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unmerged(651525)

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Feb 1, 2013
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  • Dungeonland
So seeing as I can't seem to find any information on the bosses other than letting bots waddle through the level as a test, I figured it'd be good if we could get info together about the bosses so people aren't ravaged before they know what they're doing.

As reference, all tests were performed on easy difficulty with bots


I'll start:

The Beerholder
left click - fires 3 small projectiles in a spread
right click - fires the same arcing projectile as the beer towers do
Q - boss is surrounded by a red aura for a few seconds, then explodes doing heavy damage.
E - summons a minion, there seems to be a few different types and the type summoned also seems to be random.
As far as minions go: minion that knocks back anyone near it.
minion that fires shots
minion that connects a purple beam to a hero causing them to take more damage until it is killed.
minion that connects a yellow beam to the boss making him invulnerable until it is killed.
I may have missed one
Space - the boss teleports, although he seems to either swap places with a minion or spawns one in his place as he warps.
G (ult) - the boss spawns 4 of the yellow beam minions making him unable to be damaged until they are all taken out, in addition he spawns a large number of his other minions at once.

Special health related abilities - I think it was on easy, but at around 30% or so hp he started having the projectiles fired by his Left Click attack fire from him in random directions continuously until he is killed.

The Elder Dragon
left click - point blank aoe jump stomp attack
right click - slams his cane a few feet in front of him
Q - vacuums the heroes towards him in a cone
E - continuously emits a firebeam. The impact area of the beam is remote controlled by the player while the boss remains still in order to channel it.
Space - jumps up and flies forward while breathing fire and knocking back anyone in the path

Special health related abilities - around 30% health the outer area of the arena is covered in fire leaving only a ring in the center.

Hippo the Griffon
left click - punch attack, can be chained into a 3 hit combo ending with a knockback
right click - fires a large slow moving bubble that causes knockback to anyone hit
Q - roots yourself to the ground to rapid fire blaster shots (be warned however that they do incredibly low damage)
E - take flight and gains high speed. During this mode you are able to either left click to drop poo or press E again to drop back down prematurely. His drop causes knockback in a wide area. The poo itself is a slow field. (credit to hopit)
space - boost a very short distance forward, again not sure but it didn't seem to have much effect on the heroes in any way.
G (ult) - take flight like the E skill but instead of poo you will rapidly drops activated mines. Ult seems to last a very long time.

Special health related abilities - around 30% health your jetpack will malfunction every few seconds sending you rocketing forward in whichever direction you are facing. Deals damage and heavy knockback to heroes.

The Mind Squid
left click - point black aoe knockback attack
right click - fires projectiles in every direction
Q - vacuums heroes to you in a large aoe
E - activates a barrier, seems to make you invulnerable.
Space - after performing a pose, the boss will rocket up and over a long distance. (note that if used while a hero is in front of you, the hero will block you and negate the movement)
G (ult) - teleports you to a random side of the arena while also spawning 3 other clones of you, could use details on them.

Special health related abilities - around 30% health 4 portals will appear in the arena that will constantly spawn minions. Also your right click attack will fire it's projectiles in a zigzag pattern.

The Minocow
left click - A simple melee attack
right click - a wave in front of the boss that pushes heroes and minions.
Q - sprays milk that heals minions in front of you.
E - spawns a wave of minions
Space - a charge forward causing knockback, also brings any minions around you along for the ride.
G (ult) - the boss goes into a frenzy and you lose access to all skills. For the duration you do damage and knockback to any hero you come into contact with.

Special health related abilities - at round 30% health the heroes will be trapped in a circular pen in the center of the arena with the boss.

