Boss fights
A concise reference to all 124 Boss Fight Atlas mechanics across its 14 source sections. Each entry includes a definition, full RU/EN lesson links, game references and further reading retained from the source. Animations and detailed rules remain in the atlas.
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Structure and readability
1TelegraphOverview and example ↗A cue previews the type, location or timing of an upcoming threat.1
Source section: Structure and readability.
How the technique works
- A cue previews the type, location or timing of an upcoming threat.
References and further reading
2Wind-upOverview and example ↗A preparatory action separates attack commitment from its damaging stage.1
Source section: Structure and readability.
How the technique works
- A preparatory action separates attack commitment from its damaging stage.
References and further reading
- Mantis Lords · Hollow Knight
- Margit, the Fell Omen · Elden Ring
- Corrupted Monk · Sekiro: Shadows Die Twice
- Designer article · Mike Stout — enemy attacks and telegraphing
- Combat designer article · Mike Birkhead — anticipation, timing, and holds
- Developer talk · Rebecca Vessal — modular boss maneuvers in Psychonauts 2
3Active phaseOverview and example ↗The attack's damaging component is active during this interval.1
Source section: Structure and readability.
How the technique works
- The attack's damaging component is active during this interval.
References and further reading
- Mantis Lords · Hollow Knight
- Dancer of the Boreal Valley · Dark Souls III
- Corrupted Monk · Sekiro: Shadows Die Twice
- SF Seminar · Capcom — startup, active frames, and recovery
- Designer article · Mike Stout — readable pre-attack communication
- Developer talk · Rebecca Vessal — telegraph, attack, and recovery chains
4RecoveryOverview and example ↗After attacking, the boss has limited actions and offers a response opportunity.1
Source section: Structure and readability.
How the technique works
- After attacking, the boss has limited actions and offers a response opportunity.
References and further reading
5Attack lockOverview and example ↗An explicit moment ends further adjustment of a chosen attack.1
Source section: Structure and readability.
How the technique works
- An explicit moment ends further adjustment of a chosen attack.
References and further reading
6Fight phaseOverview and example ↗An encounter state change switches a coherent package of rules.1
Source section: Structure and readability.
How the technique works
- An encounter state change switches a coherent package of rules.
References and further reading
7EnrageOverview and example ↗A condition increases boss pressure through parameters or new actions.1
Source section: Structure and readability.
How the technique works
- A condition increases boss pressure through parameters or new actions.
References and further reading
8Survival phaseOverview and example ↗The player must endure a threat interval before the normal objective resumes.1
Source section: Structure and readability.
How the technique works
- The player must endure a threat interval before the normal objective resumes.
References and further reading
Body and melee
9Wide swingOverview and example ↗A broad attack arc covers space ahead of and beside the boss.1
Source section: Body and melee.
How the technique works
- A broad attack arc covers space ahead of and beside the boss.
References and further reading
10LungeOverview and example ↗A short body thrust combines closing distance with an attack.1
Source section: Body and melee.
How the technique works
- A short body thrust combines closing distance with an attack.
References and further reading
11Ground slamOverview and example ↗A ground impact creates a damaging area around its contact point.1
Source section: Body and melee.
How the technique works
- A ground impact creates a damaging area around its contact point.
References and further reading
12ChargeOverview and example ↗After locking direction, the boss rapidly crosses a dangerous lane without steering.1
Source section: Body and melee.
How the technique works
- After locking direction, the boss rapidly crosses a dangerous lane without steering.
References and further reading
- Chub · The Binding of Isaac: Rebirth
- Eye of Cthulhu · Terraria
- Traitor Lord · Hollow Knight
- Blazing Bull · Sekiro: Shadows Die Twice
- Diablos · Monster Hunter: World
- Fallingstar Beast · Elden Ring
- Developer talk · Rebecca Vessal (Double Fine) — Maligula charge attack conditions in Psychonauts 2
- Designer article · Mike Stout — wind-up and telegraphing for avoidable attacks
- Combat designer article · Mike Birkhead — boss attack anticipation and recovery windows
- Developer devlog · gdn001 — Staff Guardian blade-spin charge and recovery
- Charge attack analysis · Chandra Kouns — Esdras in Blasphemous
13Arc sweepOverview and example ↗An attack sweeps an arc around an anchored endpoint or pivot.1
Source section: Body and melee.
How the technique works
- An attack sweeps an arc around an anchored endpoint or pivot.
References and further reading
14Landing jumpOverview and example ↗The boss leaps toward a chosen location and threatens its landing area.1
Source section: Body and melee.
How the technique works
- The boss leaps toward a chosen location and threatens its landing area.
References and further reading
15GrabOverview and example ↗A player caught by the grab temporarily loses freedom of action.1
Source section: Body and melee.
How the technique works
- A player caught by the grab temporarily loses freedom of action.
References and further reading
16Burrow and emergeOverview and example ↗The boss disappears underground and reemerges with an attack at a selected location.1
Source section: Body and melee.
How the technique works
- The boss disappears underground and reemerges with an attack at a selected location.
References and further reading
Projectiles
17Single shotOverview and example ↗One projectile creates a single readable threat trajectory.1
Source section: Projectiles.
How the technique works
- One projectile creates a single readable threat trajectory.
References and further reading
18Projectile fanOverview and example ↗Several firing directions form a spreading fan.1
Source section: Projectiles.
How the technique works
- Several firing directions form a spreading fan.
References and further reading
19Gap volleyOverview and example ↗A dense volley leaves an opening the player must reach.1
Source section: Projectiles.
