First, Ainrun pops a Lulling Branch consumable, gaining a damage boost from the St. Trina's Smile trinket after falling asleep. The Flask of Wondrous Physick then provides a charged attack boost from the Spiked Cracked Tear and a flat damage buff from the Bloodsucking Cracked Tear, which starts draining his health. He tosses a Frenzyflame Stone, which will eventually inflict him with madness to gain damage buffs from his equipped Madding Hand weapon, Black Dumpling helm, and Aged One's Exultation talisman.
Next, he eats a Sacred Bloody Flesh, which gives an immediate damage buff and another when bloodloss occurs nearby (that'll come soon). Further damage buffs come from a Bloodboil Aromatic consumable and the Rallying Standard weapon skill from the Commander's Standard polearm. After his building madness kicks in, he swaps in the Mushroom Crown helm and Kindred of Rot's Exultation talisman, which provide more damage boosts when he poisons himself by eating a Raw Meat Dumpling.
If your eyes have glazed over, I don't blame you. It's a lot. Worse, the sequence has to be performed quickly and flawlessly, or the various health-draining consumables involved will kill you before you're in the boss room. But if my math is right, all the various damage buffs provided Ainrun with somewhere in the neighborhood of 350% increased damage on his one, big charged attack.
It's an impressive feat, but it wasn't enough for Ainrun. The OHKO on Radahn-redux was just a piece of Ainrun's larger project of trying to land 100,000 damage hits on every Elden Ring boss. And while his first Promised Consort one-hit kill fell a little short of the mark, Ainrun achieved a 105,000 damage instakill on Radahn the very next day. Apologies to Miquella.
In video games, a boss is a significantly powerful non-player character created as an opponent to players.[1] A fight with a boss character is commonly referred to as a boss battle or boss fight. Bosses are generally far stronger than other opponents the players have faced up to that point in a game. Boss battles are generally seen at climax points of particular sections of games, such as at the end of a level or stage or guarding a specific objective. A miniboss is a boss weaker or less significant than the main boss in the same area or level, though usually more powerful than the standard opponents and often fought alongside them. A superboss (sometimes 'secret', 'hidden' or 'raid' boss) is generally much more powerful than the bosses encountered as part of the main game's plot and is often an optional encounter. A final boss is often the main antagonist of a game's story and the defeat of that character usually provides a positive conclusion to the game. A boss rush is a stage where players face multiple previous bosses again in succession.
For example, in a run 'n' gun video game, all regular enemies might use pistols while the boss uses a tank. A boss enemy is quite often larger in size than other enemies and the player character.[2] At times, bosses are very hard to defeat without being adequately prepared and/or knowing the correct fighting approach. Bosses usually take strategy and special knowledge to defeat, such as how to attack weak points or avoid specific attacks.
Bosses are common in many genres of video games, but they are especially common in story-driven titles, and are commonly previously established antagonists in the plot of the video game. Action-adventure games, beat 'em up games, fighting games, platform games, role-playing video games (RPGs), and shooter games are particularly associated with boss battles. They may be less common in puzzle games, card video games, racing games, and simulation games. The first video game with a boss fight was the 1975 RPG dnd.
