Terraria

Terraria

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Terraria Boss Ideas 11 [81-100]
By Okami Tomato
The final part of Boss Ideas 11, at least of the numbered bosses

Decided to stop it at 100 due to a slight change in spriting style and because it seemed like a nice number to stop at :)

As usual this isn't actually a guide on existing bosses, but is instead just a page of ideas, so sorry in advance if you thought it was about actual, existing bosses

Anyways, onto the ideas
   
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[News]
So, this is the final official numbered page for Boss Ideas 11. It was originally meant to be a 'Discord Special' where people put forward ideas from the old Boss Ideas Discord but due to a lack of response I only heard from Slayer and a single joke idea, so that didn't end up happening.

This might not be the end of Boss Ideas 11, however, as I might do something similar like I did with Boss Ideas 10 where I also add a special event page afterwards, but I'm not sure on that atm so we'll see

Boss Ideas 12, before anyone asks, isn't yet in production. I'll be waiting until I have a lot of well-constructed ideas before I even consider that, so think of this as a sort of break after making all these boss designs and whatnot

Anyways, onto the bosses
[Debuffs]
The debuff list, back for maybe the final time

Suppressing Slime
Effect: Wing flight time and acceleration reduced by around 25%
Tootip: Your wings are all slimy and gross
Sources: Slimera (Summon)

Golden Flames
Effect: Deals 25 damage per second and reduces damage by 10%
Tooltip: Magical golden flames scorch you
Sources: Skye, Reverence, Lost King

Greed's Curse
Effect: Reduces movement speed by 10% and wing flight time by 20%. Additionally deals 20 damage per second. If the player is hit by another attack that would inflict this debuff while still under its effects, the player will be inflicted with Greed's Curse II for 2 seconds
Tooltip: Greed's curse haunts you
Sources: Greed King

Greed's Curse II
Effect: Player is turned into a gold statue and left immobile until the effect expires
Tooltip: You have been turned to gold by Greed's curse!
Sources: Greed King*

Chaos Ember
Effect: Deals 30 damage per second to the player, and increases their damage vulnerability by 10%
Tooltip: Unnatural flames scorch you...
Sources: Levialous - Half-Complete, Oblivion, Levialous - Broken, Scavenger, Acrimony

Unstable Magic
Effect: Deals 20 damage per second
Tooltip: You are surrounded by pure magic
Sources: Amazon (Rematch), Eudeus, Stardust Magus, Geresso, Solar Scourge, Eharas, Nazar, Georegulator, Prism Knight

Purifying Flame
Effect: Deals DPS based on the player's current health compared to their max health
Tooltip: Purified by the flames...
Sources: Reverence

Heavy Gravity
Effect: Reduces flight speed by 33% and max flight time by roughly 60%
Tooltip: Your wings feel heavy
Sources: Arachking (Summon), Taboo (Summon), Crimtaminator (Summon), Viscera (Summon), Marble Renegade (Summon), Technicus (Summon)

Blinding Light
Effect: Deals 16 damage per second. While in effect the player radiates light akin to a shine potion, and the player's screen has a white hue that makes it a little harder to see.
Tooltip: Blinded by the light
Sources: Solar Flare Wyrm, Eharas, Rift, Conquest, Georegulator
81 - The Friend

Appearance: A white, sludgy creature with a mostly-formless body. The only parts of its body that have a coherent share are two arm-like protrusions crossed over each other at the front.

Summon: Use the Growable Friend at night. The Friend disappears during the day.

Fought: Pre-Hardmode
Specification: Post-EoC
Special: No
Progression: No

Stats:
Health: 3,400 (6,000) (7,650)
Attack:
-40 (64) (Melee)
-20 (34) (Ooze Droplets)
Defence: 4

Attacks:
Phase 1:
Friend will fly towards the player, teleporting every few seconds to a new location.
Aside from this Friend lacks any proper attacks, but its body will release damaging droplets as Friend loses health, becoming more frequent with health lost.
Once reduced to 60 (75)% health Friend will enter Phase 2 and shift forms

Phase 2:
Friend takes on a new form, called the Fiend. He will continue using his movement patterns from Phase 1, as well as still dropping droplets, but gains actual active attacks in this phase:
-He may charge at the player, shrieking. At the end of the charge it stops in-place for roughly a second
-It may dash overhead. The attack is only a threat due to the droplets it naturally drops as its health lessens
-It may spit a large cluster of droplets towards the player that are affected by gravity. They fall very quickly and so aren't too threatening over long ranges

Defeat:
Melts away into sludge, which fades away

Drops:
Drops Pale Matter, which is in-turn used to craft a set of armour and a bow.
In Expert Mode it additionally drops the Foam Egg, which can be thrown into water to create a random Foam Dinosaur; both a weak stat-boosting accessory and a place-able furniture item

Lore:
A strange, ooze-like creature. It gives the facade of being friendly, finally revealing its true nature only when its target's defences are thoroughly dropped

Hints:
-The first phase, as long as you keep a distance and try to avoid standing beneath it, is generally one of the easiest boss phases in Boss Ideas thus far
--Similarly, this also helps with Phase 2, but bear in-mind that its charges cover a deceptive amount of distance and are used very commonly.
-Having a long arena with 2 or 3 rows of platforms should generally be enough to avoid all of its attacks

Extra Info:
-Friend's palette is, for the most part, actually just the Fried Egg palette. This was part of a mini-challenge where I tried to use a random palette from one of the newly-added food items from 1.4
-This boss is technically a little bit of a joke boss, mainly due to its Foam Egg drop and the palette used
[Added: 12/6/21]
82 - Mel & Lord Zerof
Phanta has made the duo a theme!: https://soundcloud.com/phantasmental/prophetic-duo


Appearance: A mage in green robes and his 'boss', a red-cloaked skeleton wearing a crown.

Summon: Use the Magic Medallion anywhere in the world. There aren't any spawn conditions for the duo, thus they will only despawn if the player flees or dies.

Fought: Pre-Hardmode
Specification: Post-EoW/BoC
Special: Reference/Pseudo-Joke Boss
Progression: No

Stats:
Health:
-1,200 (1,800) (2,295) (Mel)
-1,450 (2,765) (3,525) (Zerof)
Attack:
-30 (44) (Mel Melee)
-38 (57) (Zerof Melee)
-35 (52) (Fireball)
Defence: 7

Attacks:
Phase 1:
Only Mel is present in this phase, teleporting and flying around to keep up with the player, but not attempting to deal contact damage. Mel will usually teleport between every attack. Mel's fireballs are green in colouration.
-He may launch 4 fireballs at the player in succession. These fireballs, instead of moving in a straight line, move in an upwards curve as they travel
-He may launch an arc of 3 fireballs towards the player
-He may drop 2-4 fireballs downward. Upon hitting the ground they begin flying horizontally in the player's direction, passing through blocks.
When Mel is brought down to ~20% health he will call Zerof and drink a health potion to bring himself back to 50 (100)% health, and then they will enter Phase 2
Phase 2:
Mel retains all of his attacks and abilities from Phase 1. Zerof, on the other hand, moves in a similar manner but has a different range of attacks. His fireballs are also red instead of green like Mel's. Mel and Zerof will attack at the same time.
Furthermore, both Mel and Zerof will begin talking, mainly mocking the player with either childish, nonsensical or under-developed insults.
-Zerof may create a burst of 6 fireballs around himself
-Zerof may launch a stream of 5 fireballs towards the player
-Zerof may charge at the player, with a fireball in each hand
-Zerof may throw fireballs upward that are affected by gravity, falling down near himself after roughly a second
Defeating either of them will remove them from the rest of the fight. Defeating both ends the fight.

Defeat:
Both simply fall down to the floor upon being defeated, dazed. Upon beating both they give up, explaining that they're simply having 'a bit of fun' and that they aren't actually evil. Both of them will teleport away shortly after

Drops:
A book that launches fireballs, a hood, and a magic bracelet. Mel may also drop a set of vanity items upon teleporting based on his outfit.
In Expert Mode Zerof will additionally drop a Magic Crown; an item that, while the player has full health, grants a damage buff. Unlike other damage buffs the addition is additive, not multiplicative, and thus the buff is a set damage number.

Lore:
A duo consisting of a novice mage and an undead, skeletal king. While they pose as powerful they are more than aware of their shortcomings, relying on their boasts and confidence to avoid conflict altogether

Hints:
-Defeating Mel in Phase 2 before Zerof is recommended due to his lower health, allowing the player to remove half of the threat imposed by the 2nd phase
--Additionally, unlike other 'duo' bosses, defeating one of them does not empower the other, making it completely safe to do so

Extra Info:
-The duo were based on an incident with Hallam, one of the Mod of Redemption's creators
-Despite using fireballs during their attacks, they cannot inflict the On Fire! debuff
[Added: 12/6/21]
[Updated: 11/7/21]
83 - War Pig

Appearance: A large, humanoid boar/pig-like monster. It has large tusks beneath its snout, but its left one is cracked and broken. It carries a large club that is cracked and damaged from frequent use.

Summon: Use the Boar Banner anywhere in the world. The War Pig will appear, give some dialogue, stating his name to be Bazao and saying he used to be a warrior before retirement, before offering the player a fight.

Fought: Pre-Hardmode
Specification: Post-Skeletron
Special: No
Progression: No

Stats:
Health: 6,540 (9,120) (11,628)
Attack:
-60 (90) (Melee)
-48 (80) (Lightning)
-32 (53) (Shockwave, Static Ball)
Defence: 10

Attacks:
Phase 1:
Bazao is surprisingly mobile despite his size, leaping and dashing about frequently. He mainly specialises in melee attacks, but has other means of attacking the player. He cannot fly, however he has powerful leaps and can 'hang' in the air during attacks
-He may dash towards the player, swinging his club downward at the end of the dash
-He may leap into the air above the player, slamming down to the ground. Upon landing it launches shockwaves either side of himself; two crescent-shaped energy waves that disperse outward
-He may leap towards the player, with the speed and distance being based on how far the player is from him. He swings his club at the end of the attack
At 40 (60)% health Bazao will enter Phase 2; with electrical sparks flying from his eyes and him gaining after-images produced as he moves during attacks
-He retains all of his Phase 1 attacks, although they become faster
-He may drop down above the player, but creates a large lightning bolt as he does so. The bolt 'explodes' upon hitting the floor, dealing AoE damage and creating 4 shockwaves along the ground
-He may create balls of static electricity in one hand and smack them towards the player with his club. Upon hitting a solid object they will explode

Defeat:
Drops to the ground in defeat, smashing his club downward and getting it embedded into the ground. After some more dialogue he leaps away, taking his club with him

Drops:
Drops almost nothing aside from money normally. However, most town NPCs will begin selling new items; often boar-themed or lightning-themed
In Expert Mode he will drop a version of his club that creates balls of static upon hitting enemies

Lore:
-An old warrior, long retired from his more youthful fighting days. Despite having given up fighting almost entirely, he still kept his signature club and is willing to spar with those that challenge him

Hints:
-Dashes are recommended to allow the player an easier time avoiding both its two 'drop down' attacks, as well as its lunge attack if used correctly
-Additional jumps or several layers of platforms are the best means of dodging the shockwaves that Bazao can produce.