How the technique works
- A dense volley leaves an opening the player must reach.
References and further reading
20Ring volleyOverview and example ↗Simultaneous shots radiate around their source.1
Source section: Projectiles.
How the technique works
- Simultaneous shots radiate around their source.
References and further reading
21CrossfireOverview and example ↗Separated sources create intersecting lines of fire.1
Source section: Projectiles.
How the technique works
- Separated sources create intersecting lines of fire.
References and further reading
22Ricochet projectileOverview and example ↗A boundary collision changes a projectile's subsequent direction.1
Source section: Projectiles.
How the technique works
- A boundary collision changes a projectile's subsequent direction.
References and further reading
23Splitting projectileOverview and example ↗At a defined moment, one projectile produces several new trajectories.1
Source section: Projectiles.
How the technique works
- At a defined moment, one projectile produces several new trajectories.
References and further reading
24Returning projectileOverview and example ↗A projectile returns after travelling outward, threatening previously crossed space again.1
Source section: Projectiles.
How the technique works
- A projectile returns after travelling outward, threatening previously crossed space again.
References and further reading
25Spiral barrageOverview and example ↗Rotating the firing direction arranges successive projectiles into a spiral.1
Source section: Projectiles.
How the technique works
- Rotating the firing direction arranges successive projectiles into a spiral.
References and further reading
26Orbiting projectilesOverview and example ↗Projectiles circle a center and constrain access to it.1
Source section: Projectiles.
How the technique works
- Projectiles circle a center and constrain access to it.
References and further reading
Zones and traps
27Marked-area strikeOverview and example ↗A marker previews the location of a coming strike.1
Source section: Zones and traps.
How the technique works
- A marker previews the location of a coming strike.
References and further reading
28ShockwaveOverview and example ↗A wavefront expands from its source and crosses player positions.1
Source section: Zones and traps.
How the technique works
- A wavefront expands from its source and crosses player positions.
References and further reading
29Lingering hazardOverview and example ↗An attacked location remains hazardous for a period afterward.1
Source section: Zones and traps.
How the technique works
- An attacked location remains hazardous for a period afterward.
References and further reading
30MineOverview and example ↗A placed object activates through proximity, contact or timing rules.1
Source section: Zones and traps.
How the technique works
- A placed object activates through proximity, contact or timing rules.
References and further reading
31Chain explosionsOverview and example ↗Successive explosions carry a threat across several areas.1
Source section: Zones and traps.
How the technique works
- Successive explosions carry a threat across several areas.
References and further reading
32Hazard trailOverview and example ↗A moving source leaves hazardous patches behind it.1
Source section: Zones and traps.
How the technique works
- A moving source leaves hazardous patches behind it.
References and further reading
Defense
33Weak pointOverview and example ↗Hitting a designated target region enables damage or an enhanced effect.1
Source section: Defense.
How the technique works
- Hitting a designated target region enables damage or an enhanced effect.
References and further reading
34Directional shieldOverview and example ↗Protection blocks damage only from specified directions.1
Source section: Defense.
How the technique works
- Protection blocks damage only from specified directions.
References and further reading
35Interruptible wind-upOverview and example ↗Successful intervention before preparation ends cancels a dangerous attack.1
Source section: Defense.
How the technique works
- Successful intervention before preparation ends cancels a dangerous attack.
References and further reading
36Part breakOverview and example ↗Destroying a component changes the boss's abilities or vulnerability.1
Source section: Defense.
How the technique works
- Destroying a component changes the boss's abilities or vulnerability.
References and further reading
37Situational immunityOverview and example ↗A temporary condition makes the boss immune until its state changes.1
Source section: Defense.
How the technique works
- A temporary condition makes the boss immune until its state changes.
References and further reading
- Uumuu · Hollow Knight
- Rennala, Queen of the Full Moon · Elden Ring
- Calamity Ganon · The Legend of Zelda: Breath of the Wild
- Boss Up (GDC 2018) · clear goals, hits, and phase pacing
- Inti Creates director · brief vulnerability windows as a boss concept
- Blizzard Entertainment · revising boss invulnerability and breakable shields
38Damage-type resistanceOverview and example ↗Attack effectiveness depends on its damage type against the boss's resistance.1
Source section: Defense.
How the technique works
- Attack effectiveness depends on its damage type against the boss's resistance.
References and further reading
- Ascended Archon · Stoneshard
- Old Demon King · Dark Souls III
- Teostra · Monster Hunter: World
- Stoneshard official wiki · single-type and group resistance formulas
- Stoneshard official wiki · Ascended Archon resistance table
- Wolcen Studio developer update · visible enemy type-resistance pools (alternative model)
39Counter stanceOverview and example ↗A specified player action against a prepared stance triggers retaliation.1
Source section: Defense.
How the technique works
- A specified player action against a prepared stance triggers retaliation.
References and further reading
40Attack reflectionOverview and example ↗An incoming attack is redirected toward its sender under a reflection rule.1
Source section: Defense.
How the technique works
- An incoming attack is redirected toward its sender under a reflection rule.
References and further reading
- The Queen · Dead Cells
- Looking Glass Knight · Dark Souls II
- Ganondorf · The Legend of Zelda: Ocarina of Time
- Dead Cells Wiki · the Queen collects and returns incoming projectiles
- Dark Souls II guide · Looking Glass Knight's shield reflects spells
- Zelda Dungeon · the Dead Man's Volley returns a shared projectile
41Absorption power-upOverview and example ↗Absorbed attacks or objects strengthen the boss.1
Source section: Defense.