The Lumber Tree
left click - swings his axe downward in front of him, decent range.
right click - kicks a large log ahead of him to damage and knockback
Q - summons a vine from the ground wielding an axe. It appears a few feet in front of him and damages and knocks back anyone who goes near. It has health and may be killed, may stay indefinitely until then.
E - forms a rock barrier to trap heroes in front of him, same effect as one of the dlc cards. Also note that you can destroy the walls instantly by walking over them.
Space - a barrier of some sort, I'm not certain what this does honestly. If anyone knows please feel free to add it below.
new note - on a second test it's not a barrier, but it also seems you can channel it indefinitely by simply holding it down. I have found that what it actually does is it affects your Q axevines. While you hold space, they will grow much larger and swing every few seconds.
G (ult) - not 100% sure, but it seems to summon a large number of flying axes to fly around the room, they also have health and can be killed.
new note - the axe summons seem to be random as most minion summons for other bosses. I have found that his ult instead activates a constant wind for the duration, making it very difficult to revive each other.

Special health related abilities - at 30% health or so he will pull out a torch and light himself on fire. This seems to apply a permanent damage over time to himself as well as limiting his attacks to only his left and right click abilities. During this, however, he leaves a very long lasting lava trail in his path as he walks.



---------------------


Personal opinions on each boss.

Beerholder: this guys is definitely one of the better bosses I feel. He has good health while not only being ranged but having a large high damage aoe that deters anyone getting close, even better if someone ever ends up near a wall. His durability is furthered by his excellent minion support and low cooldown warp on top of the invulnerability minions.
His near death ability isn't too bad, altogether this guy is very reliable. One thing to be wary of however are teams who quickly focus down your minions, but unlike the minocow you're not defenseless afterwards.

Elder Dragon: Going to come out with it and say I feel he's the weakest of the lot. Both melee attacks are very simple to dodge, especially his stomp considering it's small aoe.
His vacuum seems to only be there to set up stomps or pull people into the fire during his low health event, but a single dodge will negate either attempt. His firebeam is a curious one in that while it's a fun mechanic, it leaves him very vulnerable to the other 2 he's not targetting. I will however say that the beam is pretty good for punishing revives should you down someone.
His flying ability I feel is his only good ability in that it's reasonably quick and gets you breathing room for a second afterwards. His near death event isn't too bad but considering how easy it is to kite him I feel it doesn't do him much good.
One last thing I want to bring up is that he is the only boss without an ult ability. While I personally am not sure if it'd be enough to help him, it'd be a step in the right direction on top of adding more variety to his fight.

Hippo the Griffon: This guy's a strange one. He seems to do little to no damage with most of his attacks, most baffling of all is his self rooting laser barrage. While the test was on easy, even the rogue's health bar moved so slightly I almost didn't see the damage.
The poo's slow is useful for playing keepaway and helping your minions close in as well as just being annoying for the most part.
The bubble seems to be his revive denial, but downing anyone with his normal abilities is the tricky part. Might be interesting if you were able to detonate it for some sort of effect.
His forward rocket boost doesn't seem to work correctly, at least that's how it feels. The distance is much shorter than the animation builds up to.
Now the reason this guy is so strange is despite his almost nonexistent damage, he has his ult which seems to be an almost guaranteed 2 or 3 kills depending on the durability of the warrior's shield. The ult also lasts a very long time for what it does.
His near death event also does pretty good damage surprisingly, making for some pretty cheap wins if the heroes don't have many lives.

Mind Squid: I honestly feel this guy suffers from the same problems as Hippo, except he doesn't have a ludicrous ult to fall back on. Honestly, his skills have great variety with interesting combos you can pull off, the only thing is the damage doesn't seem to be there.
Also as mentioned in his section, his rocketing jump being blocked by heroes seems a bit strange but that might be intended. His ult is pretty fun, I need to run one more test later to see if his clones do damage or are just there for confusion, but either way it's an interesting one.
Other than that his near death event is a very good one, nonstop minion support is always welcome.
-note: some of his skills cause the confusion status it seems, will test online later to figure out exactly which ones (credit to jawbreaker for the tip off)


