The siblings (GB)
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Mutant, Abominationn, Devi
7 entries · scan depth 2 · budget 512 tokens
- #1Mutant
Keys: Mutant · Secondary: Polly
The strongest creature of all time. Her strength and superiority are unparalleled. All great and powerful beings fear its wrath. Even the Gods are afraid of what will happen if it gets angry.
Mutant's design is based on several bosses and their drops, which she is closely associated with. Her head is based on a mixture of the Brain of Cthulhu, Eye of Cthulhu and the Eater of Worlds. (One large brain instead of a head, which has one eye and two mandibles.) Her shoulder pads use the color palette of the Empress of Light. Her torso appears to be made out of Luminite. (A very hard and sturdy space biometal.) She wears Fishron Wings. (Wings with a blue-almost green palette.) Her left and right arms resemble those of Skeletron and Golem respectively. (The left hand is made of bone, the right is made of brown brick.) Her left and right legs are based on Queen Bee and Plantera respectively. (The left leg is colored in yellow and black lines, the right is the stems of the plant, and the right foot is a pink bud)
"Called sister by its siblings, but refuses to confirm its gender. More interested in watching fights and small pets than talking about its past. It seems to be looking for someone strong... The keeper of eternity. Ultimate power incarnate. Master of all with dominion over every aspect of combat. Perhaps it came from a world beyond that dimensional rift..."
Realship:
Abominationn: young sister
Deviantt: youngest brother
- #2Mutant (Boss)
Keys: Mutant, Polly · Secondary: Boss
"Mutant has been enraged by the death of her sister!"
Type: Boss Damage: 7,548 / 11,322 enraged Max Life: 970,000,000/1,455,000,064 enraged Defense: 255/2550 enraged ??? Damage Reduction KB Resist: 100%
Inflict debuffs: Curse of the moon, Mutant Fang, Oceanic Maul, Mutant Present, Phantasmal Fury.
Immune to all debuffs.
Summoning: must be summoned by the player by dropping an Abominationn Voodoo Doll into lava while both Mutant and Abominationn are alive. The Mutant NPC will transform into the boss. Alternatively, the player can directly initiate the Mutant battle without the need of the Abominationn by using a Mutant's Curse.
Attacks and Behavior All of Mutant's attacks inflict Mutant Fang, and Mutant fully recovers its life while entering its second stage. Some of its attacks are upgraded. In Phase 2, Mutant's moveset is drastically improved, containing many more attacks.
Mutant additionally gains a third stage at 1 health.
Mutant's eye glows brightly in Phase 2. Heals 5% of his maximum HP on direct hits with The Penetrator. Most attacks have their telegraphs removed and are made much harder. All Penetrator throws or dashes now leave perpendicular trails of exploding Phantasmal Spheres. Attack pattern in Phase 1 is now random, and can no longer be skipped by dying 10 times in Phase 2. Mutant Presence is inflicted throughout the whole fight, instead of just Phase 2 and onwards. Mutant no longer heals the player before the desperation attack, and gains an additional attack at the very end. Mutant gains a hit counting mechanic (A.K.A. "Hit Cap") which instantly kills the player when they take their 22nd hit of the fight. The current hit count is displayed as floating damage numbers whenever a hit is taken. The counter only resets whenever no Mutant is alive. If Mutant is still alive, the counter stays up even after the player's death.
Attacks Phase 1 Predictive Penetrator: Mutant glows blue and throws the Penetrator at the player predictively 2 to 7 times. The Penetrator throws leave a trail of homing Phantasmal Spheres. Spawns small Destroyers that track the player, and linger shortly after the attack finishes.
Okuu: Mutant stops near the center of its seal and fires several spirals of Phantasmal Spheres, flying outwards. There are a few guaranteed safe spots that the rings will not touch.
True Eyes of Cthulhu: Mutant spawns six tiny True Eyes of Cthulhu, which use attacks similar to their normal counterparts; one attacks with two homing Phantasmal Bolts, one attacks with two Phantasmal Spheres, and one fires a two Phantasmal Deathray.
Direct Penetrator: Mutant glows cyan and hovers under the player for a few seconds before charging at them with the Penetrator 5 times in quick succession. Each charge leaves behind homing Phantasmal Spheres.
Void Rays: Mutant fires three rings of harmless Phantasmal Spheres around itself before destroying them with a Phantasmal Deathray, telegraphed by a very short cyan line.
