hive Mind
  • Drift-dashes no longer spawn enemies.
  • Spin-lunges occur after every drift-dash.
  • Gains a new attack below 53% health. The hive appears below the player, flies in a semi-circle while spawning a Dank CreeperDank Creeper, Dark HeartDark Heart, DevourerDevourer, and Eater of SoulsEater of Souls, then slows down and drifts towards the player.
    • Dark Hearts rain shade onto the player every 0.4 seconds when above them.
    • This attack occurs between each spin-lunge attack.
    • These enemies will not be spawned again until they are killed.
  • Gains another new attack below 27% health. The hive appears above the player, dashes horizontally while spawning 10 Shade NimbusShade Nimbuses, then slows down and drifts towards the player.
    • This attack is randomly arranged with the spin-lunge and semicircle-dash attacks and is never performed twice in a row.


The Perforators
The Perforators
  • All Perforators gain 1, 2, or 3 segments from smallest to largest and a size increase of 5%.
  • The Perforator Hive shoots 14 projectiles per volley instead of 12.
  • The Perforator Hive attempts to ram the player.
    • If there is only one Perforator alive, it will not ram the player but instead gain slightly increased acceleration and maximum speed.
    • It there are multiple Perforators alive, it will accelerate faster but lower its maximum speed.


Queen Bee
Queen Bee

Queen Bee has two main attacks: charges and stinger attacks. Her minions, Bees and Hornets, can also be problematic to deal with. Queen Bee will attack the player faster the lower her health is. She will enrage when fought on the surface.

When starting the fight, Queen Bee will immediately charge at the player horizontally three times, while becoming level with the player's current elevation. She will then fly above the player, keeping a certain height above them even if they go up towards her. While above the player, the Queen Bee will fire stingers at them, periodically stopping to summon Bees. After a certain interval, she will begin the cycle again by charging the player. Her attacks will increase in speed as she loses more health.

When reaching 33% health, she will charge at the player four times instead of three and at a higher speed.


Skeletron
Skeletron

Skeletron is made up of three segments, two hands and a head, all of which can go through blocks. The head is the only segment that must be destroyed to defeat the boss, however each hand alive will give the head maximum damage reduction, and while either is still alive the head will not be targeted by summons or homing weapons. Its attack frequency will increase as its health lowers.

While the hands are alive, they will attempt to hit the player by swinging towards them. While the head is spinning, the hands will not swing at the player.

The head initially will only have one attack but gains more as the fight progresses. Its only attack at the start of the fight is an attack where it will begin spinning, dealing increased contact damage and having decreased defense, while moving towards the player at an increasing speed.

Once a hand has been destroyed or the head reaches 75% health, the head will begin shooting homing skulls towards the player every 1.33 seconds. Once both hands have been destroyed the frequency becomes every 0.67 seconds. During its spin attack it will pause shooting skulls.

Once both hands are destroyed, the head will begin to teleport, firing a spread of 3 bolts from where it teleports to.

When the head reaches 33% health, both hands will respawn. The head will fire skulls and teleport at a slower pace after the hands are respawned.


The Slime God
The Slime God
  • Increases acceleration and speed to all slimes, higher as their health decrease.
  • Crimulan and Ebonian Paladins fire Unstable Globs more frequently, and will always teleport ahead of their targets.
  • The Slime God fires Unstable Globs at an increased rate.


Wall of Flesh
Wall of Flesh

The Wall of Flesh constantly moves either right to left or left to right, forcing the player to run from it, as it cannot be moved through. If the player does manage to get behind the Wall, they will be brought back in front of it by the The Tongue.

The eyes and mouth of the wall will move vertically to fit between solid blocks, and this movement is speed up in Rev+.

If the player gets far enough away or leaves the Underworld in any way, they will be killed instantly due to the Horrified debuff.

During the fight, the Wall will constantly spawn Leeches and Hungries to attack the player. Its only direct attack is to shoot lasers which are capped at bursts of three. When reaching 50% health, the Wall will begin using more Death Lasers, which deal more damage and inflict the "On Fire!" debuff.