The concept has expanded to other genres, like rhythm games, where there may be a "boss song" that is more difficult, or a high-difficulty, computer-controlled opponent in sports games. In multiplayer online battle arena games, defeating a map boss usually requires teamwork of two or more players, but it brings various benefits to the team, such as buffs or lane push power.[3][4] Some games, such as Cuphead, Furi and Warning Forever, are centered around continual boss fights.[5][6]
Bosses are usually harder to beat than regular enemies, have higher health points, hence can sustain more damage and are generally found at the end of a level or area.[7][8] While most games include a mixture of boss opponents and regular opponents, some games have only regular opponents and some games have only bosses (e.g. Shadow of the Colossus).[9] Some bosses are encountered several times through a single game, typically with alternate attacks and a different strategy required to defeat it each time.[8] A boss battle can also be made more challenging if the boss in question becomes progressively stronger and/or less vulnerable as their health decreases, requiring players to use different strategies to win. Some bosses may contain or be composed of smaller parts that can be destroyed by players in battle, which may or may not grant an advantage.[6] In games such as Doom and Castlevania: Symphony of the Night, an enemy may be introduced via a boss battle, but later appear as a regular enemy, after players have become stronger or had a chance to find more powerful weaponry.[10][11]
Many games structure boss battles as a progression of distinct phases in which the boss produces different or additional hazards for players. This is often reflected by a change in the appearance of the boss.[12]
The Legend of Zelda series and games inspired by it are recognized for having dungeons with bosses that are specifically vulnerable to a special item that is located within that dungeon. Player(s) typically acquire this item while exploring the dungeon and is given opportunity to learn to use it to solve puzzles or defeat weaker enemies before facing the boss character.[13]
Boss battles are typically seen as dramatic events. As such, they are usually characterized by cutscenes before and after the boss battle and unique music. Recurring bosses and final bosses may have their own specific theme music to distinguish them from other boss battles. This concept extends beyond combat-oriented video games. For example, a number of titles in the Dance Dance Revolution rhythm game series contain "boss songs" that are called "bosses" because they are exceptionally difficult to perform on.[14]
In combat-focused games, a boss may summon additional enemies, reinforcements or minions or "adds" to fight players alongside the boss, increasing the boss fight's difficulty. These additional enemies may distract from the boss battle or give time for the boss to regain or regenerate health, but may also give players opportunity to regain health from health boosters and ammo dropped by the boss's minions.[15]
A miniboss, also known as a "middle boss", "mid-boss", "half-boss", "sub-boss"[16] or "semi-boss", is a boss weaker or less significant than the main boss in the same area or level. Some minibosses are stronger versions of regular enemies, as in the Kirby games.[17] Others may be a recurring version of a previous boss, who is either weaker than previously encountered or is less of a challenge later in the game due to character or equipment progression. An example is Castlevania: Symphony of the Night's Gaibon and Slogra.[18] Other video game characters who usually take the role of a miniboss are Vile (Mega Man X series), Allen O'Neil (Metal Slug) and Dark Link (The Legend of Zelda series, though he appears as a final boss in Zelda II: The Adventure of Link).[19][20][21]
A superboss is a type of boss most commonly found in role-playing video games. They are considered optional enemies and do not have to be defeated to complete the game. However, not all optional bosses are superbosses. They are generally much more powerful than the bosses encountered as part of the main game's plot or quest, more difficult even than the final boss and often players are required to meet certain conditions in the game or complete a sidequest[22] or the entire game to fight the superboss. The first such superboss (or secret boss) was Akuma in Super Street Fighter II Turbo, that required players meet certain conditions before he would appear as the final boss.[23] In Final Fantasy VII, players may choose to seek out and fight the Ruby and Emerald Weapons. Some superbosses will take the place of the final boss if certain requirements are met.[24][25] Some superbosses can yield special items or skills that cannot be found any other way that can give players a significant advantage during playthrough of the rest of the game, such as added experience or an extremely powerful weapon. For example, the "raid bosses" from Borderlands 2 give rare loot unavailable anywhere else.[26] Some superbosses in online games have an immense amount of health and must be defeated within a time limit by having a large number of players or parties working together to defeat the boss. Examples of such superbosses can be found in games like Pokmon Go and World of Warcraft, and are generally referred to as a raid.[27][28] Toby Fox's games Undertale and Deltarune both feature superbosses in the form of Sans, Jevil, and Spamton NEO.[22][29][30] Some major video game series have recurring superbosses such as the Ultima Weapon and Omega Weapon in Final Fantasy and the Amon clan in Yakuza.[31][32][33] The Warden from Minecraft could be considered a superboss, as it is vastly more difficult to fight than the final boss, the Ender Dragon. However, Mojang, the developer of Minecraft, has explicitly stated that the Warden was not intended to be fought by players.[34]
A wolfpack boss is a group of enemies who may be considered weak on their own, but in large groups can be considered strong enough to be a boss. They come in many variations, such as the Chargin' Chuck Swarm encountered in Mario & Luigi: Paper Jam,[35] the Armos Knights from The Legend of Zelda: A Link to the Past[36] or the Battle of 1000 Heartless from Kingdom Hearts II. A main requirement with most wolfpacks is that the whole group must be defeated in order to win; in order to prolong the fight, many wolfpacks, particularly in games with turn-based combat in lieu of real-time, will summon reinforcements to replenish their lost numbers. An example of this is Astaroth in Diablo IV.[37]
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