How the technique works
- Absorbed attacks or objects strengthen the boss.
References and further reading
42Loadout adaptationOverview and example ↗The boss adjusts its response to the player's available equipment.1
Source section: Defense.
How the technique works
- The boss adjusts its response to the player's available equipment.
References and further reading
Targeting and rhythm
43Target lockOverview and example ↗The boss tracks its target until an explicit direction-lock moment.1
Source section: Targeting and rhythm.
How the technique works
- The boss tracks its target until an explicit direction-lock moment.
References and further reading
44VolleyOverview and example ↗A group of threats is released together under one attack rule.1
Source section: Targeting and rhythm.
How the technique works
- A group of threats is released together under one attack rule.
References and further reading
45Burst fireOverview and example ↗A short sequence of shots forms one pressure window.1
Source section: Targeting and rhythm.
How the technique works
- A short sequence of shots forms one pressure window.
References and further reading
46Attack combinationOverview and example ↗Linked attacks form a sequence with shared timing and transitions.1
Source section: Targeting and rhythm.
How the technique works
- Linked attacks form a sequence with shared timing and transitions.
References and further reading
47Predictive aimingOverview and example ↗A shot aims at a moving player's predicted future position.1
Source section: Targeting and rhythm.
How the technique works
- A shot aims at a moving player's predicted future position.
References and further reading
48Source trackingOverview and example ↗The attack source continues turning to follow its target.1
Source section: Targeting and rhythm.
How the technique works
- The attack source continues turning to follow its target.
References and further reading
49Delayed activationOverview and example ↗A deliberate delay separates warning from threat activation.1
Source section: Targeting and rhythm.
How the technique works
- A deliberate delay separates warning from threat activation.
References and further reading
50Homing projectileOverview and example ↗An already launched projectile adjusts its trajectory to follow a target.1
Source section: Targeting and rhythm.
How the technique works
- An already launched projectile adjusts its trajectory to follow a target.
References and further reading
51Speed changeOverview and example ↗A speed change during an attack alters the required dodge timing.1
Source section: Targeting and rhythm.
How the technique works
- A speed change during an attack alters the required dodge timing.
References and further reading
52Limited spreadOverview and example ↗Spread stays within a defined range of directions or positions.1
Source section: Targeting and rhythm.
How the technique works
- Spread stays within a defined range of directions or positions.
References and further reading
Arena
53Moving hazardOverview and example ↗A hazardous area moves and displaces the player from their route.1
Source section: Arena.
How the technique works
- A hazardous area moves and displaces the player from their route.
References and further reading
54Shrinking safe areaOverview and example ↗The arena's safe portion gradually contracts.1
Source section: Arena.
How the technique works
- The arena's safe portion gradually contracts.
References and further reading
55KnockbackOverview and example ↗An impact pushes the player away and changes their relation to hazards.1
Source section: Arena.
How the technique works
- An impact pushes the player away and changes their relation to hazards.
References and further reading
56PullOverview and example ↗An external force draws the character toward a threat source.1
Source section: Arena.
How the technique works
- An external force draws the character toward a threat source.
References and further reading
57Platform destructionOverview and example ↗The boss destroys a support and changes available footing.1
Source section: Arena.
How the technique works
- The boss destroys a support and changes available footing.
References and further reading
58Converging threatsOverview and example ↗Several threats converge and reduce available response space.1
Source section: Arena.
How the technique works
- Several threats converge and reduce available response space.
References and further reading
Beams
59Straight beamOverview and example ↗An extended straight beam blocks a line from its source to its endpoint.1
Source section: Beams.
How the technique works
- An extended straight beam blocks a line from its source to its endpoint.
References and further reading
60Scanning beamOverview and example ↗A beam changes direction, sweeping a dangerous line across the arena.1
Source section: Beams.
How the technique works
- A beam changes direction, sweeping a dangerous line across the arena.
References and further reading
61Pulse beamOverview and example ↗A beam alternates damaging pulses with inactive intervals.1
Source section: Beams.
How the technique works
- A beam alternates damaging pulses with inactive intervals.
References and further reading
62Rotating beamsOverview and example ↗Several rotating beams create moving safe gaps.1
Source section: Beams.
How the technique works
- Several rotating beams create moving safe gaps.
References and further reading
Additional targets
63SummonOverview and example ↗The boss introduces extra enemies that compete for attention.1
Source section: Additional targets.
How the technique works
- The boss introduces extra enemies that compete for attention.
References and further reading
64Turret deploymentOverview and example ↗A deployed object independently generates threats from a new position.1
Source section: Additional targets.
How the technique works
- A deployed object independently generates threats from a new position.
References and further reading
65Threat generatorOverview and example ↗A separate target continues producing hazards until neutralized.1
Source section: Additional targets.
How the technique works
- A separate target continues producing hazards until neutralized.
References and further reading
66DecoyOverview and example ↗False objects complicate identification of the real target.1
Source section: Additional targets.
How the technique works
- False objects complicate identification of the real target.
References and further reading
Encounter goals and vulnerability
67Objective-linked invulnerabilityOverview and example ↗Completing a separate objective removes the main opponent's protection.1
Source section: Encounter goals and vulnerability.
How the technique works
- Completing a separate objective removes the main opponent's protection.
References and further reading
68Environmental weaponOverview and example ↗An arena object becomes a means of damaging the boss.1
Source section: Encounter goals and vulnerability.
How the technique works
- An arena object becomes a means of damaging the boss.