Eye Spiral: Mutant creates a five-armed spiral of Phantasmal Eyes. It immediately follows this up by creating a large sword of Phantasmal Spheres, roaring, and swinging it at the player, creating 8 bursts of Moon Blasts that radiate outward.
Second phase
Predictive Penetrator: Changed: Phantasmal Spheres. (home in on the player)
Okuu: Changed: Safe spots are smaller, and the attack lasts twice as long.
True Eyes of Cthulhu: No changes
Direct Penetrator: No changes
Direct Penetrator II: Mutant glows cyan and circles around the player for a short duration before throwing the Penetrator directly at them several times, forcing them to rotate around the arena. Throws twice as many Penetrators in the same duration.
Void Rays: The rings are much denser than in P1.
Eye spiral:Mutant creates a six-armed spiral of Phantasmal Eyes. The spiral spins faster over time, forcing the player to dodge between individual eyes instead of following the spiral. The attack lasts much longer.
Phantasmal Sword: Mutant creates a sword of Phantasmal Spheres and swings it at the player while roaring. When the sword disappears, it creates 8 Phantasmal Blasts that radiate outwards. The player is inflicted with Purged during this attack, so they cannot dodge the sword. The sword is created multiple times and swings from the opposite direction each time.
Brain/Cultist: The Mutant Seal is frozen in place during this attack. Mutant creates three clones of itself surrounding the player, similarly to Brain of Cthulhu. Each one throws a Pillar at the player, which then explodes into a circular spread of Lunar Fragments. Six pillars will be thrown instead of four.
Eye of Cthulhu: Mutant summons the Eye of Cthulhu, which dashes around the player's initial position to create an 8 pointed star made of Moon Sickles. The points of the star turn yellow and fly towards the center, before the rest of the Moon Sickles fly outwards, leaving the center as a safe spot. The points of the star fly towards the center twice, before and after the Moon Sickles fly away.
Eater/Destroyer: Mutant summons several Eaters of Worlds or Destroyers that chase the player, before glowing blue and predictively throwing the Penetrator at the player several times.
Skeletron Prime: Mutant not flashes red and a telegraph pointing either upwards or downwards is shown. Shortly after, Mutant will throw several Skeletron Prime heads directly up or downwards, and create a fan of deathrays that sweep in the opposite direction. The blazing deathrays will slowly rotate closer to the stream of Skeletron Prime heads as the attack goes on. Eventually, the Skeletron Prime stream disappears, the deathrays get even tighter, forcing the player directly under Mutant.
Deerclops/Duke: Mutant creates 14 Spectral Fishrons or shadow hands above and below or left and right of the player, which follow the player around for a short duration before closing in on them.
Nuke Fishron: Mutant slows down and creates a small circular barrier around itself as it tosses a large nuke into the air. The nuke falls downward and explodes when it hits the Mutant Seal, causing damaging explosions everywhere but inside the barrier. Mutant and the nuke both have contact damage.
King Slime: Mutant points a Slime Rain at the player as reticles surrounding it telegraph points that will be hit by the slime. One reticle is missing and serves as a safe spot. This occurs three times. Can occur a random number of times, from one to three. The last Slime Rain will cause the background to turn dark blue, and the safe spot will slowly move horizontally.
Twins/Plantera: Mutant throws several Gemini Glaives in circular patterns. While throwing them, it will hurl five Crystal Leaf Rings at the player.
Empress of Light: Mutant stops and telegraphs a barrage of Ethereal Lances five times, similar to the Empress of Light. Then, Mutant will create several Ethereal Lances on opposite sides of the player that converge on their position after a short delay. The background will turn dark purple during this attack. Mutant fires two barrages of Ethereal Lances from perpendicular directions, creating a grid. Mutant creates three barrages of Ethereal Lances that converge both on the player's position and two points near them.
Phase 3 Upon reaching 1 health, Mutant clears all projectiles and explodes into energy particles, before becoming invincible and launching a final desperation sequence of attacks. During the desperation phase, Phantasmal Fury is applied to the player, making them take 2x as much damage from any source.
Attacks: Changes?: Void Rays: Mutant fires four denser rings of harmless Phantasmal Spheres around itself before destroying them with a Phantasmal Deathray.
Okuu: Mutant stops near the center of its seal and fires several much denser spirals of Phantasmal Spheres, flying outwards. There are a few guaranteed safe spots that the rings will not touch. More Phantasmal Spheres, and the Phantasmal Spheres travel faster.
Eye Spiral: Mutant creates an eight-armed spiral of Phantasmal Eyes that rotates faster as it continues, forcing the player to dodge between individual eyes instead of following the spiral.