Extra Info:
-War Pig is both a reference to the song and to, well, 'war pigs'.
--Despite what 'war pigs' are Bazao doesn't actually specialise in fire, instead using lightning
-Bazao's name translates very roughly into 'bad news', likely a reference to his fighting days in which he was essentially a mercenary
[Added: 12/6/21]
84 - Mr. Meatball

Appearance: A giant, fleshy monster with a mouth-like crack in the front lined with jagged, tooth-like spines surrounding it. There are two variants, brown and red, based on the world evil materials used for its summon

Summon: Use the Suspicious Looking Meat at night. Mr. Meatball disappears during the daytime, or if the player flees or dies. Vertebrae or Rotten Chunks are needed to craft the item, and depending on which is used will determine the colour of Mr. Meatball when summoned.

Fought: Hardmode
Specification: Post-WoF
Special: No
Progression: Later Boss

Stats:
Health:
-5,000 (7,600) (9,690) (Large Meatball)
-4,000 (5,750) (7,331) (Medium Meatball)
-2,000 (2,874) (3,665) (Small Meatball)
Attack:
-56 (100) (Melee)
-46 (90) (Teeth) (Inflicts Poisoned - 100%)
Defence: 14

Attacks:
Mr. Meatball will actively pursue the player at all times, even when not attacking directly. The speed it chases the player varies with distance from the player, getting faster the further away the player is.
-Mr. Meatball may charge towards the player, stopping briefly at the end of the charge
-Mr. Meatball may fly beneath the player, staying aligned with them for 3-4 seconds roughly 30 blocks beneath. Afterwards it quickly charges upwards, trying to hit the player
-Mr. Meatball may spit a randomised burst of tooth-like projectiles in all directions. These rapidly decelerate after around 50 blocks before disappearing.
Once Mr. Meatball's health is depleted it won't die; instead splitting into 2 'medium' sized variants of itself. Once a medium piece is destroyed it becomes 2 'small' sized variants. Medium and small variants retain all the attacks of the larger Mr. Meatball and do not synchronise attacks
All the pieces, 7 in total, must be killed in order to defeat the boss

Defeat: Explodes into gibs.
Once Golem is defeated in the world the message 'Something pulsates beneath the [Crimson/Corruption]...' will appear, signalling the spawn conditions of a 'Pseudo-Superboss'
Defeating Moon Lord before this 'Pseudo-Superboss' will make the message 'The [Crimson/Corruption] falls still...' will appear, locking the player out of the Superboss fight

Drops:
A series of meat-themed weapons, mainly melee-focused like swords, spears and throwing knives
In Expert Mode it also drops the Meaty Mace; a summoner weapon that summons a mini Mr. Meatball who grows larger with each summoner slot used; gaining damage as it does so

Lore:
A giant meatball-like monster made of a fleshy substance. It's hard to justify the 'Mr' in its name, since it doesn't even appear sentient, but there are probably larger things to worry about than that

Hints:
-Piercing weapons become extremely effective during the later phases of the fight, potentially shredding the small Mr. Meatballs in seconds under the right circumstances
--This is made easier due to Mr. Meatball's fairly predictable movement path
-Speed accessories are recommended, as is flight, as Mr. Meatball is surprisingly fast and is capable of almost keeping up with Hermes Boots even when close to the player

Extra Info:
-Mr. Meatball shares some similarities with TBoI's Fistula boss. Both are fleshy, circular bosses that specialise in dealing contact damage while also splitting apart as the larger forms lose all their health.
-Despite having two entirely separate palettes for the summons and the boss, there are no non-visual changes between its variants
[Added: 2/7/21]
85 - Mega Pixie

Appearance: A large version of the Pixie enemy with a more visibly-human form. She appears to be in a sitting position with her hands placed on her lap, far from a typical combat stance. Certain aspects, such as their glowing body and aura of light, are still present for the Mega Pixie.

Summon: Use the Pixie Chime in the Hallow. The Chime itself is mainly made of Pixie Dust, with a very small amount of Souls of Light, and thus is generally fairly easy to craft.

Fought: Hardmode
Specification: Post-WoF
Special: No
Progression: Later Boss

Stats:
Health:
-18,000 (24,800) (31,620) (Mega Pixie)
-50 (100) (150) (Glitter Star)
--0 (0) (0) (Glitter Star, Phase 2)
Attack:
-40 (70) (Melee) (Inflicts Silenced - 40 (70)%)
-44 (75) (Glitter Star) (Inflicts Slowed - 20 (50)%)
Defence: 30

Attacks:
The Mega Pixie will try to keep generally close to the player, though won't try to melee them normally. She keeps close to the ground when possible, but can fly if the player is too far from the ground
Phase 1:
The Mega Pixie's 'Glitter Star' projectiles, used in all of her projectile attacks, are destructable in this phase.
-She may teleport above the player and drop down, attempting to land on them. If she hits the ground and misses the player she will bounce up a little and flinch very briefly
-She may fire an inaccurate cluster of Glitter Stars towards the player that accelerate slowly as they travel
-She may throw a large 'clump' of Glitter Stars at the player, all bundled together. After hitting a block or travelling far enough the clump bursts into smaller clumps, roughly 2-3 Stars each, scattered in random directions
-She may launch an arc of 7 Glitter Stars at the player, followed by a 2nd arc of 6
-She may 'sing', summoning 1-2 Pixies to assist her
Once down to 40 (60)% health she will enter Phase 2
Phase 2:
Her projectiles are now indestructable, but retain the ability to be hit, essentially acting as shields as she attacks with them
Her 'drop-down' attack has also changed somewhat, as she can now dash horizontally to reposition herself before dropping. She will dash to the spot she predicts the player to be before dropping roughly 50% of the time
Her attack speed in this phase is also generally faster, and finally her Pixie summon attack always summons 2 Pixies

Defeat: The final hit will knock her backwards, causing her to flip through the air and fall down in the foreground, passing through blocks. Her drops are dropped as soon as the final hit lands. Her Pixies do not despawn on their own.
Once Moon Lord is defeated, the message 'Something glistens in the Hallow...' will appear, signalling a Pseudo-Superboss being unlocked
If Blacklight is defeated before this Superboss, the message 'The glistening from the Hallow fades...' will appear, locking the player out of the Superboss fight.

Drops:
Mostly magic-themed items, including a magic staff, a tome, and a summoner staff that can summon friendly Pixies. Will also drop a lot of Pixie Dust, Souls of Light, and a roughly 15% chance each for the Fast Clock and Megaphone
In Expert Mode she will drop the Refined Pixie Dust, which can be combined with the Fairy Wings, Fairy Bell, Rainbow Rod or the Meteor Staff to make them better

Lore:
A giant pixie, far larger than other members of her species. The reason for her size is unknown, but it doesn't seem to bother her at all... aside from the fact she's too big to enter a regular pixie's house

Hints:
-Piercing weapons are super useful for this fight. In Phase 1 they are capable of both destroying projectiles and damaging the Mega Pixie herself, while in Phase 2 they are able to pierce her projectiles and are thus still able to hit her even while she attacks
--This does not apply for the clumped-up projectiles, however, as most piercing weapons will likely expire before piercing all the way through

Extra Info:
-The Mega Pixie came from a poll asking which one of the two Hallow materials a boss should be made based around. While Crystal Shards won, there were still enough Pixie Dust votes for me to justify Mega Pixie being made
-The Mega Pixie seems like a good way to farm for the Megaphone and Fast Clock for the Ankh Charm. Not only do Pixies need to be killed to make the summon, and not only does the Mega Pixie summon her own Pixie minions for the player to remove the need to entirely rely on natural spawns, but the Mega Pixie herself has a heightened chance of dropping both items, being a 15% chance each
--There is, thus, a 2.25% chance for her to drop both upon defeat; which is actually still a higher chance than most enemies simply dropping 1 piece. (However she's a boss so she's harder to defeat anyways, so this isn't likely too helpful of a metric)
[Added: 2/7/21]
86 - Static Head

Appearance: A robot made of scrap. Its head is a TV, while the rest of its body seems to be made of cables and other assorted devices. The TV's screen glows white.

Summon: Use the Hunk of Junk at night. Static Head will despawn during the daytime, or if the player dies or gets too far away.

Fought: Hardmode
Specification: Post-Plantera
Special: No
Progression: Later Boss

Stats:
Health:
-42,500 (60,000) (76,500) (Static Head)
-200 (400) (600) (Scraps, Mines)
Attack:
-65 (108) (Melee)
-50 (80) (Static Spike, Scraps)
-62 (103) (Static Orb, Mines)
Defence: 40

Attacks:
Phase 1:
Static Head will generally alternate between two states: pursuing the player but hanging back, or chasing the player slowly but attempting to make contact.
Static Head can and will teleport frequently, signalled by white noise and his body glowing white, vanishing, and emerging elsewhere. His teleports are never within 8 blocks of the player
-It may summon a row of spiky white noise projectiles, evenly-spaced, beneath the player that rise up. A while later they will also fall down again at the same spot
-It may launch a large orb with a white noise effect that decelerates after a few seconds. Once stationary it launches spiky white noise projectiles at the player in a stream for a few seconds
-It may summon stationary mines made of scrap randomly across a 60-block radius. These can be destroyed manually, causing them to create explosions, or they explode on their own after 5 seconds, exploding while also launching 4 shots either cardinally or ordinally.
-It may summon a barrier of scrap metal around itself. The pieces can be attacked and broken, or after 10 seconds Static Head will launch them all at the player in a stream, even if using another attack at the time
Once taken down to 30 (50)% health Static Head enters its 2nd phase
Phase 2:
Static Head moves and attacks faster, but also gains a new aspect of the fight. It can now fast-forward or rewind its own attacks
-Fast-forwarding attack makes all projectiles faster, and doubles the speed in which the time-dependent attacks count down
-Rewinding an attack causes the aspects of the attack to go backwards, such as projectiles returning to the static orb or the broken mines and scrap chunks reforming
The final difference is that 3 of Static Head's attacks will now cause its screen to show other images
-The 'row of static spikes' attack causes Static Head's screen to display white noise
-The 'static orb' attack causes Static Head's screen to display a vaguely human face
-The 'scrap mine' attack causes Static Head's screen to display a face resembling the Chaos Doppelganger's
After the attacks the faces return to the usual white glowing screen

Defeat: Static Head's screen turns off for a few seconds, before turning back on with a shrieking noise while displaying a humanoid face. The screen then cracks, turns off again, and Static Head falls to pieces.
Once the Spectral Leviathan and Blacklight are defeated the message 'An uneasy feeling lingers in the air...' will appear, signalling the 3rd and final Pseudo-Superboss being summon-able
If Skye is defeated before this Superboss, the message 'The uneasy feeling clears...' will appear, signalling that the player is locked out of the Superboss.