References and further reading
69Posture stagger gaugeOverview and example ↗Accumulated posture pressure opens a special attack opportunity.1
Source section: Encounter goals and vulnerability.
How the technique works
- Accumulated posture pressure opens a special attack opportunity.
References and further reading
70Encounter-specific toolOverview and example ↗An encounter-specific tool provides an action needed against this opponent.1
Source section: Encounter goals and vulnerability.
How the technique works
- An encounter-specific tool provides an action needed against this opponent.
References and further reading
71Baited self-hitOverview and example ↗The player steers a boss action into damaging the boss itself.1
Source section: Encounter goals and vulnerability.
How the technique works
- The player steers a boss action into damaging the boss itself.
References and further reading
72Projectile rallyOverview and example ↗Returning a projectile creates a back-and-forth exchange until resolution.1
Source section: Encounter goals and vulnerability.
How the technique works
- Returning a projectile creates a back-and-forth exchange until resolution.
References and further reading
- Phantom Ganon · The Legend of Zelda: Four Swords Adventures
- Phantom Ganon · The Legend of Zelda: Ocarina of Time
- Phantom Ganon · The Legend of Zelda: The Wind Waker
- Boss Up: Boss Battle Design
- Dead Man's Volley — Zelda Dungeon Wiki
- Phantom Ganon — Zelda Dungeon Wiki
- Phantom Ganon (Ocarina of Time) — Zelda Dungeon Wiki
- Phantom Ganon (The Wind Waker) — Zelda Dungeon Wiki
73Wave-clear objectiveOverview and example ↗Encounter progress depends on completing successive enemy waves.1
Source section: Encounter goals and vulnerability.
How the technique works
- Encounter progress depends on completing successive enemy waves.
References and further reading
74Persistent encounter progressOverview and example ↗Completed milestones survive defeat and shape the next attempt.1
Source section: Encounter goals and vulnerability.
How the technique works
- Completed milestones survive defeat and shape the next attempt.
References and further reading
75Pacifist resolutionOverview and example ↗A completion condition ends the encounter without killing the opponent.1
Source section: Encounter goals and vulnerability.
How the technique works
- A completion condition ends the encounter without killing the opponent.
References and further reading
- Baby Plum · The Binding of Isaac: Repentance
- Toriel · Undertale
- Fajar — The Botanist · Sifu
- Boss Up: Boss Battle Design
- Baby Plum non-damage escape rule — The Binding of Isaac: Rebirth Wiki
- Toriel in battle — Undertale Wiki
- How Sifu's Kung Fu combat works — PlayStation Blog
- How to spare bosses in Sifu — GamesRadar+
76Player-controlled bossOverview and example ↗Another player makes boss decisions within defined rules.1
Source section: Encounter goals and vulnerability.
How the technique works
- Another player makes boss decisions within defined rules.
References and further reading
Space, movement, and perception
77TeleportOverview and example ↗The boss relocates without normally traversing the intervening space.1
Source section: Space, movement, and perception.
How the technique works
- The boss relocates without normally traversing the intervening space.
References and further reading
- Nightmare King Grimm · Hollow Knight
- The Time Keeper · Dead Cells
- Astel, Naturalborn of the Void · Elden Ring
- GDC · Itay Keren — Boss Battle Design Fundamentals and Retrospective
- Nightmare King Grimm · Hollow Knight Wiki
- The Time Keeper · Official Dead Cells Wiki
- Game8 · Astel, Naturalborn of the Void attack patterns
78Cover and line of sightOverview and example ↗Obstacles interrupt an effect's line between threat and player.1
Source section: Space, movement, and perception.
How the technique works
- Obstacles interrupt an effect's line between threat and player.
References and further reading
- Grandmaster Yuudai · Huntdown
- Living Failures · Bloodborne: The Old Hunters
- King Behemoth · Final Fantasy XIV
- GDC · Itay Keren — Boss Battle Design Fundamentals and Retrospective
- Bloodborne Wiki — Living Failures
- Final Fantasy XIV Online Wiki — The Labyrinth of the Ancients
- Huntdown manual
- Neoseeker — Grandmaster Yuudai walkthrough
79Boundary attackOverview and example ↗A source at the arena boundary sends a threat into playable space.1
Source section: Space, movement, and perception.
How the technique works
- A source at the arena boundary sends a threat into playable space.
References and further reading
- Kuro finale · Ori and the Blind Forest
- Shriek · Ori and the Will of the Wisps
- Leviathan (Eden's Gate: Inundation) · Final Fantasy XIV
- GDC · Itay Keren — Boss Battle Design Fundamentals and Retrospective
- Xbox Wire — Escape Kuro's Clutches
- GameFAQs — Shriek
- Final Fantasy XIV Online Wiki — Eden's Gate: Inundation
80Chase herdingOverview and example ↗Pursuit steers the player toward particular areas or routes.1
Source section: Space, movement, and perception.
How the technique works
- Pursuit steers the player toward particular areas or routes.
References and further reading
- Egg Hammer Tank II · Sonic Advance 2
- King Bulblin · The Legend of Zelda: Twilight Princess HD
- Phalanx · Shadow of the Colossus
- GDC · Itay Keren — Boss Battle Design Fundamentals and Retrospective
- Sonic Wiki Zone — EggHammerTankII
- Nintendo · Iwata Asks — The Legend of Zelda: Twilight Princess
- Zelda Dungeon — Twilight Princess: Death Mountain
- StrategyWiki — Shadow of the Colossus: Phalanx
81Boss as terrainOverview and example ↗The boss's body becomes terrain for traversal and reaching objectives.1
Source section: Space, movement, and perception.