Upon reaching 66% health, the Wall of Flesh will shoot out two homing sickles from its mouth; upon reaching 33%, it will shoot out three homing sickles.

As the Wall of Flesh takes more damage, it will increase in speed up to a maximum of 41mph. These health milestones are:

  • 75%
  • 66%
  • 50%
  • 33%
  • 25%
  • 10%
  • 5%
  • 3.5%
  • 2.5%

If the player moves too far from the Wall of Flesh, it will enrage and speed up substantially to catch up with them. Once it does catch up, it slows down and releases a barrage of slower moving lasers.

The Hungry are spawned at the start of the fight and slowly respawn throughout. They will begin attached to the Wall of Flesh and will try to attack the player by moving towards them. However, at the start of the fight, they will have limited range due to still being attached. They will detach from the Wall of Flesh after taking substantial damage, becoming The Hungry II. They deal more damage the lower the Wall's health is.

Leeches will spawn from the Wall of Flesh's mouth with a specific audio cue. They act like most worm enemies when attempting to attack the player. The Wall of Flesh will spawn these at an increasing rate as its health gets lower, eventually releasing them at as a constant stream.


Queen Slime
Queen Slime

Queen Slime behaves similarly to a normal slime, performing a high leap every four jumps, after which she will perform one or two of her special attacks. All jumps are boosted relative to the vertical distance between her and the player, increasing her jump speed and height by 3.2% every block and capping at a 100% bonus. The delay between jumps will reduce when her health drops below 80% and 60%.

Additionally, Queen Slime will occasionally teleport regardless of condition and at a faster rate. She will teleport more often if the player is hidden behind solid tiles, or is at least 20 blocks above her. She will also teleport closer to the player, and will always teleport in front of them, as well as gaining the ability to teleport mid-air if the player is high above the ground.

  • Her Regal Gel attacks now travel in straight lines indefinitely instead of arcs, and she will occasionally fire groups of two Regal Gel instead of just one in certain directions each time she performs the attack.
  • During Phase 2, Queen Slime will now constantly attempt to perform her two special attacks with nearly no downtime. When she is brought under 40% health, she gains two new attacks, replacing her Queenly Smash.
    • Queenly Smash V2 is effectively the same, but Queen Slime will release indefinitely traveling Crystal Spikes to the left and right of herself as she falls until she hits solid blocks. These are similar to those released by her Crystal Slime minions, but are unaffected by gravity.
    • Queenly Smash V3 is identical to Queenly Smash V1, but releases an arc of indefinitely traveling Crystal Spikes around herself upon hitting the ground, in a similar pattern to the Crystal Slimes'.
  • Furthermore, Queen Slime releases almost no minions during Phase 2, and will release exclusively flying Heavenly Slimes when under 40%.


Cryogen
Cryogen
  • Transitions into Phase 2 at 85% health, Phase 3 at 70%, Phase 4 at 55%, and Phase 5 at 45%.
  • Cryogen and its projectiles are slightly faster.
  • Gains a new phase when below 25% Revengeance Mode / 35% Death Mode health:
    • Attempts to hover above the player.
    • The Ice BombIce Bomb attack no longer occurs every 10 seconds. Instead, a set of Ice Bombs is spawned every 1.25 seconds while hovering.
    • It will also begin spawning 2 Ice BlastIce Blasts with a weak homing effect at certain intervals.
    • After spawning 2 sets of projectiles, it rapidly charges the player 3 times before repeating this pattern. While it will only spawn Ice Bombs during it's dedicated attack, it can spawn homing Ice BlastIce Blasts during the ends of its dashes as well.
    • Below 15% Revengeance Mode / 25% Death Mode health, its appearance will change one last time and its charges will each each fire three concentric rings of Ice Blasts.
      • The outer and center rings have four Ice Blasts, while the center ring has eight.


The Twins
The Twins

Phase 1

Spazmatism will alternate between staying horizontal with the player and quickly shooting Cursed Flame shots, and performing 8 quicker but shorter dashes towards the player. Retinazer will alternate between staying diagonally above the player and firing bursts of 3 purple lasers, and performing 3 longer but slower dashes towards the player.