Drops:
A series of rusted items, primarily ranger weapons like guns, bows, and a flamethrower
In Expert Mode it drops the Tattered Key; an item that can be combined with lunar event fragments and Luminite to make keys that can upgrade the biome chest loot

Lore:
A mysterious television set thrown away because of the grief it gave its owners. It continuously picks up strange signals which it broadcasts often, even without power, though the source of these signals is unknown

Hints:
-This fight likely requires a lot of attention, especially in Phase 2, due to Static Head being able to manipulate parts of its own fight
--This is especially important for the rewind ability, as projectiles can re-summon or re-form and block the player's path, or sometimes just telefrag the player with bad positioning
-The rewind and fast-forward abilities in Phase 2 do not affect Static Head's attack or movement speed, nor do they affect the player at all

Extra Info:
-Static Head's screen is actually always visible, even in complete darkness, despite not emitting actual light
-Static Head's Phase 2 ability references old forms of media, mainly video tapes and (as much as it pains me to call them 'old'), CDs and DVDs. This is moreso apparent with the planned animations of large, blocky arrows on-screen to signify which ability Static Head is using, and the bars of mild distortion that also appear on-screen during these effects (though as the fight isn't real I can't demonstrate them very well)
-Static Head's 3 Phase 2 screens look something like this:

[Added: 2/7/21]
87 - Viscera

Appearance: A large, fleshy pile with tooth-like protrusions, similar to Mr. Meatball. It seems to use both of Mr. Meatball's colorations, as well as having a vaguely humanoid skull with a large jawbone protruding from the front.

Summon: Use the Corrupt Flesh at any time anywhere. It will become dark while Viscera is active, even during the daytime.
Viscera is the first of the 3 Pseudo-Superbosses, and thus the fight must take place after Mr. Meatball and Golem are killed, but before Moon Lord is killed.
If Moon Lord is killed before Viscera the player will become permanently locked out of the fight.
If Viscera is defeated first the player is free to kill Moon Lord without the risk of being locked out of the fight anymore.
Heavy Gravity is also in effect the entire fight

Fought: Hardmode
Specification: Post-Golem, Post-Mr. Meatball, Pre-Moon Lord (Initially)
Special: Pseudo-Superboss
Progression: No

Stats:
Health:
-130,000 (183,500) (233,963) (Viscera)
-1,000 (1,250) (1,500) (Meatlings)
Attack:
-120 (232) (Melee)
-78 (133) (Meat Ooze, Teeth)
-90 (162) (Flesh Clump, Ooze Ball, Meatling Melee)
Defence: 28

Attacks:
Phase 1:
Viscera moves around very slowly, floating in random directions, when not attacking. However, Viscera becomes very animated when preparing to attack, which it does so very often
-Viscera may float above the player before slamming down forcefully. It releases droplets of 'meat ooze' as it lands that shower down around it due to being affected by gravity
-Viscera may spit a large fleshy projectile at the player. Upon hitting a block it explodes into a burst of 16 evenly-spaced tooth-like projectiles
-It may launch a large ball of ooze towards the player that is affected by gravity. As it travels it rains down meat ooze droplets.
-It may release several random bursts of tooth projectiles from itself in rapid succession. Each subsequent bursts' projectiles move faster than the last, up to a maximum of 6 bursts.
Once down to 40% health Viscera will roar, entering an enraged state throughout the remainder of the fight
-Viscera may vomit up a small enemy with an appearance similar to Mr. Meatball. These will orbit Viscera; blocking shots or dealing contact damage if the player is too close. Up to 3 may be active at any time.
-Viscera may align with the player vertically, though only very roughly, and charge towards them. During the charge Viscera releases meat ooze droplets, some directly down and others launched backwards.

Defeat: Viscera slams into the ground and begins breaking apart. The fleshy material melts away and the skull is left briefly before burning up.
Viscera can now be fought at any time, even after the Moon Lord is defeated, unlike before

Drops:
Only drops the Rotten Key in Normal Mode. Noticeably, its trophy is absent from its Normal Mode drops, unlike most bosses.
Killing Viscera 5 times additionally causes it to drop a Viscera Statue. Every kill after the 5th has a random chance of also dropping statues. The statues dropped will be platinum if Moon Lord is still undefeated or gold after Moon Lord is killed.
In Expert Mode it will drop the trophy. It does so 100% of the time, unlike with other bosses, but otherwise lacks a distinct Expert item

Lore:
The original source of 'Mr. Meatball' and similar fleshy monsters. Viscera isn't the remnants of some other creature; it grew as it is now naturally... or perhaps unnaturally depending on its own origins

Hints:
-Heavy Gravity is in effect throughout the entire battle, limiting the effect of flight. Thus rows of platforms or multi-jump accessories like the Bundle of Balloons are recommended to make up for the lost verticality
-Piercing weapons can be helpful if Viscera begins summoning lots of Meatlings in a short space of time, as piercing projectiles prevent the Meatlings from guarding Viscera against the player's attacks
-The fight is intended to be quite lengthy, so it is recommended that the player prepares additional buff potions in case the original potion buffs expire before the fight ends

Extra Info:
-Viscera is the first of a trio of bosses being referred to as 'Pseudo-Superbosses'. These can only be fought at specific points in progression and are typically much stronger than other bosses fought at the same time, as well as having a heavily-limited drop pool.
-Viscera shows some sort of relation to Mr. Meatball, not just in physical appearance but also because of the summon requirements and its phase 2 minions. The link isn't unknown, but the Meatling minions suggest that Viscera may have created Mr. Meatball in a similar way
[Added: 2/7/21]
88 - Charlie
Phanta has since made her a theme, so go check it out: https://soundcloud.com/spectral-apparition/radiant-inferno

Appearance: A green fire elemental, seemingly made of Cursed Flames and wearing an outfit akin to Shadow Armour. Her 'hair' is long and wispy, with a length longer than Charlie's entire body.

Summon: Use the Green Flame Strand anywhere in the world and at any time. It may be recommended to fight her at night as she emits a lot of light which would make her stand out more distinctly from the dark environment.

Fought: Post-Moon Lord
Specification: Post-Moon Lord
Special: No
Progression: No

Stats:
Health: 132,500 (227,800) (290,445)
Attack:
-108 (185) (Melee)
-95 (157) (Fireball, Homing Fireball)
-120 (208) (Firestorm, Unstable Fireball)
Defence: 54

[All of Charlie's attacks inflict Cursed Inferno - 100%]

Attacks:
Charlie disappears when not attacking the player, only emerging when preparing to attack and disappearing again once the attack ends. She will always teleport near to the player to attack.
-She may release a spiral of fireballs all around herself. The spiral has 4 (5) separate 'arms' of fireballs released, usually packed densely enough that the player cannot realistically fly between the arms
-She may summon 4 'firestorm' projectiles; large swirling fiery tornadoes similar to the Sand Elemental's, though noticeably larger. These linger for roughly 2-3 more attacks before fading
-She may launch 3 fireballs that home-in on the player. Upon travelling long enough or hitting the player they explode into bursts of 9 smaller fireballs each
-She may summon a large 'unstable' fireball that chases the player. Whenever the player is close enough it will launch a flamethrower-like stream of green fire towards them. This fireball usually lingers for about 2 attack cycles before fading
-She may launch a stream of 5 fireballs towards the position the player is headed. She will usually do this 3 times in succession
As Charlie loses health, her attacking and teleporting speeds will both gradually increase. (This charge is more apparent in Expert Mode as it scales faster than normal.)

Defeat: Charlie forms a large, green fireball and suddenly dashes upwards and away, creating a green 'pulse' as she dashes. She still deals contact damage in this form, but the pulse is harmless.

Drops:
Cursed Flame-themed weapons, such as a flamethrower, a sword, and a chance of dropping an accessory that boosts health regen and move speed while also granting the chance to replace projectiles with powerful homing cursed fireballs
In Expert Mode she drops a summoner staff that initially summons a green wisp that shoots fireballs. Every subsequent use up to the 5th makes the wisp slowly form into a fire elemental similar to Charlie, and any use after that just makes it larger. Each upgrade increases its attack speed, damage, and from the 5th onward grants homing.

Lore:
A fire elemental composed of cursed flames. Despite her origins she actually seems to despise the Corruption, staying far away from it whenever possible, and instead prefers more tranquil areas such as the ocean and snow biomes.

Hints:
-As Charlie spends much of the fight 'absent', only appearing to attack, slow-firing but high-damage weapons can actually prove useful for catching her when she's vulnerable
-Homing can be helpful, as it allows you to dodge her attacks while not worrying about aiming, but it isn't a necessity as outside of teleporting Charlie remains mostly stationary

Extra Info:
-Charlie is, in a way, the counterpart to Cinder in terms of physical design and biome theming. Despite this, the two are unrelated and have completely unrelated lore
-Charlie seems to be wearing a modified set of Shadow Armour, judging by both its general design and its colouration
[Added: 3/7/21]
89 - Prodigious Defender

Appearance: The Prodigious Defenderfly, back with a new design. Its head is more well-armoured, with plates of metal at either side of its jaws. Its general body shape is similar, but now boasts a 3rd segment designated for its laser cannon

Summon: Use the Ichorian Beacon at night. The Defender will briefly enrage during the day, spamming homing missile towards the player for a few second before flying away. Despite the name, Cursed Flames can be used in-place of Ichor in the summoning material

Fought: Post-Moon Lord
Specification: Post-Moon Lord
Special: Returning Boss
Progression: No

Stats:
Health: 160,000 (260,000) (331,500)
Attack:
-162 (273) (Melee, Mines, Flames)
-140 (234) (Missiles, Bombs)
-220 (368) (Laser)
Defence: 40

Attacks:
Phase 1:
The Defender's movements are most easily comparable to Queen Bee's, trying to stay above the player and moving with surprising speed. Its movements are, however, noticeably less 'sloppy' than Queen Bee's, with sharper and faster movements
-It may launch a barrage of missiles towards the player with decent accuracy
-It may release a series of homing mines from its chest that chase the player, speeding up the longer they're active and exploding automatically after a while
-It may drop explosives directly downward. Once they reach the player's horizontal position they explode into 10 (14) fireballs; 5 (7) to the left and right, with both groups dispersing in a sideways 'v' shape
Once taken down to 60% health it will enter Phase 2
Phase 2:
The Defender's eyes begin to glow more vividly and its aggression increases.
Before every attack the Defender will charge at the player 1-3 times before using an attack. It will gradually move back overhead when attacking
Additionally, most of its attacks summon more projectiles, though the missile barrage attacks is less accurate when used
-The Defender's only new attack has it charge up a powerful laser from its cannon. The laser will stop being charged and will be cancelled if the player 'hides' from the Defender by having blocks between them or getting far away, but if the laser is charged enough to be fired it is extremely hard to dodge due to its speed

Defeat: Explodes into fiery gibs

Drops:
Mechanical items, though noticeably none of them are actually bug-related despite the Defender's origins. Most of the weapons are various types of guns with different functions. It may rarely drop a set of wings, or a facemask separate from its boss mask that is just the ventilated metal sheets either side of its mouth.
In Expert Mode it will additionally drop an accessory that grants increased damage but constant use causes the accessory to 'burn-out' for a few seconds, preventing the player from attacking as it cools down. There is also a chance for Defender to drop a mini-Defender mount rarely.