How the technique works
- The boss's body becomes terrain for traversal and reaching objectives.
References and further reading
- Egg Golem · Sonic & Knuckles
- Valus · Shadow of the Colossus
- Cronos · God of War III
- GDC · Itay Keren — Boss Battle Design Fundamentals and Retrospective
- GDC — The Titans: Creating Living, Breathing Levels in God of War III
- PlayStation Blog — Shadow of the Colossus in 3D: Eyes On, Hands On
- Zone: 0 — Sonic & Knuckles: Sandopolis Zone boss
82Forced scrollingOverview and example ↗Scrolling play space forces continued movement.1
Source section: Space, movement, and perception.
How the technique works
- Scrolling play space forces continued movement.
References and further reading
- Ginso Tree escape · Ori and the Blind Forest
- Super Bowser · New Super Mario Bros. Wii
- Meowser · Super Mario 3D World
- GDC · Itay Keren — Boss Battle Design Fundamentals and Retrospective
- Xbox Wire — Going Vertical in Ori and the Blind Forest
- Super Mario Wiki — World 8-Bowser's Castle
- Super Mario Wiki — The Great Tower of Bowser Land
83Nested / relocated arenaOverview and example ↗The encounter moves into another space with its own constraints.1
Source section: Space, movement, and perception.
How the technique works
- The encounter moves into another space with its own constraints.
References and further reading
- Rotgut · The Binding of Isaac: Repentance
- Curse-Rotted Greatwood · Dark Souls III
- Safi'jiiva · Monster Hunter World: Iceborne
- GDC · Itay Keren — Boss Battle Design Fundamentals and Retrospective
- The Binding of Isaac: Rebirth Wiki — Rotgut behavior
- Prima Games — Curse-Rotted Greatwood stage transition
- Monster Hunter World Chronicles — Safi'jiiva siege objective
- GameWith — Safi'jiiva level energy and descent
84Control mode shiftOverview and example ↗An encounter stage changes the available character control mode.1
Source section: Space, movement, and perception.
How the technique works
- An encounter stage changes the available character control mode.
References and further reading
85Escape phaseOverview and example ↗The boss retreats, making pursuit part of continuing the encounter.1
Source section: Space, movement, and perception.
How the technique works
- The boss retreats, making pursuit part of continuing the encounter.
References and further reading
- Yawie · Dave the Diver
- The Patriarch · Killing Floor 2
- Rathalos · Monster Hunter: World
- GDC · Itay Keren — Boss Battle Design Fundamentals and Retrospective
- Destructoid — How to beat Yawie in Dave the Diver
- PC Gamer — Killing Floor 2’s next boss revealed: the Patriarch is back
- Windows Central — Killing Floor 2 boss guide
- GameWatcher — How to kill Rathalos in Monster Hunter: World
86Forced inertiaOverview and example ↗Retained momentum limits immediate changes in movement.1
Source section: Space, movement, and perception.
How the technique works
- Retained momentum limits immediate changes in movement.
References and further reading
87Beat-synced attackOverview and example ↗Threat and response windows align with a readable beat.1
Source section: Space, movement, and perception.
How the technique works
- Threat and response windows align with a readable beat.
References and further reading
88InvisibilityOverview and example ↗Traces, sound or other indirect cues reveal a hidden boss's position.1
Source section: Space, movement, and perception.
How the technique works
- Traces, sound or other indirect cues reveal a hidden boss's position.
References and further reading
- Corpius · Metroid Dread
- Crossbreed Priscilla · Dark Souls Remastered
- Folding Screen Monkeys · Sekiro: Shadows Die Twice
- GDC · Itay Keren — Boss Battle Design Fundamentals and Retrospective
- Nintendo Life — Metroid Dread: Corpius Boss Battle
- Game Voyagers — Crossbreed Priscilla in Dark Souls Remastered
- GameWith — Folding Screen Monkeys Boss Fight
89Sound detectionOverview and example ↗Noise from player actions affects boss detection and response.1
Source section: Space, movement, and perception.
How the technique works
- Noise from player actions affects boss detection and response.
References and further reading
- The Janitor · Little Nightmares
- Garrador · Resident Evil 4
- The End · Metal Gear Solid Delta: Snake Eater
- GDC · Itay Keren — Boss Battle Design Fundamentals and Retrospective
- GameFAQs — Little Nightmares Walkthrough: The Lair
- Game8 — Resident Evil 4 Remake Chapter 7 Walkthrough
- Game8 — How to Sneak Up on The End
90Wraparound projectileOverview and example ↗A projectile exiting one boundary returns from another side.1
Source section: Space, movement, and perception.
How the technique works
- A projectile exiting one boundary returns from another side.
References and further reading
States, resources, and scaling
91Status buildupOverview and example ↗Repeated exposure fills a gauge whose threshold triggers a separate effect.1
Source section: States, resources, and scaling.
How the technique works
- Repeated exposure fills a gauge whose threshold triggers a separate effect.
References and further reading
- That Stench Most Foul · Salt and Sanctuary
- Guardian Ape · Sekiro: Shadows Die Twice
- Wormface · Elden Ring
- Boss Up: Boss Battle Design
- Guardian Ape Terror buildup — GameSpot
- Wormface Death Blight buildup — Neoseeker
- That Stench Most Foul poison meter — Neoseeker
- Salt and Sanctuary poison gauge behavior — GameFAQs
92Ability or healing lockOverview and example ↗A named action becomes temporarily unavailable under an announced rule.1
Source section: States, resources, and scaling.