Phase 2

Both twins will enter phase 2 upon reaching 70% health. If one of them is in phase 1 while the other is in phase 2, the one in phase 2 will take negligible damage. If gravity is reversed, both twins immediately transform into their second phases. While gravity is reversed, Retinazer's lasers fire faster and more frequently.

In this phase, Spazmatism will alternate between slowly chasing the player while breathing Shadowflame and performing 5 long and fast dashes towards the player. Retinazer will continuously shoot red lasers at the player, with the pattern of hovering above the player and slowly firing 3 shots followed by hovering to the side of the player and firing a quick burst of 8 shots.

Phase 3

The Twins will enter phase 3 when they reach 25% health, or the other twin is defeated.

In this phase, Spazmatism will start to use a new attack where it will hover beneath the player and shoot semi-homing shadowflame fireballs. Its flamethrower attack is used for less time. Its dashes become longer and faster, and it will move faster while breathing shadowflames. Retinazer will start to perform a new attack, where it will do two long dashes after shooting lasers, firing several homing darts during the first dash.

If Retinazer is defeated first, Spazmatism will stop breathing shadowflames and begin performing a longer set of charge attacks, where it will perform 4 regular charges and a final one which will travel further. When dashing, contact damage is increased by 10%. If Spazmatism is defeated first, Retinazer will begin shooting lasers much more quickly and its dash attack will now consist of four dashes, releasing homing darts on the first and last dash.

If it becomes day, the Twins will enrage, becoming more aggressive, charging further and firing projectiles more often. Their projectiles also have increased velocity when enraged. Spazmatism's flamethrower will also have a longer range.


Aquatic Scourge
Aquatic Scourge
  • Segments are increased from 36 to 41 and size increased by 5%.
  • Moves faster and has a higher top speed.
  • Vomits more often and Sand Blasts resulting from the vomit travel faster.
  • When it is not submerged in liquid, every 11 seconds, the Aquatic Scourge performs a circle around a certain point at its path for 2 seconds before charging the player.
    • The Aquatic Scourge will turn a brownish color over time to telegraph the dash, this timer can be reset if it is submerged in liquid.
    • While spinning, it fires 3 barrages of 3 Revengeance Mode / 5 Death Mode sand blasts at the player.
      • If below 50% health, it instead releases 12, 15, 18 Toxic CloudToxic Clouds in each barrage respectively. These clouds have low acceleration and can last for 15 seconds.
      • If below 25% health, it instead releases 8, 10, 12 Toxic Clouds in each barrage respectively.
    • It can not vomit while performing this attack.


The Destroyer
The Destroyer

The Destroyer's segments are 50% larger than in vanilla. It initially exhibits movement like a typical worm enemy, burrowing through the ground and attempting to ram the player. This means that the Destroyer can only charge at the player from the ground and thus, has a maximum height it can reach in earlier phases. However, due to its extremely fast speed, this height is very large. Destroyer's top speed, fall speed, and turning speed increase as its health gets lower. When it reaches 50% health, it will begin to move more similarly to a Wyvern compared to a regular worm enemy. When it moves like this, it will move more in the air and will not use the ground to accelerate towards mid-air players. It will also have any segments with Probes change their red light to a purple one. As its health lowers, its movement during flying attacks gets more aggressive. It also gains boosts to flying speed and the duration of flying attacks at 25% and 10% health.

The Destroyer will occasionally fire lasers towards the player from each of its segments. Initially, only red lasers will be fired that inflict the On Fire! debuff for 4 seconds. At 85% health it will begin to fire green lasers which inflict Cursed Inferno for 2 seconds, and at 70% health it will begin to fire blue lasers that inflict Electrified for 1 second. It will fire lasers less frequently as its health decreases.

As it is damaged, the Destroyer's segments will spawn Probes which follow the player while shooting lasers. Once a Probe is removed from a segment, that segment will have 10 less defense. Probes are 20% larger than in vanilla. Probes will despawn if the player moves too far away.

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.