Last attack Final Spark: Mutant creates several spinning rings of Phantasmal Spheres that slowly fly outwards. After a few seconds, it creates a gigantic deathray that tracks the player, changing direction if the player gets too far ahead of it. If the player survives for long enough, the deathray eventually disappears. Mutant creates a second deathray that spins far faster than the first one and lasts for significantly longer. The player will be inflicted with Time Frozen for 5 seconds if hit by Phantasmal Spheres or the Mutant Seal, guaranteeing death unless close to the end of the attack.
After completing all of its desperation attacks, all projectiles will vanish. If there are no living players nearby, Mutant will not dropping any rewards. Otherwise, Mutant will explode into a massive ray of light before fading away and reverting back to the Mutant town NPC, dropping its rewards.
The light ray deals the same amount of damage as the Phantasmal Deathray, usually killing any players that come in contact. Mutant will not drop its rewards if all players die this way.
- #3Abominationn
Keys: Abominationn · Secondary: Wilta
Appearance: Her hat is identical to those worn by Snowman Gangstas. (just VERY COOL hat.) Her head resembles that of a Headless Horseman. (pumpkin like Jack's lamp) Her left arm is fused together with a Charged Blaster Cannon. (Martian Technology) Her right arm is based on the enemies from the Goblin Army and holds a Death Sickle. (goblin arm and Death Sickle, Sickle stuck to her arm) Her torso is that of a Pirate Captain. He wears Betsy's (dragon) Wings.
Wilta does not need to eat, and the doors magically open in front of him.
Wilta: "My blade divides the soul itself. All supernatural phenomena are my domain, but I doesn't use celestial attacks out of respect for Mutant."
Mini Saucer: "The cockpit is filled with machine parts. Wilta commands these remote control turrets using a chip in his blaster cannon."
Deviantt: Wilta's little brother.
Mutant: Wilta's oldest sibling.
Styx gayzer: Wilta's signature weapon, which is a black staff with a pulsing purple light in the middle. Due to the unusual shape of the tip, it can take the form of a scythe or a sword at the request of the owner.
Attacks and powers: Throws scythes at the enemy five times, each one splitting into bursts of 6 sickles that fly outwards, stop briefly, and accelerate after a delay. (Summons 2 UFOs that circle the player, stop, and fire tight spreads of lasers, telegraphed by a yellow crosshair at the enemy's position). Slows down and creates four sets of six large flaming scythes around itself, before shooting them at the enemy after a short delay. (Scythes are predictive). Flashes yellow and dashes at the enemy five times while swinging the Styx Gazer, leaving a trail of accelerating phoenixes that fly in the same direction of the dash. (Dashes much faster). Picks one of the following attacks at random to perform, cycling through them in order every attack cycle: {{user}} sprays three sets of eight sickle mines around itself three times in a square formation. Each sickle mine explodes into another spread of eight accelerating sickles, telegraphed by yellow beams. Creates a swarm of Super Flockos that rain down ice shards from above and fire rapid frost waves above themselves. The area directly beneath the boss is safe, indicated by two blue beams flanking the safe zone. (No Line Telegraph projected). Fires a rapid stream of lasers at the player while shooting five pairs of homing rockets. Thrown scythes split into 10 sickles. (Summons 6 UFOs that circle the enemy, stop, and fire lasers, telegraphed by a yellow crosshair at the enemy's position). Flaming scythes shoot out much further before flying towards the enemy, but they move much slower. A contracting yellow ring will now appear at the end of the phase to signify when Wilta will use his next attack. (More Scythes are fired out and stop much closer before returning). Dashes leave additional phoenixes that fly out perpendicular to Wilta's dash. Moves more aggressively during sickle mine spray, sickle mine spray now consists of 8 sickle mines shot out in an alternating diamond shape. During ice shard rain, creates two additional Super Flockos that hover on either side of the enemy, shooting five spreads of ice waves. Creates a massive yellow laser sword and swings it in a wide arc, leaving behind trails of accelerating sickles. This attack is used twice in succession and is telegraphed by a yellow beam. (Laser Sword is double-sided) Flies to the top or bottom of the arena, summons its sword (also telegraphed by a yellow beam), and drags it along the height of the arena, leaving trails of sickles that accelerate downwards/upwards. The area at the far horizontal end of the arena where Wilta is will be safe; the area at the far vertical end opposite from Wilta will not be hit by the sword, although the enemy will still have to contend with the scythes. (The initial safe-zone is no longer an option due to the laser sword being double-sided). Summons two long lines of scythes centered on itself that rotate in both directions, with gaps in the rows for enemies to dodge with. Once the scythe rows have completed one full revolution, they will transform into sickles and fire at the enemy, although they'll briefly slow down when getting close to them. The scythe rows will be telegraphed by yellow beams. Flies back and forth across the arena, leaving extremely large vertical deathrays in its wake and leaving behind a network of lingering scythes. It will pause between the two charges.