How the technique works
- A named action becomes temporarily unavailable under an announced rule.
References and further reading
93Interruptible self-healOverview and example ↗The boss prepares a heal that the player can interrupt before completion.1
Source section: States, resources, and scaling.
How the technique works
- The boss prepares a heal that the player can interrupt before completion.
References and further reading
94Party-size scalingOverview and example ↗Encounter parameters account for the number of participating players.1
Source section: States, resources, and scaling.
How the technique works
- Encounter parameters account for the number of participating players.
References and further reading
95Action-reactive punishOverview and example ↗A committed player action triggers a specified boss response.1
Source section: States, resources, and scaling.
How the technique works
- A committed player action triggers a specified boss response.
References and further reading
96On-hit healing or lifestealOverview and example ↗A qualifying contact restores boss health.1
Source section: States, resources, and scaling.
How the technique works
- A qualifying contact restores boss health.
References and further reading
- Gym Leader Erika · Pokémon FireRed and LeafGreen
- Malenia, Blade of Miquella · Elden Ring
- Anub'arak · World of Warcraft: Wrath of the Lich King
- Boss Up: Boss Battle Design
- Elden Ring update makes Malenia less impossible
- Anub'arak Strategy Guide — Trial of the Crusader
- Giga Drain — Bulbapedia
- Pokémon FireRed and LeafGreen Gym Leaders
97Interceptable healing sourcesOverview and example ↗Healing comes from a separate source that can be intercepted.1
Source section: States, resources, and scaling.
How the technique works
- Healing comes from a separate source that can be intercepted.
References and further reading
98Resource steal or dropOverview and example ↗A hit transfers resource ownership or drops it for possible recovery.1
Source section: States, resources, and scaling.
How the technique works
- A hit transfers resource ownership or drops it for possible recovery.
References and further reading
99False death and returnOverview and example ↗An apparent boss defeat triggers revival or another phase.1
Source section: States, resources, and scaling.
How the technique works
- An apparent boss defeat triggers revival or another phase.
References and further reading
100Maximum-health reductionOverview and example ↗An effect reduces health capacity and limits ordinary healing.1
Source section: States, resources, and scaling.
How the technique works
- An effect reduces health capacity and limits ordinary healing.
References and further reading
- The Tree of Men · Salt and Sanctuary
- Maliketh, the Black Blade · Elden Ring
- Demon King Ganondorf · The Legend of Zelda: Tears of the Kingdom
- Boss Up: Boss Battle Design
- Salt and Sanctuary stat explanations — Wounding
- The Tree of Men encounter guide — Neoseeker
- Destined Death status effect — Elden Ring Wiki
- Gloom and destroyed heart containers — Zelda Dungeon
101Instant-kill conditionOverview and example ↗An explicit condition immediately ends the attempt regardless of remaining health.1
Source section: States, resources, and scaling.
How the technique works
- An explicit condition immediately ends the attempt regardless of remaining health.
References and further reading
- Empress of Light · Terraria
- Olmec · Spelunky
- Angra Mainyu · Final Fantasy XIV
- Boss Up: Boss Battle Design
- Empress of Light enraged instant-kill attacks — Official Terraria Wiki
- Olmec crushing damage — Spelunky Wiki
- Angra Mainyu Mortal Gaze and Doom — Final Fantasy XIV Guide
- Doom cleansing rules in Final Fantasy XIV
102Adaptive damage-rate capOverview and example ↗A rule limits excessive damage throughput within a defined time window.1
Source section: States, resources, and scaling.
How the technique works
- A rule limits excessive damage throughput within a defined time window.
References and further reading
- Hush · The Binding of Isaac: Repentance
- Archon Boreal · Warframe
- The Fragmented One · Warframe
- Boss Up: Boss Battle Design
- Damage Scaling — The Binding of Isaac Wiki
- Hush — The Binding of Isaac Wiki
- Devstream 173 — Warframe Wiki
- Damage Attenuation and Quality of Life Changes — Warframe Forums
- The Fragmented One — Warframe Wiki
103Loadout mirrorOverview and example ↗A snapshot of player equipment determines the boss's ability package.1
Source section: States, resources, and scaling.
How the technique works
- A snapshot of player equipment determines the boss's ability package.
References and further reading
104Moveset shapeshiftingOverview and example ↗The boss switches complete packages of movement, attacks and reactions.1
Source section: States, resources, and scaling.
How the technique works
- The boss switches complete packages of movement, attacks and reactions.
References and further reading
105Ally theft and charmOverview and example ↗An existing ally temporarily changes allegiance and becomes a threat.1
Source section: States, resources, and scaling.
How the technique works
- An existing ally temporarily changes allegiance and becomes a threat.
References and further reading
106World-state encounter variantOverview and example ↗World state at entry selects a stable encounter variant.1
Source section: States, resources, and scaling.
How the technique works
- World state at entry selects a stable encounter variant.
References and further reading
107Run-history manifestationOverview and example ↗Earlier run decisions determine elements of the present encounter.1
Source section: States, resources, and scaling.
How the technique works
- Earlier run decisions determine elements of the present encounter.
References and further reading
108Real-time progressionOverview and example ↗Real time elapsed outside combat changes the next encounter state.1
Source section: States, resources, and scaling.
How the technique works
- Real time elapsed outside combat changes the next encounter state.