Brimstone Elemental
Brimstone Elemental
  • After every teleport, she summons a Brimling to aid her during the fight.
    • She will stop spawning Brimlings once there are two present.
  • Increased base movement speed in phase 1, firing rate in phase 2, and projectile speed of Brimstone Hellfireballs.
  • When below 50% health, she will only teleport once during phase 1.
  • The Brimstone Elemental gains a new phase below 50% health which can appear in her randomized pool:
    • During the phase, her defense is tripled.
    • Her movement behaves identically to phase 1, but decelerates once a Brimstone Ray is fired.
    • She attempts to aim ahead of the player with a line telegraph for 1.67 seconds. After, the line locks onto the position it last tracked and stays there for 0.33 seconds. These times are reduced to 1.25 seconds and 0.25 seconds respectively for her second shot.
    • Then, a Brimstone RayBrimstone Ray appears at the line's position, remaining still for 0.75 seconds, then bursts into two rows of evenly-spaced Brimstone Darts, which travel perpendicularly out of the ray.
    • After one second, she fires a second ray, or cycles into her next phase once both rays have been fired.
  • Once she drops below 33% health, she will no longer be able to cycle to her first phase.


Skeletron Prime
Skeletron Prime

The head receives a defense buff of 8 per arm alive, and various changes ensue when the arms are killed. If the head reaches 66% health at any time, all the limbs will die. The head's spin attack will not happen while any arms are alive and is significantly faster. Its defense doubles while spinning, regardless of difficulty. The head gains speed as it loses health.

The changes to the arms are as follows:

Prime Cannon

  • Fires rockets instead of bombs. Alternates between firing single rockets and three rockets at once.
  • Rockets have a weak homing effect shortly after being fired.
  • Alternates attacks with the Prime Laser.

Prime Laser

  • No longer fires lasers in a cone.
  • Lasers now start moving slower but quickly accelerate over time.
  • Alternates between firing single lasers and laser circles.
  • Alternates attacks with the Prime Cannon.

Prime Saw and Prime Vice

  • More aggressive AI.
  • Arms stay tighter to the head.

As limbs die, the other limbs gain increased movement and attack speed. When all the limbs are killed, the head will gain an attack where it moves in a tight circle and fires cursed skull projectiles similar to Skeletron, which it alternates with its spin attack. When the head reaches 40% health, it will begin firing laser circles during its spinning attack. When the head reaches 20% health, it gains a third attack where it fires a barrage of 10 homing missiles. It will cycle through these, starting with the circling attack, its spinning charge, and then its missiles. If day comes and Skeletron Prime is still alive, its current health will increase to 300 if it is below that.


Calamitas Clone
Calamitas Clone
  • The Calamitas Clone and her constructs attack and shoot even more aggressively.
  • When the Calamitas Clone's health is below 70%, she charges at the player twice following her fireball and hellblast attacks whenever no brothers are alive.
    • She will not attack for a few moments after the final bullet hell ends to prevent cheap hits.


Plantera
Plantera

Similarly to Expert Mode, Plantera moves through blocks slowly, using long vines to grapple foreground blocks (and background walls in her second phase), similar to multi-hooks. However, the behaviors of Plantera, her tentacles, and most of her projectiles are significantly different.

General

  • (Poison) Seeds no longer home in on the player.
  • Plantera's hooks deal no contact damage.
  • Plantera no longer gains damage or defense while enraged. Instead, she regenerates 1,259 health every 0.5 seconds.

Phase 1

Plantera's first phase follows a 20-second cycle that alternates between firing seeds and spores.