Lore:
A rebuilt Defender; a group of machines formerly thought to have been entirely lost to time. However, after some plans mysteriously emerged, a Defender was able to finally be rebuilt at its full natural capacity

Hints:
-Dashes, teleports, or other forms of 'burst' speed are recommended to avoid the Defender's fast movements and numerous dangerous projectiles
-An arena with various levels of elevation can help dodge the bomb attacks, as well as providing better positioning and grapple locations to avoid its Phase 2 dashes
-Simply teleporting out of range is arguably the safest way to avoid its locked-on laser attack

Extra Info:
-The Defender had previously appeared back in Boss Ideas 4, under the name of the Prodigious Defenderfly
--Since then, this incarnation has lost most references to the band Prodigy that it once had due to the old limitations on the fight design were too harsh
--It is also strange that, in the old lore it stated it was 'unsalvageable', yet the Defender was still rebuilt
[Added: 3/7/21]
90 - Spectral Leviathan
Phanta has since made it a theme so go check it out: https://soundcloud.com/spectral-apparition/wyvern-slayer

Appearance: The Spectral Leviathan, back from Boss Ideas 2. Its design is mostly the same, though with more horns and spines over the body. Its eyes are also now always visible, regardless of light level.

Summon: Use the Cursed Wyvern Feather at the surface or in space at night. The Leviathan disappears during the daytime, and will enrage if taken underground gaining a greatly increased movement speed until returning to the surface

Fought: Post-Moon Lord
Specification: Post-Moon Lord
Special: Returning Boss
Progression: No

Stats:
Health:
-385,000 (578,000) (736,950) (Spectral Leviathan)
-20,000 (35,000) (50,000) (Spectral Wyvern)
Attack:
-240 (388) (Head Melee)
-180 (310) (Body Melee, Wyvern Melee)
-145 (242) (Spectral Breath, Ghostly Orb, Spectral Trail)
Defence:
-60
--+20% Damage Resistance per Segment Pierced (Spectral Leviathan)

Attacks:
Phase 1:
The Spectral Leviathan moves like a Wyvern does; charging at the player while flying through the air. Noticeably, its turn radius is less than a Wyverns, and it appears a little slower, but compensates with a range of attacks
-It may breath a flamethrower-like breath of light blue flames towards the player from its mouth. The range is roughly 1.5x that of the flamethrower and the Leviathan fires it in a stream for up to 5 seconds
-It may release a series of ghostly orbs from its mouth and from around a few random segments. After a brief moment they begin accelerating forward and homing-in on the player, getting faster until they eventually disappear
-It may leave behind a damaging trail of dust-like particles as it moves, releasing it constantly for up to 3 seconds. This trail damages the player on-contact and lingers for a long while before disappearing
Once down to 60 (70)% health it will roar, entering its 2nd phase
Phase 2:
The Leviathan retains all of the Phase 1 attacks, but also gains a few more
-It may now summon 'Spectral Wyverns', wyvern-like enemies that look like smaller versions of the Leviathan. They have standard wyvern AI and do not have ranged attacks
-It may disappear for a second before appearing elsewhere and charging directly at the player
During this phase, as the Leviathan loses health, it will begin becoming partially transparent. Its eyes are still visible, however
Once down to 20 (12)% health it will enter its third and final phase
Phase 3:
The Leviathan loses all of its projectile and summon attacks, becoming entirely reliant on its melee abilities and its single, remaining teleportation attack.
As the Leviathan loses health it continues becoming more transparent, as well as now becoming faster as its health lessens. Once down to around 2% health it is entirely invisible aside from its eyes.

Defeat: Releases blue particles from all its segments and disappears with a final roar. Any Spectral Wyverns will die once the Leviathan does

Drops:
Dragon-themed items, including a spear, sword, bow, magic tome and a summoner staff that summons mini Spectral Dragons (though these act like regular, segmented minions, not like the Stardust Dragon where it gains segments per use)
In Expert Mode it drops the Spectral Feather; a set of wings that don't actually have any visual wings but still grant flight

Lore:
The phantom of the skies; a colossal flying serpent with a ghostly roar. It gorges itself on wyverns constantly, never showing signs of slowing, which has the harpies dreading what would happen if the wyverns were to go extinct by its feasting

Hints:
-Piercing weapons, as you might have expected, prove incredibly effective for this fight both against the Leviathan and its minions
-A high running speed allows you to keep away from the Leviathan by running along a long bridge. He will eventually catch up, but it gives ample time to attack and a little extra time to dodge the Leviathan's own attacks
-Keeping an eye on the eyes' movements may be needed once its health becomes low enough, predicting where its body is based on its previous movements, due to it becoming nearly impossible to see

Extra Info:
-The Spectral Leviathan first appeared in Boss Ideas 2, appearing at a similar point of progression post-Moon Lord
-The Leviathan's lore states that it consumes wyverns for its energy, with the Spectral Wyverns then perhaps being their ghosts?
[Added: 3/7/21]
91 - Grand Fae

Appearance: A large fairy with pink, butterfly-esque wings. She has some similarities to the Empress, though lacks the Empress' bright yellow skin and rainbow wings.

Summon: Use the Hallow Beetle. Despite the item being found in the Hallow it can be used anywhere. Using the item will make the sky turn pink, with sparkles replacing the sun/moon and clouds while the boss is active.
The Grand Fae is the 2nd Pseudo-Superboss, and thus the fight must take place after the Mega Pixie and the Moon Lord are defeated, but before Blacklight is defeated
If Blacklight is killed before the Grand Fae the player will become permanently locked out of the fight.
If the Grand Fae is defeated first the player is free to defeat Blacklight without being locked out of the fight anymore

Fought: Post-Moon Lord
Specification: Post-Moon Lord, Post-Mega Pixie, Pre-Blacklight
Special: Pseudo-Superboss
Progression: No

Stats:
Health:
-256,800 (420,000) (535,500) (Grand Fae)
-45,000 (67,800) (86,445) (Protectors)
Attack:
-165 (292) (Fae Melee, Piercing Beam)
-150 (255) (Protector Melee)
-130 (220) (Butterfly Dust, Enchanted Butterfly Dust)
-155 (163) (Light Beacon, Glistering Mine)
Defence: 50

Attacks:
Phase 1:
The Grand Fae herself is not present in this fight, instead 3 Protectors, large pink Pixie-like enemies, fight in her place.
The Protectors continuously chase the player, getting faster the further away the player is. They may also have moments where they accelerate suddenly
-They may dash at the player, signalled with the Protector glowing and beginning to create after-images
-It may launch an arc of 4 star-like projectiles, called Butterfly Dust, that accelerate as they travel
-It may spawn a large star projectile, called the Light Beacon, that releases infrequent bursts of butterfly dust shots along the cardinal directions until it disappears
Once all 3 Protectors are destroyed, the Grand Fae herself will appear and begin attacking the player
Phase 2:
The Grand Fae generally tries to stay diagonally above the player, only stopping very briefly to attack
-She may dash over a short distance in a random direction, then she dashes towards the player. Like the Protectors, she glows and creates after-images when dashing. During the dash she will also create a series of stationary 'glistering mine' projectiles that linger in-place for a long time
-She may summon a large cluster of 'enchanted butterfly dust' projectiles. These look similar to the non-enchanted version, but have a distinct homing effect
-She may stop moving and create 4 'piercing beams'; deathrays launched in the cardinal directions that she then rotates either 90 or 180 degrees clockwise or anticlockwise
-She may summon a light beacon of her own. Unlike her Protectors, her beacon will fire a continuous stream of butterfly dust projectiles until it despawns
Once the Grand Fae is taken down to 20 (40)% health she will enter her third phase
Phase 3:
The Grand Fae will summon 3 more Protectors in this phase and generally chooses to stay further away from the player than before, no longer trying to keep aligned with them
The Grand Fae and her Protectors do not synchronise their attacks
Only the Grand Fae needs to be defeated to end the fight
(In Expert Mode, the Grand Fae will always make sure 2 Protectors are active, respawning them if the number falls below 2. She does not respawn any in Normal Mode, however)

Defeat: The Grand Fae disappears in a flash of pink light. After the flash the sky will have returned to normal and any remaining Protectors will have despawned

Drops:
Only drops the Fairy Key in Normal Mode. Noticeably, she cannot drop her trophy in Normal Mode.
Defeating the Grand Fae 5 times causes her to drop a Grand Fae Statue. Every defeat after the 5th has a random chance of also dropping statues. The statues dropped will be platinum pre-Blacklight or gold post-Blacklight
In Expert Mode it will drop the trophy 100% of the time, though otherwise lacks a proper Expert item

Lore:
Technically some sort of large, mutated pixie-like creature, the Grand Fae commands an army of supersized pixies of her own. Despite the name she gives them, it seems she does a better job of guarding the Protectors than they do of guarding her

Hints:
-Piercing weapons prove to be surprisingly helpful in the 1st and 3rd phases of the fight, due to the number of Protectors the player has to deal with often lining up with each other due to similar movement paths
-Dashes and teleports are, as ever, useful for this fight. They become more important in the third phase, as the lack of synchronicity between the Fae and her Protectors means attacks may align in hard-to-dodge ways
-In Phase 3 it may be recommended to deal with the Fae's minions first. While this may drag out the fight it does make the third phase generally a lot safer
--In Expert Mode this only applies to defeating a single Protector, due to the Fae respawning them if less than 2 are active.

Extra Info:
-The Grand Fae has quite a few similarities to the Empress of Light, despite not having any confirmed ties to her canonically
-The Grand Fae is the only Pseudo-Superboss to have non-stat differences between her Normal and Expert-Mode fights
[Added: 4/7/21]
92 - Harbingers of the Hunt

Appearance: A group of 4 warriors, themed around the harbingers of the apocalypse: one a large, vaguely humanoid fly, one a man with a horse's head, one a pale woman in a black cloak, and one a cycloptic robot on a flaming steed.