References and further reading
- The End · Metal Gear Solid 3: Snake Eater
- So Sorry · Undertale
- Tequatl the Sunless · Guild Wars 2
- Metal Gear Solid Delta still lets you wait for The End to die of old age — PC Gamer
- Art Club room — The Undertale Wiki
- The Megaserver System: World Bosses and Events — GuildWars2.com
- Boss Up: Boss Battle Design
109Interface interactionOverview and example ↗Responding to a threat involves a microphone, controller or another external interface.1
Source section: States, resources, and scaling.
How the technique works
- Responding to a threat involves a microphone, controller or another external interface.
References and further reading
- Psycho Mantis · Metal Gear Solid
- Fawful Express · Mario & Luigi: Bowser's Inside Story
- The Archivist · Inscryption
- Metal Gear Solid — Psycho Mantis — Metagaming
- Mario & Luigi: Bowser's Inside Story instruction booklet
- How to defeat The Archivist (Act 3) in Inscryption — Gamepur
- Boss Up: Boss Battle Design
Multi-boss relationships
111Coordinated duo attackOverview and example ↗Two bosses execute linked parts of one coordinated attack.1
Source section: Multi-boss relationships.
How the technique works
- Two bosses execute linked parts of one coordinated attack.
References and further reading
112Kill-order inheritanceOverview and example ↗The surviving opponent inherits abilities based on defeat order.1
Source section: Multi-boss relationships.
How the technique works
- The surviving opponent inherits abilities based on defeat order.
References and further reading
113Partner revivalOverview and example ↗One boss can revive a fallen partner until the shared completion condition is met.1
Source section: Multi-boss relationships.
How the technique works
- One boss can revive a fallen partner until the shared completion condition is met.
References and further reading
Cooperative coordination
114Personal spreadOverview and example ↗Personal zones require separation to avoid other players' hits.1
Source section: Cooperative coordination.
How the technique works
- Personal zones require separation to avoid other players' hits.
References and further reading
115Shared-damage stackOverview and example ↗A marked attack's damage is divided among eligible participants within its area.1
Source section: Cooperative coordination.
How the technique works
- A marked attack's damage is divided among eligible participants within its area.
References and further reading
116Tower soakOverview and example ↗A marked location requires a specified number of players at resolution.1
Source section: Cooperative coordination.
How the technique works
- A marked location requires a specified number of players at resolution.
References and further reading
- Will · MapleStory M
- Idol of Darkness · Final Fantasy XIV
- The Tarragrue · World of Warcraft
- Tower — Final Fantasy XIV Community Wiki
- Eden's Verse: Iconoclasm (Savage) — Final Fantasy XIV Community Wiki
- Will monster patterns — MapleStory Wiki
- MapleStory M Will update — Nexon
- The Tarragrue Mythic guide — Method
117Tankbuster and target handoffOverview and example ↗After a costly hit, the group hands boss attention to another defender.1
Source section: Cooperative coordination.
How the technique works
- After a costly hit, the group hands boss attention to another defender.
References and further reading
- Kokytos · Final Fantasy XIV
- Festergut · World of Warcraft
- Swine Prince · Darkest Dungeon
- Kokytos and Ascendant Fist — Final Fantasy XIV Community Wiki
- Festergut and Gastric Bloat — Warcraft Wiki
- Swine Prince and Wilbur's marks — Official Darkest Dungeon Wiki
- Guard redirects direct attacks — Official Darkest Dungeon Wiki
118Entity tetherOverview and example ↗A tether checks distance between assigned entities.1
Source section: Cooperative coordination.
How the technique works
- A tether checks distance between assigned entities.
References and further reading
119Party splitOverview and example ↗The group splits to complete independent objectives in parallel.1
Source section: Cooperative coordination.
How the technique works
- The group splits to complete independent objectives in parallel.
References and further reading
120Proximity damageOverview and example ↗Hit severity varies with distance from an announced source.1
Source section: Cooperative coordination.
How the technique works
- Hit severity varies with distance from an announced source.
References and further reading
121Gaze checkOverview and example ↗The outcome depends on character facing relative to a source at the check time.1
Source section: Cooperative coordination.
How the technique works
- The outcome depends on character facing relative to a source at the check time.
References and further reading
122Debuff handoffOverview and example ↗A harmful state transfers to another participant through an explicit contact rule.1
Source section: Cooperative coordination.
How the technique works
- A harmful state transfers to another participant through an explicit contact rule.
References and further reading
123Ordered targetsOverview and example ↗Markers specify the order in which players receive upcoming attacks.1
Source section: Cooperative coordination.
How the technique works
- Markers specify the order in which players receive upcoming attacks.
References and further reading
124Pairing polarityOverview and example ↗Success depends on correctly pairing assigned player signs or roles.1
Source section: Cooperative coordination.
How the technique works
- Success depends on correctly pairing assigned player signs or roles.
References and further reading
- Aufheben · MapleStory
- Sophia · Final Fantasy XIV
- The Ultima Warrior · Final Fantasy XIV
- Aufheben Bombify and opposing Thesis / Antithesis — firsthand MapleSEA guide
- Ultima Warrior's Sophia rings — Final Fantasy XIV Community Wiki
- Sophia's Sin and Punishment pair markers — Final Fantasy XIV Community Wiki
How to use this catalog
The source snapshot was checked on October 20, 2026. Concise definitions were written for gamemechanics.pro; full discussions remain at the source links.
Reference scope
Game, boss and further-reading associations come from the source catalog. They attribute its selections rather than independently verify every video or game implementation. Repeated examples from one game may share a gallery page.