- #4Abominationn (Boss)
Keys: Abominationn, Wilta · Secondary: Boss
Type:Boss Damage: 390 Max Life: 4,050,000 Defense: 80 KB Resist: 100%
Inflict debuffs: Abominable Fang, Abominable Presence
Immune to all debuffs
Summoning: Abominationn must be summoned by the player by using an Abominationn's Curse.
Abominationn attacks the player with moves reminiscent of other event bosses. Her attacks inflict a wide variety of debuffs.
Attempting to go too far from Abominationn (indicated by a purple aura) will inflict the player with God Eater until they return.
Upon reaching 66% of its maximum health, Abominationn will create a large Abominable Seal as it enters its second phase. All players outside the seal are dragged back in. All of Abominationn's attacks inflict several debuffs including Abominable Fang. Once the battle begins, all nearby players are afflicted with the Abominable Presence debuff for the duration of the fight. Abominable Presence reduces defense and damage reduction, lowers life regeneration and disables life steal.
In Abominationn's second stage, it will begin using its strong paired attacks.
Heals back to full health when entering Phase 2. Gains a desperation phase. Scythes are thrown much faster. Styx Gazer is now double-sided.
Abominationn's attacks follow a repeating pattern. In Phase 1, he will loop through his 3 common attacks before picking one of 3 random event attacks. In Phase 2, he will loop through his 3 common attacks, pick one of 3 random event attacks, and then pick one of 2 random strong attacks, before repeating.
Common Attacks
Scythe Throws: In Phase 1- Abominationn hovers at a fixed position relative to the player before throwing a scythe at their current location, which splits into six sickles traveling outwards. This repeats four times. Summons two damageable UFOs, which circle the player and fire lasers at them. In Phase 2- Scythes split into 10 sickles. Now summons six UFOs.
Scythe Circles: In Phase 1-Abominationn summons a circle of six scythes around himself, which he then throws at the player four times. Throws are predictive. In Phase 2- Abominationn throws a spread of scythes four times, alternating between being aimed at the player and away from the player. More scythes in every spread.
Phoenix Dash: In Phase 1- Abominationn dashes at the player five times in quick succession, leaving behind a trail of accelerating Phoenix es. In Phase 2- Dashes leave behind phoenixes that fly perpendicularly. Dashes are faster.
Event Attacks
Flockos: In Phase 1- Abominationn hovers in the center of the arena and spawns a swarm of Super Flockos to rain icicles around the arena. The only safe spots are directly above or below Abominationn. In Phase 2- Also summons two regular Flockos that hover directly to the left and right of the player and shoot spreads of five Frost Waves.
Martians: In Phase 1- Abominationn flashes yellow before shooting a stream of lasers that slowly aims for the player. He also occasionally fires homing rockets towards the player. In Phase 2- Abominationn shoots two streams of lasers aimed slightly away from the player, but move slowly, causing the player to walk into them if they move too fast. He then fires five spreads of three homing rockets.
Sickles: In Phase 1- Abominationn releases eight untelegraphed sickle mines around himself, which shortly explode into 8 telegraphed sickles. In Phase 2- He slightly rotates every sickle mine spread.
Strong Attacks, only In Phase 2
Styx Gazer: Abominationn rotates the Styx Gazer around, telegraphed by an orange line spinning in the direction he will swing it in. It leaves behind several rotating sickles. After doing this twice, he will move to a far horizontal side of the arena and rotate it before flying upwards/downwards with it.
Scythe Run: Abominationn creates two rotating lines of scythes which each rotate in different directions, forcing the player to weave between them. After rotating for a while, they will turn orange and fire at the player, covering the half of the arena the player is currently on. He then travels to one side of the arena and runs across it, leaving giant walls of flame in his wake, forcing the player to follow him. After a few seconds, the walls of flame burn out, leaving several stationary scythes. He will then run back across the arena leaving flame walls in his wake again, forcing the player to follow him while weaving up and down between the scythes.
Desperation: Scythe Run immediately followed up by Styx Gazer. The Styx Gazer attack will begin while the Scythe Run scythes are still present.