  • During the first 14 seconds, she fires (Poison) Seeds, with their fire rate drastically ramping up over the last 5 seconds. The fire rate of these seeds also gradually increases as Plantera's health decreases.
  • During the last 6 seconds, she fires 2 Homing Gas BulbHoming Gas Bulbs that home in on the player and travel through blocks for 2.5 seconds; after this time, they move in a straight line and dissipate on contact with blocks. The bulbs also leave behind small clouds of Homing Gas Bulb Spore GasHoming Gas Bulb Spore Gas that travel very slowly in the direction the bulb was moving and last for 15 seconds. The spore gas only starts dealing contact damage 2 seconds after it spawns.
    • Below 85% health, while rapidly firing seeds, Plantera also fires 4 Thorn BallThorn Balls that travel in an arc and stick to the first block or platform they contact. 10 seconds after sticking to a surface, they explode into Thorn Ball SpikeSpikes that travel in the cardinal and intercardinal directions, and dissipate on contact with blocks.
    • Below 75% health, Plantera fires 3 bulbs per cycle instead of 2. Additionally, after she finishes firing seeds, she releases an uneven ring of 30 Spore GasesSpore Gases which slowly float outward and last for 15 seconds. The gases only start dealing contact damage 2 seconds after they spawn.

Phase 2

  • Immediately upon entering phase 2, Plantera spawns 8 Plantera's TentaclePlantera's Tentacles.
    • The range at which Plantera's Tentacles hang away from Plantera increases as their health decreases, starting at ~7 blocks away at 100% health and increasing up to ~42 blocks away at 1% health.
    • When the tentacles reach 0% health, instead of dying, they fully heal themselves, detach themselves from Plantera, and start quickly flying towards the player. The detached tentacles move much faster horizontally than vertically, push themselves away from each other, and are immune to movement-impairing status effects, but not knockback.
  • Plantera switches from firing a constant stream of seeds at the player to firing spreads of 5 seeds once every two seconds.
  • At 47% health, and for every 4% health lost below that point, Plantera spawns a floating spore that drifts toward the player. The spore continuously floats downward and through blocks, and cannot be damaged or destroyed.
  • 20 seconds after entering phase 2, all of Plantera's Tentacles automatically detach themselves and Plantera starts firing seed spreads once every 1.5 seconds instead of 2. Additionally, for every 10 seed spreads fired after this point, she starts emitting green light and loosely moving towards the player before dashing at them and releasing an uneven ring of 12 Spore Gases. After dashing, she regrows 2 Plantera's Tentacles unless there are at least 4 alive or at least 2 are still attached to her.
    • Below 35% health, Plantera dashes after firing 7 seed spreads instead of 10, and also releases 8 Spore Gases while dashing that either float in the same or opposite direction Plantera charged.
    • Below 28% health, Plantera fires 7 seeds per spread instead of 5.
    • Below 20% health, Plantera dashes after every 5 seed spreads instead of 7, and her dashes are faster.


Leviathan and Anahita
Leviathan and Anahita
  • Anahita's and the Leviathan's charges are faster, and Anahita spends less time between charges.


Astrum Aureus
Astrum Aureus
  • Movement speed is increased, increasing even more as its life decreases.
  • Gains jump height the further up the player is from it.
  • Time spent in its recharging phase decreases even further as its life decreases.
  • Fires many more Astral Flame Crystals.
  • Starts summoning Aureus Spawns at 80% HP.
  • Below 30% HP, its number of stomps and lasers is increased, and its fall speed changes with each jump


Golem
Golem

Golem has three phases in Revengeance and Death Mode. Note that this page will not cover the Golem fight in Normal and Expert Mode.

Phase 1

Golem spawns above the player's head, falling down to the ground. It will begin to cycle through its attacks. Golem will fire high-velocity bouncing fireballs every three seconds and jump towards the player. Each time Golem jumps it will slam into the ground, creating a line of dust particles. Golem will also throw its fist towards the player at the same rate. Only the left and right fists can be damaged during this phase and must be destroyed to progress the fight.

Phase 2

After destroying the fists. Golem will begin to fire two yellow lasers at the same rate as the fireballs. Only Golem's head can be damaged during this phase and must be destroyed to progress the fight.

Phase 3

Golem's head will regen its health to full, detach, and begin flying above the player. Once the Golem body reaches 90% health, the Golem Head will begin to fly in a rectangle pattern. The head will fire two sets of lasers twice and one lingering fireball before moving. The lingering fireball will create an explosion that will linger for four seconds. Golem's body will also begin to fire two lasers. Golem will also launch three bouncing fireballs each time it slams the ground. When the Golem body reaches 10% health, it will fire two additional lasers. Both the head and the body can be damaged in this phase. Only Golem's body needs to be destroyed to end the fight.