Material rights
CC BY 4.0 covers gamemechanics.pro’s original definitions and translations. Source texts, images and videos retain their owners’ rights. This catalog provides links without copying external galleries or full lessons.
Sources and examples
Sources support particular techniques or methodology, not every family variant. Design examples and mechanic combinations are illustrative.
- Boss Fight Atlas: Wide swing (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Wide swing (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Lunge (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Lunge (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Ground slam (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Ground slam (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Landing jump (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Landing jump (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Charge (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Charge (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Grab (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Grab (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Arc sweep (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Arc sweep (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Burrow and emerge (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Burrow and emerge (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Single shot (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Single shot (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Projectile fan (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Projectile fan (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Ring volley (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Ring volley (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Spiral barrage (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Spiral barrage (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Gap volley (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Gap volley (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Crossfire (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Crossfire (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Ricochet projectile (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Ricochet projectile (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Splitting projectile (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Splitting projectile (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Returning projectile (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Returning projectile (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Orbiting projectiles (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Orbiting projectiles (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Straight beam (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Straight beam (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Scanning beam (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Scanning beam (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Rotating beams (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Rotating beams (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Pulse beam (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Pulse beam (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Marked-area strike (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Marked-area strike (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Chain explosions (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Chain explosions (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Shockwave (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Shockwave (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Lingering hazard (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Lingering hazard (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Mine (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Mine (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Hazard trail (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Hazard trail (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Moving hazard (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Moving hazard (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Converging threats (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Converging threats (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Platform destruction (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Platform destruction (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Shrinking safe area (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Shrinking safe area (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Pull (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Pull (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Knockback (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Knockback (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Summon (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Summon (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Turret deployment (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Turret deployment (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Threat generator (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Threat generator (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Decoy (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Decoy (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Target lock (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Target lock (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Predictive aiming (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Predictive aiming (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Source tracking (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Source tracking (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Homing projectile (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Homing projectile (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Burst fire (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Burst fire (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Volley (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Volley (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Attack combination (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Attack combination (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Delayed activation (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Delayed activation (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Speed change (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Speed change (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Limited spread (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Limited spread (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Directional shield (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Directional shield (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Damage-type resistance (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Damage-type resistance (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Situational immunity (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Situational immunity (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Weak point (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Weak point (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Part break (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Part break (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Attack reflection (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Attack reflection (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Counter stance (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Counter stance (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Absorption power-up (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Absorption power-up (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Interruptible wind-up (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Interruptible wind-up (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Loadout adaptation (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Loadout adaptation (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Telegraph (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Telegraph (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Wind-up (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Wind-up (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Attack lock (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Attack lock (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Active phase (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Active phase (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Recovery (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Recovery (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Fight phase (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Fight phase (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Enrage (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Enrage (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Survival phase (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Survival phase (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Teleport (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Teleport (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Boundary attack (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Boundary attack (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Forced scrolling (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Forced scrolling (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Chase herding (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Chase herding (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Escape phase (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Escape phase (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Nested / relocated arena (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Nested / relocated arena (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Control mode shift (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Control mode shift (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Boss as terrain (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Boss as terrain (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Cover and line of sight (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Cover and line of sight (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Forced inertia (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Forced inertia (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Wraparound projectile (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Wraparound projectile (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Beat-synced attack (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Beat-synced attack (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Invisibility (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Invisibility (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Sound detection (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Sound detection (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Objective-linked invulnerability (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Objective-linked invulnerability (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Wave-clear objective (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Wave-clear objective (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Environmental weapon (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Environmental weapon (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Encounter-specific tool (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Encounter-specific tool (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Player-controlled boss (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Player-controlled boss (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Projectile rally (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Projectile rally (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Baited self-hit (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Baited self-hit (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Posture stagger gauge (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Posture stagger gauge (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Pacifist resolution (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Pacifist resolution (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Persistent encounter progress (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Persistent encounter progress (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Status buildup (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Status buildup (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Instant-kill condition (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Instant-kill condition (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Maximum-health reduction (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Maximum-health reduction (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Ability or healing lock (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Ability or healing lock (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Resource steal or drop (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Resource steal or drop (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: On-hit healing or lifesteal (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: On-hit healing or lifesteal (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Interruptible self-heal (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Interruptible self-heal (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Interceptable healing sources (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Interceptable healing sources (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Adaptive damage-rate cap (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Adaptive damage-rate cap (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Loadout mirror (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Loadout mirror (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Moveset shapeshifting (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Moveset shapeshifting (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Ally theft and charm (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Ally theft and charm (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: False death and return (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: False death and return (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Action-reactive punish (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Action-reactive punish (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Run-history manifestation (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Run-history manifestation (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Real-time progression (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Real-time progression (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Interface interaction (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Interface interaction (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: World-state encounter variant (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: World-state encounter variant (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Party-size scaling (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Party-size scaling (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Partner revival (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Partner revival (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Kill-order inheritance (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Kill-order inheritance (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Shared group health (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Shared group health (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Coordinated duo attack (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Coordinated duo attack (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Shared-damage stack (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Shared-damage stack (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Personal spread (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Personal spread (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Tower soak (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Tower soak (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Entity tether (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Entity tether (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Gaze check (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Gaze check (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Proximity damage (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Proximity damage (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Tankbuster and target handoff (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Tankbuster and target handoff (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Debuff handoff (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Debuff handoff (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Ordered targets (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Ordered targets (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Pairing polarity (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Pairing polarity (EN)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Party split (RU)
Original mechanic lesson, animations and references.
- Boss Fight Atlas: Party split (EN)
Original mechanic lesson, animations and references.
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