Summon: Use the Insignia of Four. The Harbingers will only despawn if the player dies or flees. The Harbingers will only despawn when all 4 meet the conditions to do so, preventing the player from despawning them to cheese the fight.

Fought: Post-Moon Lord
Specification: Post-Blacklight
Special: No
Progression: No

Stats:
Health:
-122,500 (200,000) (255,000) (Locust)
--1 (2) (3) (Locust Flies)
-187,500 (272,500) (347,438) (Stanley)
-165,000 (255,000) (325,125) (Grim)
-200,000 (300,000) (382,500) (Conquest)
Attack:
-285 (410) (Locust) (Inflicts Withered Armour - 20 (40)%)
-300 (430) (Stanley) (Inflicts Dazed - 25 (50)%)
-330 (465) (Grim) (Inflicts Withered Weapon - 30 (60)%)
-350 (500) (Conquest) (Inflicts Blinding Light - 25 (50)%)
Defence:
-40 (Locust, Locust Flies, Stanley)
--+99.9% Damage Resistance (Famine Flies)
-65 (Grim, Conquest)

Attacks:
Phase 1:
Only Locust is active in this phase, with the other 3 present as mere silhouettes in the background.
Locust follows the player, but tries to keep a distance from them of around 20 blocks.
-Locust may summon numerous flies that chase the player. These flies only take 1 damage from attacks, but have negligible health
-Locust may launch an arc of either 5 or 6 acid projectiles at the player
-Locust may split into clouds of flies that dash at the player one at a time before reforming. During the dash these charges release flies that attack the player, but the clouds of flies themselves are invulnerable
Once Locust is defeated, it will shriek and Stanley will charge into Locust and smack them away
Phase 2:
Stanley becomes active, with the other 2 horsemen waiting in the background
Stanley, unlike Locust, will chase the player more directly, being willing to deal contact damage
-He may perform 3 charges in rapid succession towards the player
-He may disappear, re-appearing to perform horizontal charges at the player. At the end of each charge he disappears again, until the 4th charge when the attack ends
-He may pick up and throw several rocks towards the player. These explode into bursts of 12 smaller rocks after hitting a solid object, a player, or travelling too far
Once Stanley runs out of health Grim will appear, smacking Stanley out of the way with the back of her scythe
Phase 3:
Grim becomes active, with Conquest's lone silhouette's flames growing more intense.
Grim acts much like Locust, keeping a distance from the player, but repositions herself much faster
-She may disappear for a moment, re-appearing near the player and slashing at them with her scythe
-She may summon a barrage of shadowflame skulls from her hand. The skulls have a mild homing effect as they travel
-She may summon 1-3 columns of spaced-out scythes that move horizontally towards the player, accelerating as they travel. The walls are summoned at a random side of the player
Once Grim runs out of health Conquest's silhouette in the background roars, releasing a pillar of flame from its mouth. Locust, Stanley and Grim watch him dash forward from the background. As soon as Conquest is properly visible he roars again, creating a pulse of energy that knocks away the other horseman and begins Phase 4
Phase 4:
Conquest doesn't move much when not attacking, but attacks very frequently without much downtime
-He may point his sword skyward, summoning several horizontally-travelling fireballs in a mini bullet-hell
-He may charge at the player, swinging his sword at the end of the charge. His horse also breathes a stream of fire throughout the charge
-He may dash at the player multiple times, creating fireballs every charge that accelerate towards the player
-He may create a large pillar of fire around himself that lingers for a long time. Up to 2 of these can be active at a time

Defeat: Conquest's flames go out, before Conquest dashes upwards in a pillar of flame. His horse explodes into gibs, and the other horsemen are nowhere to be seen

Drops:
A weapon per harbinger, including a summoner staff for Locust, a cannon that launches rocks for Stanley, a magic scythe for Grim and a sword for Conquest.
In Expert Mode they additionally drop the Horsemen's Mark, an item that provides a series of mild stat buffs that stacks in multiplayer.

Lore:
A group of 4 powerful entities, unified initially in order to become stronger. The four, even as they became strong enough to be independent, decided to remain as a single unit. Their group soon became known as the Harbingers of the Hunt, primarily due to their similarities to another group of horsemen

Hints:
-Homing weapons are generally recommended, as the horsemen generally get more agile as the fight progresses
-It may be recommended to wait for debuffs to expire before progressing phases. Each horseman has a powerful debuff that isn't recommended to enter another phase with, made worse by the fact that they can stack their debuffs if the player is too careless
--This is especially true for Locust, as Withered Armour is a very potent debuff

Extra Info:
-The Harbingers of the Hunt originally started out as a remake of the Harbinger bosses from Boss Ideas 1, but became their own unique boss as the fight was designed in more detail
-The horsemen are actually accurate to the biblical horsemen; Famine for Locust, Stanley for War, Conquest for (believe it or not) Conquest, and Grim for Death
-Aside from Conquest, all 3 of the other horsemen use the same colour palettes. Conquest, however, has an additional palette for his flames not present in the other 3's palettes
[Added: 4/7/21]
93 - Georegulator

Appearance: A large, circular construct with large, fiery wings at either side. Its design is somewhat reminiscent of the Arcane Engine's, though significantly smaller

Summon: Use the Arcane Stabiliser anywhere in the world. The sky gains an orange tint throughout the fight. The Georegulator only despawns if the player flees or dies, as with most bosses

Fought: Post-Moon Lord
Specification: Post-Blacklight
Special: No
Progression: No

Stats:
Health: 648,000 (948,500) (1,209,338)
Attack:
-350 (534) (Melee, Large Fireballs)
-300 (428) (Small Fireballs)
-400 (600) (Deathray)
Defence: 100

[All of the Georegulator's attacks inflict Blinding Light - 20 (33)%]
[All of the Georegulator's attacks inflict Unstable Magic - 40 (100)%]

Attacks:
The Georegulator tends to fly around above the player, generally trying to match or surpass the player's speed. The Georegulator is slow at attacking, but all of its attacks deal heavy damage
-It may release 4 fireballs cardinally. As they disperse these larger fireballs release random bursts of smaller fireballs, generally 2-5 per burst, until they disappear
-It may predict where the player is moving and charge at that location. Once passing the point it predicted the player would be it will fire 2 large fireballs; one directly at the player and one predicting the player's new path. These fireballs don't spawn small fireballs.
-It may charge at the player, releasing 4 fireballs as it does so. 3 of these larger fireballs are released in an arc in the direction the Georegulator charges, whereas the 4th is launched towards where the Georegulator predicts the player is travelling
-It may launch 3 deathray-like lasers at the player in succession from its 'core'. This attack begins being used at 80 (95)% health
-It may release 8 deathrays in a burst, releasing 4 cardinally and 4 ordinally. This attack begins being used at 60 (80)% health
-It may begin glowing and unleashes 3 attacks, each consisting of a deathray. Depending on the 'glisten' effect that the Georegulator performs will depend where the deathrays are fired. If the glisten is horizontal and vertical the deathray is fired directly at the player, but if the glisten is diagonal it is launched based on the player's movements, trying to predict their location when the deathray takes effect. This attack begins being used at 50 (65)% health

Defeat: The wings disappear into a brilliant yellow light and the main body splits in 2, with the core extinguishing itself. As the yellow light fades the sky also loses the orange hue.

Drops:
Relic Plating, a material used to craft a series of weapons and some armour sets for all classes. It may also drop some of these weapons, as well as 3 random pieces of armour; a helmet, a breastplate, and some leggings. It may also drop Geowings; a pair of wings modelled after its own
In Expert Mode it can also drop the Geovisor; an accessory that grants resistance to a series of fire-related debuffs, improved night vision, a shine potion effect, a spelunker potion effect underground, and some mild health regen buffs

Lore:
An ancient device programmed with the intention of regulating Terraria's temperature and climate. It spend centuries buried within the ground, inactive, only awakening in response to the Stabiliser's energy

Hints:
-Due to the Georegulator having a slower attack speed than most bosses, the fight is in theory less intense than others
--However, do not let your guard down, as the Georegulator's attacks are typically hard to dodge and deal an excessively high amount of damage for its place in progression

Extra Info:
-Noticeably, the Georegulator does not have any distinct phase transition, nor does it gain attack speed. The only changes throughout the fight are it subtly unlocking more attacks to use against the player
-The Georegulator's attacks are significantly more dangerous than the other bosses fought around the same time as it. This is compensated for by its generally slow attack speed and minimal use of projectiles
[Added: 5/7/21]
94 - Remnant

Appearance: A weird creature that acts as a worm boss. Its body is almost fingerprint-like, being an assortment of strange shapes with a general circular pattern. Purple energy surrounds these markings

Summon: Use the Chaotic Remnant. The sky gains a mild purple tint initially that generally intensifies while the boss is active until the sky turns a dark purple.
Remnant is the final Pseudo-Superboss, and thus must be fought after Static Head and Blacklight are defeated, but before Skye is.
If Skye is defeated before Remnant the player becomes permanently locked out of the fight
If Remnant is defeated first the player is free to defeat Skye without being locked out of the fight anymore

Fought: Post-Moon Lord
Specification: Post-Blacklight, Post-Static Head, Pre-Skye
Special: Pseudo-Superboss
Progression: No

Stats:
Health: 2,400,000 (3,560,000) (4,539,000)
Attack:
-400 (600) (Head Melee)
-335 (473) (Body Melee, Detached Segment Melee)
-320 (455) (Shadowflame Marks, Shadowflamethrower)
-300 (430) (Shadowflame Fireballs)
Defence:
-45
--+25% Damage Resistance per Segment Pierced

[All of Remnant's attacks inflict Shadowflame - 50 (100)%]

Attacks:
Remnant flies at the player like a Wyvern, though noticeably slower at first. Its body consists of 50 segments, regardless of difficulty
As it chases the player, it attacks from all its segments at infrequent intervals
-It may release strange markings from its segments that chase the player. These markings have a homing effect, but turn at sharp angles to turn to follow the player instead of the usual smooth curves. After travelling long enough they slow down and explode
-It may release random bursts of shadowflame fireballs from its segments, typically 2-3 fireballs per segment. After travelling for a second these fireballs all suddenly change their trajectory and begin accelerating towards the player
-It may split all its segments up, which all charge at the player individually over around 3-4 seconds. Once done the segments all reform
-It may release a flamethrower-like stream of fire from its front segment at the player. While doing so its segments may randomly launch shadowflame fireballs at the player
As it loses health, Remnant will begin gradually moving faster. Additionally, with every 2% health lost, one of Remnant's segments will break away from its tail and begin chasing the player independently; flying after them like a faster, more aggressive Eater of Souls. The broken-off segments are immune to damage. Broken-off segments do not participate in the body's charge attack.