The Plaguebringer Goliath
The Plaguebringer Goliath
  • The Plaguebringer Goliath moves faster and is able to perform diagonal dashes when she is below 80% health.
  • Missiles travel faster and shoots projectiles at a higher rate.


Empress of Light
Empress of Light
  • Empress's movement is far more erratic, which can make her harder to hit while moving.
  • Empress has a 50% chance to skip ahead one attack in her pattern.
  • Empress now releases a stream of Prismatic Bolts behind herself when dashing, and dashes alongside the player instead of at them.
  • All of Empress's Ethereal Lance attacks are more spread out.
  • Empress gains a significant boost to defense while using Sun Dance.
  • During Phase 2, Empress gains a rare unique set of Ethereal Lance attacks, hereby referred to as Ethereal Lance V3, based on the Classic Mode exclusive version of Ethereal Lance V2.
    • She fires 3, occasionally 4, walls of lances, which can come in one of four directions; left, right, angled left, or angled right. They are similar to the laser walls made by The Devourer of Gods due to covering most of the screen, but unlike The Devourer's, only come from a single direction at a time.
  • Phase 2's Eternal Rainbow spreads out in a more ovular shape rather than the typical circular one, which may catch players off guard.
  • Etheral Lance V2 can last anywhere from 2 waves to 6.
  • Phase 2's Sun Dance spawns 2 spreads of projectiles instead of 3.
  • All attacks have more projectiles and last longer.
  • Empress becomes more erratic in both movement and attacks as HP decreases; typically reducing attack duration (Ethereal Lance V3 goes from 4 walls to 2), but increasing the overlap time.
  • Empress no longer deals contact damage during the fight, except while dashing.
  • Empress deals less damage while enraged.


Duke Fishron
Duke Fishron

Duke Fishron has three phases in Revengeance and Death Mode. This page will not be covering Normal or Expert Modes for Duke Fishron.

Phase 1

Once summoned, Duke Fishron rises out of the water and begins his pattern as follows:

  • Charges at the player 5 times.
  • Pauses and fires 10 to 20 homing Detonating BubbleDetonating Bubbles at the player.
  • Charges at the player 5 times.
  • Pauses and creates three water blobs that travel outwards from him in a triangular pattern. After travelling a short distance, these grow into damaging Sharknados that fire Sharkrons at the player's position.

Phase 2

Duke Fishron transitions to phase 2 at 70% health. In phase 2 he has greatly increased speed and aggression, as well as a new repeating pattern:

  • Charges at the player 3 times.
  • Pauses and flies in a loop, leaving Detonating Bubbles in his wake and firing Sharkrons at the player.
  • Charges at the player 3 times.
  • Pauses and creates one larger water blob that homes in on the player. Upon reaching their position, the water blob creates a Cthulhunado which is much larger than a Sharknado and fires twice as many Sharkrons.

Phase 3

Duke Fishron transitions to phase 3 at 40% health. During this phase he becomes invisible, but his eyes glow brightly. His pattern also changes yet again:

  • Charges at the player once.
  • Teleports diagonally above the player.
  • Charges at the player twice.
  • Teleports diagonally above the player.
  • Charges at the player three times.
  • Teleports diagonally above the player.

Duke Fishron's teleport location alternates between diagonally above the player to the left or right. During this pattern he will fire a homing blob every 10 seconds that turns into a Cthulhunado on contact with the player.

Below 20% health, Duke Fishron stops creating Cthulhunados and gains a new repeating pattern:

  • Charges at the player three times.
  • Teleports diagonally above the player.
  • Charges at the player four times.
  • Teleports diagonally above the player.


Ravager
Ravager
  • The Ravager jumps more frequently.
  • The Ravager's jumps in phase 1 have a chance of being the tall jumps in Normal Mode, the short jumps in Expert Mode, or an extra tall jump that gains height the higher up the player is compared to it, up to a maximum of 135.43 blocks.
  • The homing nukes track the player more accurately and are much faster.


