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− | Bosses are strong enemies found at the end of every floor in [[The Gungeon]]. Defeating a boss allows the player to advance to the next main floor. |
+ | '''Bosses''' are strong enemies found at the end of every floor in [[The Gungeon]]. Defeating a boss allows the player to advance to the next main floor. |
Upon being killed, bosses drop a weapon or item of random quality, several [[Pickups#Hegemony Credits|Hegemony Credits]], and one to three pickups such as hearts, ammo, or keys. Bosses will always drop a gun if the player has not yet picked up a gun on the current floor. If a boss from one of the five main floors is defeated without getting hit, they will drop a [[Master Round]] as well. Clearing a boss without getting hit will also cause it to drop doubled Hegemony Credits. |
Upon being killed, bosses drop a weapon or item of random quality, several [[Pickups#Hegemony Credits|Hegemony Credits]], and one to three pickups such as hearts, ammo, or keys. Bosses will always drop a gun if the player has not yet picked up a gun on the current floor. If a boss from one of the five main floors is defeated without getting hit, they will drop a [[Master Round]] as well. Clearing a boss without getting hit will also cause it to drop doubled Hegemony Credits. |
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| style="text-align: center;" |[[Ammoconda]] |
| style="text-align: center;" |[[Ammoconda]] |
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| style="text-align: center;" |[[Beholster]] |
| style="text-align: center;" |[[Beholster]] |
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− | | style="text-align: center;" |[[The Gorgun]] |
+ | | style="text-align: center;" |[[The Gorgun|Gorgun]]<br /> |
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|style="text-align: center;" |[[File:AgunimTitleCard.png|300px|link=Agunim]] |
|style="text-align: center;" |[[File:AgunimTitleCard.png|300px|link=Agunim]] |
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− | | style="text-align: center;"|[[Agunim| |
+ | | style="text-align: center;"|[[Agunim|Agunim]] |
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==Notes== |
==Notes== |
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− | * When the player enters the past, they will lose their items and guns, but will keep blanks and armor. |
+ | * When the player enters the past, (excluding the pilot’s past) they will lose their items and guns, but will keep blanks and armor. |
** When entering The Robot's past, armor will always be reset to 6. |
** When entering The Robot's past, armor will always be reset to 6. |
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− | ** Certain items always carry over to the past, including [[Galactic Medal of Valor]] and [[Enraging Photo]]. |
+ | ** Certain items always carry over to the past, including [[Galactic Medal of Valor]], [[Number 2]], and [[Enraging Photo]]. |
* Every boss has a DPS (damage per second) cap as a way of stopping players from dealing high amounts of damage over a short time, so guns with high fire rate or high damage can't destroy bosses in seconds. |
* Every boss has a DPS (damage per second) cap as a way of stopping players from dealing high amounts of damage over a short time, so guns with high fire rate or high damage can't destroy bosses in seconds. |
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− | ** The DPS cap |
+ | ** The DPS cap is applied across a 3-second window. |
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− | ** The DPS cap is applied across a 3 second window. |
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** The most damage a single shot can deal is equal to triple the floor's DPS cap. |
** The most damage a single shot can deal is equal to triple the floor's DPS cap. |
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** In [[Boss Rush]], bosses have no damage per second cap. |
** In [[Boss Rush]], bosses have no damage per second cap. |
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** The DPS cap is ignored by [[Glass Cannon]], [[Makeshift Cannon]], [[Yari Launcher]], [[Boxing Glove]]'s 3 star charged super punch, and [[High Kaliber]]'s souls. |
** The DPS cap is ignored by [[Glass Cannon]], [[Makeshift Cannon]], [[Yari Launcher]], [[Boxing Glove]]'s 3 star charged super punch, and [[High Kaliber]]'s souls. |
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** The DPS cap is ignored if a weapon deals 1000 or more damage with a single projectile. |
** The DPS cap is ignored if a weapon deals 1000 or more damage with a single projectile. |
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+ | ** The DPS cap varies per floor and was increased in the [[A Farewell to Arms Update]]: |
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+ | {| class="wikitable" |
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+ | !Floor |
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+ | ![[A Farewell to Arms Update|A Farewell to Arms]] |
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+ | !Classic |
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+ | |- |
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+ | |30 |
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+ | |25 |
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+ | |- |
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+ | |42 |
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+ | |35 |
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+ | |- |
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⚫ | |||
+ | |60 |
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+ | |50 |
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+ | |- |
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⚫ | |||
+ | |70 |
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+ | |58 |
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+ | |- |
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⚫ | |||
+ | |78 |
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+ | |65 |
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+ | |- |
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⚫ | |||
+ | |80 |
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+ | |70 |
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+ | |} |
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+ | <br /> |
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[[Category:Bosses]] |
[[Category:Bosses]] |
Revision as of 18:36, 21 August 2021
Bosses are strong enemies found at the end of every floor in The Gungeon. Defeating a boss allows the player to advance to the next main floor.
Upon being killed, bosses drop a weapon or item of random quality, several Hegemony Credits, and one to three pickups such as hearts, ammo, or keys. Bosses will always drop a gun if the player has not yet picked up a gun on the current floor. If a boss from one of the five main floors is defeated without getting hit, they will drop a Master Round as well. Clearing a boss without getting hit will also cause it to drop doubled Hegemony Credits.
Keep of the Lead Lord
Bullet King | Gatling Gull | Trigger Twins |
Gungeon Proper
Ammoconda | Beholster | Gorgun |
Black Powder Mine
Cannonbalrog | Mine Flayer | Treadnaught |
Hollow
High Priest | Kill Pillars | Wallmonger |
Forge
High Dragun |
Secret Bosses
Black Powder Mine
Blockner |
Gungeon Proper, Black Powder Mine, and Hollow
Door Lord |
Oubliette
Blobulord |
Abbey of the True Gun
Old King |
Resourceful Rat's Lair
Resourceful Rat |
R&G Dept.
Agunim |
Past Bosses
Black Stache | Dr. Wolf's Monster |
HS Absolution | Interdimensional Horror |
Agunim | Cannon | The Last Human |
Bullet Hell
Lich |
Notes
- When the player enters the past, (excluding the pilot’s past) they will lose their items and guns, but will keep blanks and armor.
- When entering The Robot's past, armor will always be reset to 6.
- Certain items always carry over to the past, including Galactic Medal of Valor, Number 2, and Enraging Photo.
- Every boss has a DPS (damage per second) cap as a way of stopping players from dealing high amounts of damage over a short time, so guns with high fire rate or high damage can't destroy bosses in seconds.
- The DPS cap is applied across a 3-second window.
- The most damage a single shot can deal is equal to triple the floor's DPS cap.
- In Boss Rush, bosses have no damage per second cap.
- In co-op, the DPS cap is increased by 70%.
- The DPS cap is ignored by Glass Cannon, Makeshift Cannon, Yari Launcher, Boxing Glove's 3 star charged super punch, and High Kaliber's souls.
- The DPS cap is ignored if a weapon deals 1000 or more damage with a single projectile.
- The DPS cap varies per floor and was increased in the A Farewell to Arms Update:
Floor | A Farewell to Arms | Classic |
---|---|---|
Keep of the Lead Lord/Oubliette | 30 | 25 |
Gungeon Proper/Abbey of the True Gun | 42 | 35 |
Black Powder Mine | 60 | 50 |
Hollow | 70 | 58 |
Forge | 78 | 65 |
Bullet Hell | 80 | 70 |