Defeat: All of its segments, at once, explode into purple and black particles

Drops:
Only drops the Chaotic Key in Normal Mode. Noticeably, it cannot drop a trophy.
Defeating Remnant 5 times causes it to drop a Remnant Statue. Every defeat after the 5th has a random chance of also dropping statues. Statues dropped are platinum Pre-Skye or gold Post-Skye
In Expert Mode it will drop the trophy 100% of the time, though otherwise lacks a proper Expert item

Lore:
A mixture of chaos energy and shadowflame, refusing to die because of the twining energies that make up its body. The chaos energy was likely once some sort of Chaotic Entity, though in its current state it is impossible to tell what it used to look like

Hints:
-Piercing weapons are very useful at the start of the fight when Remnant still has many segments left, as they can hit multiple segments at once
--However, nearer the end of the fight, homing weapons may be preferred as Remnant's own hitbox gradually gets smaller and it begins moving faster
-It may be wise to try and group up Remnant's broken-off segments to keep them all within the same general area, as it reduces the chance of the player getting trapped between them and makes it easier to keep track of them

Extra Info:
-Remnant's origins are unknown, as it shares design traits with both shadowflame and with Chaos/Chaotic Entities due to colour scheme and attacks
-Remnant, being a Pseudo-Superboss so close to the actual endgame superbosses, actually has health comparable to some of the more frail superbosses.
--However, the actual superbosses are still significantly harder
[Added: 5/7/21]
95 - Marble Renegade

Appearance: The Marble Burrower, with a new look. His head's trident has been replaced with a more claw-like spear and has a visor between the two spikes, and all his segments are obscured by cloak-like cloth. Additionally, it has another spear attached at the tail end, ending on a triangular spike

Summon: Use the Marble Statue. Initially, Geostorm will spawn, but the Marble Renegade will quickly spawn and decapitate Geostorm, with its body exploding into gibs.
The Marble Renegade can be spawned anywhere and at any time, but causes an eclipse-like effect during the day that makes the fight permanently dark, as well as a thunderstorm that rages for the entirety of the fight
Geostorm must have been defeated first in order to summon this boss, otherwise its summoning item will not work
Heavy Gravity is in effect the entire fight

Fought: Post-Moon Lord
Specification: Post-Skye, Post-Geostorm
Special: Returning Boss, Unusual Summon
Progression: No

Stats:
Health: 4,000,000 (6,875,000) (8,765,625)
Attack:
-420 (635) (Head Melee, Tail Melee)
-350 (500) (Body Melee, Marble Spikes)
-285 (434) (Spears, Arrows)
-300 (453) (Marble Swords)
Defence:
-75 +20% Damage Resistance (All Segments)
--+40% Damage Resistance per Segment Pierced
--37 +10% Damage Resistance (All Segments, Stunned)
---+20% Damage Resistance per Segment Pierced (Stunned)

Attacks:
The Marble Renegade generally flies in a large ring around the player, taking frequent dashes through the ring in order to cut the player off or deal melee damage.
The most notable thing, however, is that Geostorm's head can be picked up and charged like the Charged Blaster Cannon. At full charge it fires a powerful laser that stuns the Marble Renegade; slowing its movements and halving its defences for a short time. Geostorm's head is dropped after firing a fully-charged laser and has a 15 second cooldown before it can even be picked up again
-The Renegade may launch spear-like projectiles from its segments towards the player. Aside from being fast these spears also have the special property of getting stuck in blocks and lingering for a long time, potentially blocking platforms from player use
-It may summon several arrows that begin raining down from the sky randomly nearby for a few seconds
-It may launch arcs of 3 spears at the player from its head and randomly from some of its other segments. These can also lodge themselves in blocks
-It may charge downward summoning large, evenly-spaced marble spikes that are launched upward. The spikes are created either when the Renegade hits a block or travels far enough downward. This attack is only performed when below 85 (90)% health
-It may charge at the player, summoning marble spikes from its head throughout the charge. These spikes remain in-place for a long time, acting as stationary mines. This attack is only performed when below 70 (80)% health
-It may summon swords that descend from the sky in long rows. Typically 2-3 rows of swords are summoned, with rows randomly being either evenly-spaced or random. This attack is only used when below 55 (70)% health
-It may summon two columns of swords either side of the player, both moving towards the player. The columns are evenly-spaced, but not necessarily aligned with each other. This attack can be used up to 3 times in succession and is only used below 40 (60)% health
From the point the Renegade unlocks all its attacks, any health lost will gradually cause its movement and attack speed to slowly increase

Defeat: Explodes into gibs, with Geostorm's head also shattering in the process. The storm and darkened sky fade as the fight ends

Drops:
Ruinous Fabric is always dropped, which can be used to craft a few items. Mainly, however, there are three other special drops based on the player's actions:
-Defeating the Marble Renegade without picking up Geostorm's head causes him to additionally drop a weapon similar to it in design and functionality
-Dealing the finishing blow with Geostorm's laser causes it to drop the Charged Marble Shard; an accessory that grants a series of stat buffs based on the player's current y-coordinate
-Defeating the Marble Renegade purely using Geostorm's head (not an easy task) rewards them with a sword-like weapon based on the Marble Renegade's head
Finally, in Expert Mode, it drops a summoner staff that summons a Stardust Dragon-like minion made of both marble and granite

Lore:
The Marble Burrower, evicted from its home after a sour loss against its bitter rival. Having planned revenge for many years, it waited for its perfect moment to strike back...

Hints:
-If purely aiming for a 'normal' fight, no not neglect to use Geostorm's head when available. The extra damage is helpful, but the temporary defence and movement speed reductions are the most important thing by allowing the player to deal immense damage very quickly under the right circumstances
-In higher difficulties it is recommended to not neglect using Geostorm's head at all. The Renegade's additional buffs make it almost as tough as a superboss in Expert and Master Mode, so having an item that weakens it is highly favourable
-Piercing weapons are, as ever, still helpful for this fight considering the Marble Renegade is still a worm boss

Extra Info:
-The Marble Renegade is the current version of the Marble Burrower/Marble Champion, a boss that debuted in Boss Ideas 4 that was said to have a rivalry with the Granite Burrower/Geostorm
-The Marble Renegade is said to have lost the conflict with Geostorm, perhaps explaining its drastic appearance change and general lack of mention in recent lore
[Added: 5/7/21]
96 - Prism Knight

Appearance: The Prism Knight, though with a noticeably different appearance. She still has her rainbow wings and colour scheme, but now has a body entirely made of crystals. Her main body and hair are made of pink, purple and blue crystals; with the other colours being reserved for her wings.

Summon: Use the Radiant Crystal in the Hallow. Prism Knight only despawns if the player dies, being capable of pursuing them across the map with relative ease

Fought: Post-Behemoth
Specification: Post-Behemoth
Special: Tier 1 Superboss
Progression: No

Stats:
Health: 3,500,000 (5,250,000) (6,693,750)
Attack:
-640 (888) (Melee, Sword of Light, Prismatic Light)
-600 (850) (Crystal Feathers, Crystal Fragments)
-620 (872) (Unstable Crystal, Crystal Mines)
Defence: 80

[All of the Prism Knight's attacks inflict Unstable Magic - 50 (100)%]

Attacks:
Phase 1:
The Prism Knight is generally very active, dashing at the player before every attack. She alternates between 1, 2, and 3 dashes before attacking
-She may perform a series of 3 rapid, long-ranged dashes towards the player
-She may spread out her wings, launching a burst of rapidly-moving crystal feather projectiles
-She may summon a sword of light, dashing at the player with it and slashing once. The slash is almost as large as Prism Knight herself. After a single slash the sword disappears
-She may launch a large unstable crystal towards the player that breaks apart as it travels. The crystal fragments this produces home-in on the player for 1 second each and accelerate constantly
-She may summon several crystal mines that linger in-place for a while. Each one of these has a different rainbow colour
Once taken down to 50% health the Prism Knight enters her 2nd phase
Phase 2:
The Prism Knight dashes faster and attacks more frequently with less downtime between attacks. While she doesn't gain any new attacks in this phase, all of her Phase 1 attacks are significantly enhanced
-The 3-dash attack is a little faster, and the Prism Knight will dash a short distance backwards after the third dash and launch an inaccurate cluster of crystal feathers at the player
-The 'spread-out wings' attack now creates mini-deathray lasers instead of feathers, called prismatic lights. These are released from the tips of the outermost feathers on her wings, resulting in 14-16 prismatic lights being released in a burst
-The sword attack summons a larger sword and, once the sword is swung, it releases a small cluster of crystal fragments
-The unstable crystal attack now consists of 3 unstable crystals instead of just 1
-The 'mine' attack is similar, but the Prism Knight will launch a prismatic light at the pinkest one. This prismatic light will ricochet off of all the other mines in rainbow order, potentially catching unaware players. Once the prismatic light stops being fired the mines linger as normal
As Prism Knight loses health in this phase she will begin to glow brighter and brighter. This is purely aesthetic, however, and does not signify further changes

Defeat: Releases a series of small shards of crystal from her body, as well as some larger pieces that get chipped from her wings. She dashes upward in a large beam of light that is, fortunately, purely aesthetic

Drops:
Mostly just prism-themed weapons, primarily magic or melee-themed like swords and tomes.
In Expert Mode she will drop the Prismatic Core; an item that grants a series of buffs, increased flight speed and infinite flight time when equipped.