Minocow: This one's a hit or miss, on one hand if you're against an inexperienced team who doesn't instantly focus the minions as you spawn them then they'll be quickly overwhelmed. On the other hand if they do focus the minions they've got a defenseless cow running around constantly pushing/charging to try and survive the next wave of monster.
This boss is entirely built around creating and supporting minions, but the minion supply seems very dry considering Minocow gets no timed minion spawns into the arena like other bosses.
If there were perhaps either more minion spawns, or a shorter cooldown on it I'd say then this boss would be fine. As it is now though it's nearly a free win with a decent team.
As for her skills, the manipulation given by the push and charge is great. The healing area is very powerful especially since it's also a slow. One thing that would be nice though is if the damage on her punch were beefed up a bit, I know damage it's her thing but it honestly doesn't seem to do anything at all.
On the subject of her ult though, it's also a hit or miss. If you manage to surprise someone with it you can probably permaslap them into a wall. If not then you're going to spend the duration looking really silly as you are easily kited by dodge hops.
Her near death event is pretty similar to the elder dragon's, but it actually suits her more considering her style.

Lumber Tree: This guy I feel is right up there with the beerholder as the best. He's very slow but his skill make up for this.
His axe swing has good range and a great cooldown for the damage it does. His log kick is great for tossing at rogues to get them off your back for a bit and his vine summons are good for blocking revives.
Instead of the usual minion summons he will occasionally be assisted by flying axes, they don't really do much damage but as far as causing a bit of trouble for those trying to avoid them as well as you they definitely get the job done.
One thing I wish was more clear was what his space ability did, as it seems to only have an effect when a vine summon is out but other than that I think it's fine. Though honestly I wish the channel itself has some kind of use without the summons around, even a small one.
His ult seems minor but once you realize that it makes revives difficult it makes it very useful.
I have to say that I feel that this is what this boss is all about, making revives difficult. The reason I say this is he way more options of denying revives compared to anyone else by a long shot. He's got the log, the wall, the knockback vines and his ult. That's a lot of options, probably too many but then again his only damage seems to come from his log and axe attack.
One downside he has however is his near death event. While the other bosses get thing that supplement and help them, the lumber tree loses access to all but his first two abilities in order to leave a fire trail. Now I'm not 100% certain as it may have been the dot from the fire mage, but during a test my boss died while all heroes were preoccupied with reviving each other. If however it is a damage over time he places on himself, you have a very slow boss that is slowly killing himself that has lost most of his skills.
Other than that though he's very fun to play.

Remember that these tests were against bots so far. I only really have online experience with both the beerholder and the lumber tree, so if any fans of the other bosses disagree with my view please feel free to share your feelings on them.



Another thing: if anyone wants to correct me on something or add new info that is not included it would be greatly appreciated.
Boss discussion in general would also be appreciated, just because I love these guys.
 
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When it comes to the Mindsquid I think you'd change your opinion of him if you played against real players. See his confusion doesn't work on the bots at all. They are still perfectly functional under its effects. His pools he spawns will keep applying confusion and I believe its his barrier (E) after talking to one of my friends. His ability to CC makes his very powerful.

I honestly feel most of the bosses are kinda weak compared to their single/co-op versions of them. If I had a choice of killing heroes during the first two stages or at the final boss, I'd pick the stages because most of the bosses feel really gimped compared to butching them with your normal minions.
 
When it comes to the Mindsquid I think you'd change your opinion of him if you played against real players. See his confusion doesn't work on the bots at all. They are still perfectly functional under its effects. His pools he spawns will keep applying confusion and I believe its his barrier (E) after talking to one of my friends. His ability to CC makes his very powerful.

I honestly feel most of the bosses are kinda weak compared to their single/co-op versions of them. If I had a choice of killing heroes during the first two stages or at the final boss, I'd pick the stages because most of the bosses feel really gimped compared to butching them with your normal minions.

Well heck, that does change a lot. I'll need to set him as my boss for a few online games and give him a real test run then.

And I regrettably agree as far as the power of stages vs the boss. I just love playing them so much that I let it happen anyways, but I guess the fact that as a boss you're actually giving it your all in every case as opposed to finding yourself holding back just to let the heroes progress through the stage is what I like about them. However some of them really do need some help.

Thanks for the tip though about mind squid.