Lunatic Cultist
Lunatic Cultist

The Lunatic Cultist's attacks are buffed and certain mechanics are changed. Any projectile that homes in on the player can make sharper turns. Specific changes to attacks are as follows:

Ritual

  • Clones do not have hitboxes
  • Homing weapons will not home in on the Cultist during this attack
  • Clones will no longer despawn if the Cultist is hit before completing this attack
    • Hitting the Cultist in time still prevents the Phantasmal Dragon and Ancient Vision from spawning
  • Time window to hit the Cultist during this attack is decreased as his health is lowered

Lightning

Ice Mists

Shadow Fireballs & Ancient Doom Projectiles


Astrum Deus
Astrum Deus
  • Segment size increased again.
  • Number of segments increased from 61 to 71 before splitting, and from 31 to 36 after splitting.
  • Movement speed is increased.
  • Independently firing segments have an increased rate of fire.
  • All nearby players are inflicted with Extreme Gravity.


Moon Lord
Moon Lord

Phase 1

The Moon Lord spawns a minute after being summoned and immediately begins attacking, cycling through his roster of attacks. He teleports more frequently based on his distance from the player, attempting to stay close at all times.

The Phantasmal Deathray attack sweeps noticeably faster, making it more difficult to avoid. Following the Deathray, the Moon Leech Clots spawned by the Tentacle heal the Moon Lord for 1,250 health each instead of 1,000. Phantasmal Sphere attacks are more spread out and move slowly initially, accelerating over time. Phantasmal Eyes home in for a while longer than normal.

Defeating each of the Moon Lord's eyes does not disable them, and will instead spawn several True Eyes of Cthulhu. The Moon Lord's eyes continue attacking afterward, but at a reduced frequency and with lower velocity projectiles. True Eyes of Cthulhu do not use their deathray attack in Revengeance Mode, and will instead stick together and attack in sync.

Phase 2

After defeating all three of Moon Lord's eyes, his core becomes exposed. Following this, players will take 10% more damage from all sources until the Moon Lord is defeated or leaves.

In the second phase, the Phantasmal Deathray will now penetrate blocks, forcing the player to dodge the attack in order to avoid it.


Profaned Guardians
Profaned Guardians
  • All Profaned Guardians and Profaned Rocks move faster and take shorter time to perform attacks.
  • Holy Bombs, Holy Fire, Molten Blasts, and Profaned Spears move faster.
  • Guardian Healer fires 14 Holy Crystal Shards instead of 12.
  • Holy Crystal Shards fall faster and have randomized speeds when fired.
  • Guardian Healer releases 3 rings of stars instead of 2.
  • Healing stars are 25% less likely to spawn.
  • The combined guardians fire two Holy Rays instead of one, which converge inward towards each other and leave a small gap in between. However, the attack lasts for a shorter duration.
  • Profaned Rocks cover a greater area around the Guardian Defender.
  • Guardian Commander and Guardian Defender swap sides more often.
  • Guardian Commander and Guardian Defender slow down for a randomly shorter duration after charging, and charges 1-3 times in a row instead of twice.


Dragonfolly
Dragonfolly
  • Enters Phase 2 at 75% life and Phase 3 at 25% life.
  • Up to three Draconic Swarmers can be alive at once.


Providence, the Profaned Goddess
Providence, the Profaned Goddess
  • During her Holy Ray phase, Providence now fires two Holy Rays instead of one, which converge inward towards each other and leave a small gap in between.
  • Providence's movement and firing methods during the Blast, Molten, and Bomb phases are modified.
  • Providence continuously increases in speed when flying in the same direction for longer than 2.5 seconds, up to a maximum of roughly doubled speed, making running and kiting strategies more difficult.
    • She returns to normal speed upon changing direction.
  • The Healer Guardian heals Providence every 1 seconds instead of 1.5.


Storm Weaver
Storm Weaver
  • Segments are increased from 41 to 51 and size increased by 5%.
  • Gains a 5% velocity increase and 20% acceleration increase.
  • Charges 5% more frequently, and charges faster the lower its health and its distance to the player.
  • Types of Frost Wave attacks are randomized between an even rain, an alternating pattern, or a rain that start from the edges and move towards the center.
  • Spawns seven tornadoes in total with 14.29% less spacing.
  • Lightning bolts resulting from charge attacks are 14.29% faster.