Lore:
A warrior with a body of crystal and wings of rainbow light. She has allegedly appeared in legends hundreds of years old, believed to be a protector of the innocent and weak in times of need, though these legends became gradually rarer the more modern they were dated

Hints:
-Homing weapons may be recommended, primarily due to the Prism Knight's fairly small hitbox combined with her surprising agility
-As with most superbosses or late-game bosses in general, having 'burst' mobility like dashes and teleports is strongly advised

Extra Info:
-In her previous appearance the Prism Knight was actually more humanoid and wore silver armour, with the general rainbows in her design being mostly coming from her multicoloured hair
-Aside from the name there is little similar between the old and new Prism Knight designs. Despite this, they are the same character
[Added: 5/7/21]
97 - Husk

Appearance: A posthumous Oblivion. Its body has become grey and cracked, oozing a strange black substance from the jagged hole in its front that used to house its numerous eyes. No Servants of Oblivion can be seen peering from within anymore, leaving it as just a hollow shell

Summon: Use the Voided Eye. The sky turns grey throughout the fight with clouds and the rare Servant of Oblivion flying past in the background.
Oblivion must have previously been defeated, or else the summoning item will not work

Fought: Post-Behemoth
Specification: Post-Behemoth, Post-Oblivion
Special: Tier 2 Superboss
Progression: No

Stats:
Health: 5,000,000 (7,250,000) (9,243,750)
Attack:
-1000 (1285) (Melee, Blackened Maw)
-950 (1200) (Shadowy Blob)
-900 (1115) (Deathrays)
Defence: 80 +20% Damage Resistance

[All of Husk's attacks inflict Withered Armour - 100%]
[All of Husk's attacks inflict Chaos Ember - 50 (100)%]
[All of Husk's attacks inflict Withered Weapon - 0 (100)%]

Attacks:
Husk generally tries to float horizontal to the player when possible, only moving from this position when performing particular attacks
-It may release shadowy blobs from the crack in its face; grey spherical projectiles that accelerate horizontally as they travel
-It may disappear, only to- re-appear in the background. It charges forward from the background, trying to hit the player with the charge
-It may summon a special variant of the shadowy blobs from its cracked face that home-in on the player, decelerating slowly as they travel
-It may launch several shadowy blobs skyward. After a short delay they begin raining down diagonally from above, continuing to do so for around 5 seconds
-It may stop moving and face the player directly. Several grey lines will emanate from its cracked face, vaguely in the player's direction, before grey deathrays are shot along them all. This will happen up to 3 times in succession, with Husk readjusting its angle with every volley
-It may release 1-3 shadowy projectiles from its cracked face that look something like a mouth or a hand. These projectiles chases the player for a while, releasing accelerating shadowy blobs 90 degrees either side of their movement path periodically
As Husk loses health its attack speed increases gradually (though more noticeably in Expert Mode). It will also begin leaving after-images as it travels that become more clear as its health gets lower

Defeat: Bursts into gibs, releasing a random burst of shadowy blobs upon exploding

Drops:
'Twisted' versions of all of Oblivion's main drops. The twisted versions look similar to the originals, but generally deal more damage but have mild tweaks to their effects that generally make them harder to use.
In Expert Mode it drops the Abyssal Sludge which, when equipped, grants an additional accessory slot but also... halves the player's defence and health; meaning that in reality all it does is weaken the player as the extra accessory slot just compensates for the one the item takes up

Lore:
After the Servants of Oblivion abandoned their body its empty remains deteriorated rapidly. Its dishevelled remains, however, retained a large concentration of chaos energy that caused it to reanimate and go berserk

Hints:
-Husk is typically a fairly quick fight due to its low health being closer to one of the Tier 1 Superbosses, though the player must still watch out as with its debuffs Husk is capable of also very quickly killing the player as well
-If hit by one of Husk's attacks it is recommended to play very defensively until the debuffs begin to expire. The damage vulnerability from Chaos Ember and the halved damage from Withered Armour mean a follow-up attack might just kill the player outright
--This is especially prevalent in Expert Mode as Husk also inflicts Withered Weapon, making careless retaliation generally a bad idea

Extra Info:
-Husk has actually existed since all the way back when Boss Ideas 1 was made, though was never implemented due to a mixture of infrequent appearances from Oblivion and some issues with general power balance for late-game bosses
-Husk is perhaps so far one of the only bosses to have a basic projectile deal more damage than their deathray-styled laser attack
[Added: 5/7/21]
98 - Technicus

Appearance: Technicus, returning from Boss Ideas 5. His general design is much the same, with a golden body powered by blue flames, though aspects of his design have generally been tweaked such as his body shape, the gears on his back, and his limbs (not seen in the sprite above).

Summon: Use the Grand Defender's Beacon anywhere in the world. Technicus will only despawn if the player dies, as like most other superbosses he is capable of following the player to avoid despawning accidentally.
Heavy Gravity is active throughout the fight
The message 'DEFENCE TESTING PROTOCOL INITIATED. MODE: SPARRING.'

Fought: Post-Behemoth
Specification: Post-Behemoth
Special: Returning Boss, Tier 2 Superboss
Progression: No

Stats:
Health:
-8,800,000 (13,650,000) (17,403,750) (Technicus)
-435,000 (716,000) (912,900) (Technicus Arms)
-410,000 (678,000) (864,450) (Technicus Cannons)
-400,000 (664,500) (847,238) (Technicus Railguns)
Attack:
-1000 (1285) (Fist Melee, Missile Fireball, Deathray, Deathray Explosions)
-950 (1200) (Large Fireball, Cannon Melee, Railgun Melee)
-920 (1165) (Fireball, Bullets)
Defence: 120 +15% Damage Resistance

Attacks:
Phase 1:
Technicus' main body is invulnerable in this phase and simply flies in the background behind the player. The body does not deal contact damage.
6 of Technicus' 'arms' will become active in this phase: 2 Fists, 2 Cannons, and 2 Railguns. These are vulnerable and need to be attacked to progress the fight
Fists:
-It may 'punch' towards the player, moving rapidly over a long distance, before retracting back to Technicus
-It may open its palm and summon a large blue fireball within it that it throws at the player. This larger fireball has homing properties and additionally explodes into 3 successive random bursts of smaller blue fireballs upon expiring
Cannons:
-It may launch several missile-like fireballs in rapid succession. These have a gradually-fading homing effect and explode violently on contact with blocks or players
-It may pursue the player briefly. While giving chase it launches 3 clusters of fireballs at the player. After the 3rd cluster is launched it stops chasing the player so aggressively
Railguns:
-It may align itself with the player, firing 2-4 slim deathray-like lasers horizontally in rapid succession
-It may stop moving before firing a rapid stream of blue bullets towards the player
Once all 6 arms are destroyed, Technicus himself will become vulnerable and enter Phase 2
Phase 2:
Technicus flies near to the player, but not necessarily right behind them as before. Technicus is deceptively mobile in this phase, flying around quite fast, but fortunately still cannot deal contact damage
Technicus will re-summon 2 (3) of its arms. The ones summoned are random. If they are destroyed new random arms will be spawned in their place, ensuring 2 (3) are always active
Technicus will also attack now, independent of what the arms are doing
-It may rapidly begin firing thin deathrays at the player from its face. Each of these deathrays will also create a large explosion based on where the player was when the attack was launched
-It may begin launching fireballs from its core. The fireballs are launched randomly in all directions but extremely quickly and frequently. Additionally, some of the cannon's missile fireballs are mixed in with the regular ones, though are much rarer
-It may disappear before dropping down behind the player. As it drops down it launches fireballs horizontally either side of its movement path, and upon reaching the player's height it summons several evenly-spaced fireballs to rise up from below over a long distance
-It may launch a large, sweeping deathray from its chest anywhere from 90-140 (90-200) degrees. Around 1.5 seconds after the deathray, explosions will begin happening within the deathray's range for a few seconds
-It may launch 3-5 large fireballs from its face in succession. These act as before; homing before exploding into 3 bursts of smaller fireballs

Defeat:
Defeating any of Technicus' limbs will cause them to explode constantly while slowly falling out of the sky
Technicus itself, however, will simply say 'SPARRING MATCH COMPLETED, RETURNING TO BASE' before flying upwards and off-screen.

Drops:
A series of generally large and powerful but slow-firing weapons: a sword, a cannon, a gun and a large magic staff are among the drops.
In Expert Mode it additionally drops the Small-Scale Prototype; an accessory that summons a mini Technicus minion when equipped. The item also provides additional damage resistance when equipped as well

Lore:
A powerful defence drone, created by a scientist of slime with the original intention of defending its home kingdom against powerful invaders. In order to test its power, and to prevent it from being left jobless in peace times, Beacons were created that could call it forth for sparring matches with anyone who wanted to test their mettle

Hints:
-Piercing weapons tend to be quite helpful, especially for the first phase, due to the amount of minions Technicus has due to his floating limbs
-In Phase 2 it may be wise to 'pick' which limbs are active by killing unfavourable ones in hopes that easier-to-avoid ones spawn in their place. Depending on personal preference the player can pick limbs they deem easiest to avoid, and thus more of their efforts can be spent on Technicus itself

Extra Info:
-Technicus was last seen in Boss Ideas 5 as one of Slimey's creations. Its design is generally the same, aside from the additional floating limbs that accompany it
-While Technicus has fireball-like attacks, it is confirmed that Technicus is powered on icy flames similar to those launched by the Flower of Frost and shown during the frostburn debuff
--Despite this, it cannot inflict Frostburn or any variant
-Technicus has a few hidden shapes hidden within its icy flames. It has 4 eye-like spots on its head, as well as a heart shape in its core
-In total, Technicus has 11,290,000 (17,767,000) (22,652,926) health across its Phase 1 limbs and Phase 2 body. This gives it the 2nd highest amount of health of any of the prior Tier 2 superbosses, beating Lunar by 290,000 (1,267,000) (1,615,426) health but still being less than half of that of Reflux's total health
[Added: 7/7/21]
99 - Acrimony

Appearance: Acrimony, returning from Boss Ideas 5. He retains his signature red and gold cloak, but the main new addition is the inclusion of a grey mask. The mask appears to have an eye-like red marking on the front, partially obscured by the top of his hood.

Summon: Use the Eye of the Storm. A shadowy, spherical entity will appear at first which shifts into a mouth, before the shadows are broken apart by Acrimony emerging from amongst them.
Acrimony speaks before the fight, generally threatening the player and warning them of his abilities, then acting surprised that the player doesn't flee. Acrimony always begins the fight by teleporting

Fought: Post-Behemoth
Specification: Post-Behemoth
Special: Returning Boss, Tier 2 Superboss
Progression: No

Stats:
Health: 10,000,000 (14,850,000) (18,933,750)
Attack:
-950 (1200) (Melee, Crimson Maw, Crimson Sorrow)
-900 (1115) (Crimson Flames, Homing Flames, Flame Trails)
-920 (1150) (Explosions, Mines, Spears)
-0 (0) (0) (Crimson Flame Ring)*
Defence: 80

[All of Acrimony's attacks can inflict Chaos Ember - 33 (50)%]
[*Inflicts the player with Chaos Ember while enveloped by the ring]

Attacks:
Phase 1:
Acrimony is highly agile, dashing and teleporting around rapidly and frequently throughout the fight. Acrimony, however, will stop while summoning projectiles for attacks.
-Acrimony may dash at the player, knife in-hand, and disappear suddenly near the end of the charge
-He may release several bursts of crimson flame projectiles at different offsets. These bursts accelerate as they disperse, while the projectiles also move in wavy motions as opposed to straight
-Acrimony may summon 5-6 Crimson Maws; pure red invulnerable minions that look similar to the Eye of Cthulhu. These will all charge at the player once, one at a time in rapid succession. After all of them have charged once they will all charge at the player a 2nd time, all at once, charging faster than the first time
-He may summon 2-4 spherical 'Crimson Sorrow' minions. These are, like the Maws, invulnerable and disappear on their own. They will charge at the player once and then release bursts of accelerating crimson flame projectiles cardinally and ordinally before repeating the pattern, disappearing after the 2nd round of bursts
-Acrimony may summon numerous fiery projectiles around itself. These will chase the player, gradually losing their homing properties, and leave lingering flame trails as they travel
-Over a few seconds, Acrimony may continuously summon explosions at the player's location. The explosions linger for a short while, stopping the player crossing their own path until the explosions fade
Once taken down to 40 (50)% health Acrimony will appear visibly frustrated, before moving onto his 2nd phase
Phase 2:
Acrimony will become faster in both movements and attacks in this phase, and will create after-images as he moves.
Acrimony will also gain a ring of crimson flames around himself. This ring is similar to the Inferno Potion's, inflicting Chaos Ember on the player as long as they remain within it
Acrimony retains all of his Phase 1 attacks, as well as gaining a few additional ones
-He may create a large burst of various crimson flames. These all move at varying speeds and angles, creating large almost flower-like intricate patterns of fire. He may perform this attack numerous times in succession, each time creating a new pattern
-He may summon several mines nearby that begin exploding after random intervals. While the mines are active Acrimony also creates a spiral pattern made of 3 rotating streams of crimson flames
-He may summon horizontally and vertically-travelling bullet-hells, consisting of crimson flames moving either vertically or horizontally. Additionally, they accelerate slightly while travelling
-He may summon walls of evenly-spaced spears at either side of the player. They are initially stationary but are suddenly launched towards the player after a brief delay. He may perform this attack numerous times in succession, alternating between summoning walls to the left and right of the player. The gap placement per wall varies randomly

Defeat: Falls to the ground, lamenting about his defeat through some more dialogue, before erupting into a pillar of red fiery energy. The pillar actually deals the same damage as Acrimony's contact damage and upon the pillar fading Acrimony will have disappeared.