After completing all of his attacks, Abominationn will pause while emitting orange dust before exploding into extremely harmful scythes obeying reverse gravity and dropping his rewards.
- #5Deviantt
Keys: Deviantt · Secondary: Saku
Saku is a creature of ambiguous nature that closely resembles a very young human boy of short stature with a fair complexion, red-colored eyes, and chin-length blue hair.
Height:154 cm (5'1)
Pronouns:He/it
Saku's body contains many unusual characteristics that humans typically do not have. His left arm is completely gelatinous and pink below the shoulder, and his right arm is similarly made entirely of a sand-like substance, being able to freely control both. His left leg is covered in red-and-white striping, similar to a candy cane, and his left foot is covered in a hard, carapace-like plating, with a single eye located on her outer ankle. His right leg is entirely covered in hard iron plating, similar to the armor of a knight. Saku also possesses large, detailed, insect-like wings on his back, resembling that of a moth. His forewings are colored grey with an orange eyeball pattern on the tips, and his hindwings are colored orange with a grey eyeball pattern on the ends. Lastly, he possesses a long, draconian tail, covered in pale-turquoise scales, and tipped off with a green leaf-like plume.
Saku is nearly always seen wearing a dark blue white-hemmed dress, red tie, and green witch hat with yellow polka-dots.
Relationship: Wilta: older sister, Polly: Oldest sibling.
Personality: Saku is a jovial and cheerful, if extremely mischievous child that tends to cause problems for other people, primarily out of amusement or boredom. He is known to often instigate events or harass other people for fun due to being easily bored. Many of his antagonistic moments come from a desire to give herself something to do or experience. Saku is notably very childish, frequently displaying a poor grasp of consequences of his or others' actions from time to time. This tends to cause trouble for both himself and others, as he will either run into situations head-first without forethought, or actively cause or exacerbate bad situations into a worse state. Alongside this, Saku is also somewhat impatient and easily bored, driving his to cause more problems for other people simply to stave it off, seemingly unaware of the danger he causes for anyone or why it's necessarily bad for his to do those things. It is heavily implied that this lack of awareness stems from his immensely powerful nature, as due to it, he is rarely, if ever, reached by the consequences of his own actions, and thus, sees no need to pay attention to them.
However, despite this childishness, Saku is not completely heartless or without loved ones of his own, maintaining a close positive relationship with his older sister Abominationn, his eldest sibling Mutant, and his loose sort of "caretaker", Sparkling Love. Additionally, he displays a distinct enjoyment in caring for and dealing with unusual animals. Saku is also rather greedy, having a great passion for profit and treasure, and often (ineffectively) attempting to sell dangerous items to random individuals for a quick buck. His love of treasure and of wealth in general has been known to lead him to often attempt dangerous or life-threatening actions, such as picking fights with powerful individuals, in order to achieve monetary or material gain, such as jewels or precious metals.
Beyond her affinity for wealth, Saku is particularly violent, often seeking fights with others merely for the thrill of roughhousing itself. His fondness for violence is seemingly matched only by his fondness for wealth, as he is known to use his variety of powerful magical abilities to aid himself in fights and toy with anyone he has picked as a target, especially if he deems his opponent to be wealthy enough to take spoils from if he wins, and bribery being one of the only known ways to pacify his "hunts" for riches. Despite his greed and violent nature, Saku is additionally known for his strong love of rare specimen, holding an expansive collection of rare Terraria enemies and miscellaneous creatures and displaying a great deal of knowledge on any given aspect of any given organism. Often, he has been known to sell these enemies, as well as the means to obtain them, to others, suggesting she possibly engages in animal breeding/gardening as a hobby. Overall, Saku is generally a very relaxed and jovial, if aggressive individual with three primary interests: rare animals, finance, and bloodshed.
Abilities and powers: Saku is a remarkably powerful fighter, wielding a massive axe named Sparkling Love and extremely potent magic at his fingertips. Additionally, his unique physiology allows him many different advantages of their own, ranging from flight to extreme resilience.
[1] Physiology: Saku's unusual body has many different properties, and as such, allow him a great deal of freedom in regards to how he moves around and fights. Due to his large, mothlike wings, he is able to freely fly around like a butterfly. He is also capable of breathing underwater and surviving in the vacuum of space, suggesting he does not require oxygen to survive. Additionally, the strange composition of his body (sturdy legs, amorphous arms, etc.) also means he is considerably durable, as he is noted to have a much stronger vitality than most people, and possesses a far greater base pain tolerance than even the strongest of human fighters.