Ceaseless Void
Ceaseless Void
  • Changes position in its invincible phase every 4 seconds.
  • Dark Energies move faster.
  • Suction force from the vacuum attack is even stronger.
  • Each formation of Dark Energy now has 5/6/7/8 arms and 17/20/23/26 Dark Energies.
  • Three Laser Portals are summoned instead of two.


Signus, Envoy of the Devourer
Signus, Envoy of the Devourer
  • After it teleports, Signus summons two pink Cosmic Mines, which chase the player and explode if in close proximity to them or after a short time.
    • The Cosmic Mine grows up to three times of its size before exploding.


Polterghast
Polterghast
  • Polterghast's velocity and acceleration are even greater in all three phases.
  • Transitions into Phase 3 (Necroplasm) at 50% health instead of 33%.
  • Spawns Happy Phantom Spirits at 33% health instead of 20%.
  • Moves much faster at 10% health instead of 5% health.
  • Phantoms shoot more often.


The Old Duke
The Old Duke
  • Switches between its attacks faster and has increased movement speed.
  • Charges are faster in velocity and occur more frequently.


The Devourer of Gods
The Devourer of Gods
  • During the first phase, summons one Cosmic Guardian at 90% health and two at 75% health.
  • During the final phase:
    • Immediately following a wall of lasers phase, or if the player strays too far away from the Devourer of Gods, the boss will create a portal near the player before teleporting there and charging at them, with the charge predicting their movement.
      • The portal will create a large explosion of God Slayer Fireballs when the Devourer charges when below 40% health.
      • The portal will disappear if a laser wall phase is about to occur.
    • The laser walls have a different pattern.


Yharon, Dragon of Rebirth
Yharon, Dragon of Rebirth
  • Yharon gains a new subphase when below 11% Revengeance Mode / 16.5% Death Mode health:
    • Teleports to one side of the player, then does 2 fast charges, with both having a shorter telegraph.
    • Teleports near the player and does the flare dust bullet hell, and waits for 3 seconds before repeating.
    • All attacks deal 10% more damage.
  • The spawning position and the border pillars spawn 187.5 blocks away from the starting position.
  • Yharon transitions into subphase 2 at 90% health, and subphase 3 at 75% health.
  • Yharon transitions into subphase 5 at 44% health and subphase 6 at 27.5% health.
  • Charges and teleports closer to the player.


Exo Mechs
Exo Mechs
  • Ares: Is guaranteed to swap its arms after performing the Exo Overload Beams attack. Further increased projectile velocity of all four weapons. Tesla Cannon, Plasma Cannon, and Gauss Nuke become even more predictive. Tesla Spheres connect from an even further distance. Gauss Nuke tracks the player even more closely. Exo Overload Beams are telegraphed for even less time.
  • Artemis/Apollo: Both are now capable of swapping locations between phases and charges. Artemis gains the ability to align to the left or right of the player when performing the Exothermal Beam attack and rotates the beam more. Both Artemis and Apollo have faster attacks, more predictiveness, and take less time to perform special attacks. Apollo's rockets have greater homing speed and stronger anti-clump push.
  • Thanatos: Moves faster, slows down at a closer distance to the player, can have more segments open at once, takes less damage from open segments, and fires lasers with greater predictiveness. It can fly upwards while performing the burrowing attack. Increased the number of lasers resulting from the Gamma Disintegration Beam.


Supreme Witch, Calamitas
Supreme Witch, Calamitas
  • Spawns an additional two Brimstone Monsters when reaching 30% health.
  • Brimstone Fireblasts and Gigablasts explode into 14 and 32 Brimstone Darts respectively.
  • Cataclysm and Catastrophe fire 14 Brimstone Darts per burst.
  • Massively increased speed and moves far more aggressively.
  • Spawns 12.5% more projectiles during Bullet Hell phases.