Drops:
In Normal Mode Acrimony will always drop his trophy, as well as a magic tome that summons crimson-coloured flames
In Expert, however, he will also drop a Crimson Key. The item's effects are unknown since it doesn't actually seem to do anything and cannot be used as a material, either...

Lore:
The vile sorcerer behind most of the unnatural happenings in these lands. Acrimony has evaded death countless times, though his fate here is uncertain...

Hints:
-As usual, dashes and teleports are recommended for this fight. Infinite flight is also recommended, as it usually should be, to avoid the more projectile-heavy attacks
-In Phase 2 it is best to keep a distance from Acrimony. There is always a risk of him dashing forward or moving closer, possibly putting the player in-range of his fiery barrier

Extra Info:
-The shapes that Acrimony's shadowy entrance forms initially look like the Eye of Cthulhu's transformations, but closer inspection of the details suggests they are in fact Sorrow and the Crimson Maw enemies he summoned in his previous encounters
-There is a slim chance for a strange shadowy being to appear during the 2nd phase of the fight. This entity does nothing aside from disappearing if attacked or approached too closely, simply standing on a nearby block with its arms behind its back

[Added: 8/7/21]
100 - Lost King

Appearance: The Lost King, returning from Boss Ideas 5. His hair and beard are a silvery grey and cast a shadow over his eyes. He wears a set of golden and purple armour, with a red half cape draped over his left side. He carries a large, golden sword on his back

Summon: He is initially found randomly in the inner third of the map once Oblivion and all Tier 1 and Tier 2 Superbosses have been defeated. He can be spoken to and challenged, having a chance to respawn daily should the player lose.
He will stop spawning naturally once the player defeats him for the first time, but after his initial defeat using the Ragged Decree will allow the player to rematch the Lost King

Fought: Post-Behemoth
Specification: Post-Behemoth, Post-Oblivion, Post-Terraforce, Post-Havoc, Post-Ebony Flame, Post-Revenant, Post-Scourge, Post-Watcher, Post-Resonance, Post-Crimtaminator, Post-Prissm Knight, Post-Hyperion Slime, Post-Levialous Complete, Post-Lunar, Post-Reflux, Post-Levialous Broken, Post-Husk, Post-Technicus, Post-Acrimony, Post-Kingdom Keepers
Special: Returning Boss, Special Superboss, Unusual Summon
Progression: No

Stats:
Health: 11,850,000 (15,000,000) (19,125,000)
Attack:
-1000 (1285) (Melee, Energy Pillars, Sword Slash, Deathray, Pale Strikes)
-950 (1200) (Arrows, Energy Star, Pyre Melee, Magic Swords)
-975 (1240) (Large Energy Star, Dragon Head, Crescent Slash)
Defence: 200 +10% Damage Resistance

[All of this boss' attacks can inflict Golden Flames - 20 (40)%]

Attacks:
Phase 1:
The Lost King generally follows a pattern of teleporting near to the player and attacking, teleporting a little further away from the player, and then teleporting near the player to attack again; repeating this cycle throughout the phase.
-He may slam his sword downwards. Evenly-spaced energy pillars will erupt from the ground, with the positions foreshadowed by faint white glows before he brings the sword down.
-He may summon a bow and shoot a glowing arrow upwards. Initially a row of evenly-spaced arrows fall from the sky at a slight angle, then a 2nd row falls from a different angle in the first row's blind spots
-He may launch a wide arc of 5 large 'energy star' projectiles. These leave a lingering trail of smaller, stationary energy stars. Upon the large energy stars expiring they explode into bursts of 10 smaller energy stars that disperse. The stationary stars fade over time.
-It may summon a red, transparent dragon head that attacks the player. It will lunge at the player and bite at them, then teleport elsewhere and try again. It does this 3 times before disappearing. While the dragon head attacks the Lost King will also swing his sword in the player's direction, summoning accelerating crescent-shaped projectiles from his sword
Once the Lost King is down to 75% health he will enter his 2nd phase
Phase 2:
The Lost King will now attack with every teleport, and can perform a short-ranged dash before and after attacking if he decides to. He retains all his Phase 1 attacks, but gains additional attacks in this phase
-He may dash at the player 4-5 times over a long distance. The dashes try to intercept the player's movements by dashing towards where the player is headed. At the end of every dash the Lost King slashes with his sword, creating arcs of 3 accelerating crescent-shaped projectiles aimed at the player each time
-He may release several bursts of energy stars in rapid succession. Each bursts' projectiles rotate as they travel and accelerate gradually. Each subsequent burst has 4 more projectiles than the last; going from 16 initially to a max of 36
-He may create a large, vaguely flower-like pattern of energy stars. The pattern is made of a mixture of interlaced streams and bursts, giving very little room to dodge. The energy stars also accelerate as they travel
-He may summon a red and black moth-like creature, apparently called 'Pyre'. It flies around seemingly randomly, summoning bursts of red energy stars that are more concentrated to its left and right. During this attack the Lost King will rapidly dash towards the player with his sword until Pyre disappears again
At 40% health the Lost King will appear distressed and, after a loud shout, will enter his third phase
Phase 3:
The Lost King becomes significantly more mobile in this phase, gaining mostly free movement and being able to dash and teleport freely without restriction. He generally tries to keep close, but not too close, to the player and only stays still to attack.
As with before he retains all his previous attacks, but also gains new ones alongside them
-He may summon a row of magic swords at a random angle, facing the player, which will dash 'forward' after a brief moment. The Lost King does this 5-6 times and, once the final row begins moving, he summons a ring of 12 magic swords around the player. These will similarly dash inward after a short delay
-He may summon a magic staff and create a large spiral consisting of 7 streams of energy stars. While firing these stars the staff will also launch deathrays, alternating between launching them cardinally and ordinally
-He may point his sword skyward. Several white lines emanate from it, rotating initially but slowing down. Once the lines stop and reach their final angles deathrays are launched along them all. This happens up to 5 times in succession before the attack ends
-He may disappear, summoning several white lines around the player at random angles. After a short delay the Lost King will dash along all of them rapidly with his sword over less than a second. Additionally, stationary energy stars are summoned over any points where these lines intersect, lingering for a few seconds even after the attack ends
--Aside from the random variant there is also a more organised, almost spider web-like variant of this attack as well

Defeat: Appears to 'block' with his sword and is pushed backwards. At this point he becomes an interactable NPC again and can be spoken to, which after some dialogue causes him to simply teleport away

Drops:
Will always drop the Ragged Decree on his first defeat, with subsequent defeats mainly just dropping a vanity outfit in place of a mask or a trophy
In Expert Mode he will also drop a replica of his sword and a special stand it can be placed on. The sword is actually more powerful than even most of the other endgame weapons, but cannot reach its maximum power until Reverence is defeated

Lore:
Garagon's adoptive father and former ruler over Garagon's kingdom. One evening he had mysteriously left the kingdom, promoting Garagon to his current position as his final royal decree...

Hints:
-Prepare for the fight properly in advance. Make a proper arena, prepare buff potions, and only challenge the Lost King if you are properly equipped
--If the NPC spawns too far from a designated arena it may be wise to simply sleep and wait for another day, as luring him to an arena puts the player at-risk for a while
-Dashes and teleports are, as ever, recommended. To be fair high mobility in-general is recommended, such as infinite flight

Extra Info:
-The Lost King previously appeared as the final boss in Boss Ideas 5. He is the former ruler of Garagon's kingdom and his adoptive father, though mysteriously left one day putting Garagon in charge. The reason he left is unknown
-Despite naming conventions, the Lost King and Nameless King are different people.
--This is made worse by the fact the Lost King doesn't have a known canon name, and that the Nameless King is currently lost and presumed dead
[Added: 8/7/21]
[Final Notes]
And that is the end of the 'numbered' part of Boss Ideas 11

I'm not quite going as far as Boss Ideas 5's ~120 bosses, especially since the quality began dipping as I forced myself to add more and more, so I think I'll keep to the 100 more well-rounded bosses this time around and just put things in the 'Unused' page if they weren't added here

This may not be the end of Boss Ideas 11 entirely, however. I'm considering doing something similar to Boss Ideas 10 where an event followed up the main numbered bosses, consisting of regular enemies and waves for the player to fight through. Details are scarce and it isn't for definite, but it's an idea currently


Feel free to check out some of the other Boss Ideas parts while you're here. I'll link all of the other parts of Boss Ideas 11 since they seem most fitting to show here
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2399643812
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2271455483
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2443717129
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2485259156
Also, here's a link to Boss Ideas 10's Tomato Event. Fun to make and I still think it holds up pretty well :)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2220451686

Also extra shoutout to Hallam and her friends for Mel and Zerof existing :)



Oh! There's also this drawing contest thing I have to do 'cause someone said so. Basically just pick a costume for EoL, comment it on the page itself, and the most commented request gets drawn
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2546306606
There's not really a deadline yet, just depends on when I feel like there's enough people voting.
Please be kind to me internet



Anyways, I hope you enjoyed, and I hope to be able to put out more content again soon

See you then :)
2 Comments
Catgoober 30 Mar, 2022 @ 9:16am 
So since you play TF2, I'm guessing "83 - War Pig" thinks he is the hardest boss to defeat.
Okami Tomato  [author] 15 Jul, 2021 @ 3:36am 
Just as a small heads-up if anyone wants to put stuff for the EoL challenge please do it on the actual EoL image page, otherwise it might get lost :)