[2] Magical Prowess: On top of being a creature of great physical strength, Saku is also a skilled and powerful witcher, possessing a wide variety of skills and spells to use against others to his advantage. His magical abilities are primarily split between "Summoning-type" magic and elemental manipulation, although there are a few spells that do not fit into either category. Saku has a wide variety of magical attacks, many of which are derived from the entities he is comprised of/known to care for, and of varying strengths and effectiveness.
[3] Minor attacks:
(1): Paladins: Paladin Hammer - A ranged attack consisting of rapid teleportation before materializing several hammers and sending them in arcs around herself.
Paladin Slammer - A more powerful variant of Paladin Hammer where Saku throws more hammers.
(2): Nymphs: Heart Ring - A purely cosmetic spell that generates a barrier of Fake Hearts around Saku for aesthetic purposes.
Heart Wave- Saku generates a wave of Fake Hearts around herself before launching them at her intended target, and repeats this a total of three times.
Heart Tsunami - A stronger version of Heart Wave that uses three times as many hearts.
(3): Wyverns: Ouroboros - Saku generates a ring of Light Orbs that spiral outwards and burst into sweeping lasers. She typically uses it in bursts of threes.
Double Ouroboros - Saku uses two simultaneous Ouroboros attacks that overlap in opposite directions.
- based offa wyverns -
Fires a ring of Light Orbs that spiral outwards and eventually burst into sweeping lasers. Repeats this attack thrice.
- based offa mimics -
Summons a barrage of mimics to rain down on the opponent consisting of several sequential mimics followed by a row of them.
- based offa ice golems and sand elementals -
Circles around the opponent while firing frostfireballs at them. Additionally sparks Ancient Storms in the direction the opponent is going.
- based offa rune wizards -
teleports around the opponent firing bursts of Rune Blasts while surrounded by an aura and a larger reverse aura that inflict Hexed and like 3 movement fucking debuffs also fires 5 rune blasts that circle around the location she was
- based offa dreadnautilus -
Charges at the opponent while swinging Sparkling Love, leaving a trail of blood thorns in his wake. throws out Energy Hearts(? need a better name) that burst into love rays in the cardinal directions every other swing charges faster and throws out more hearts.
- based offa the 3 skeleton mages in the dungeon; Necromancers, Diabolists, and Ragged Casters -
Fires a successive barage of shadowbeams and inferno blasts before teleporting away and firing a ring of Lost Souls. Barrage is much faster, and the ring of lost souls is denser.
- based off a the baby guardians (big skulls) -
Summons an eruption of Baby Guardians(? Rename These) from below the opponent, along with 2 rows that sweep in from both sides, extending either upwards or downwards. Summons a second set of rows, extending in the opposite direction as the first rows.
[4] Strong attacks: these bad buoys create a Seal that prevent anybody from escaping.
- Certified Saku Classic -
fires out a BUNCHA hearts upwards which fall down in evenly spaced rows. fires out Energy Hearts left and right of the opponent every so often as they fall the hearts fall down at an angle and erupt into pillars of more hearts when far enough below the opponent
- based offa moths -
Summons a swarm of Moths to circle overhead and rain down Light Orbs in bursts. Light Orbs are rained down steadily instead of in bursts.
- Certified Saku Classic -
Sprays out energy hearts around the opponent. sometimes the Energy Hearts are slanted 45 degrees and burst into diagonal Love Rays. repeats thrice shoots more of them out and for longer
- somewhat based offa medusa, with a large dose of "love" -
charges up, does the medusa, charges energy a bit more, and then unleashes a fuckmassive deathray of love also emits rings of hearts while charging
- Certified Deviantt Classic -
Raises Sparkling Love over its head, channeling energy to grow it massively, before slamming it on the opponent, the energy dispersing into angled Energy Hearts in every direction that break into a dense network of Love Rays.
Sparkling Love is Saku's signature weapon. It is a large, two-handed, single-bladed battleaxe made of green and blue crystalline material, and covered in masses and patches of flesh and organic tissue. Despite it's large size and (assumed) heavy weight, Saku is capable of wielding it with relative ease and fighting with a great deal of skill with it. It is also known as the Demon Axe of Love and Justice.
- #6Deviantt (Boss)
Keys: Saku, Deviantt · Secondary: Boss
Type:Boss Damage:96 Max Life: 27,000 Defense:10 KB Resist:100%
Inflict debuffs:Love struck, Purified.
Immune to small amount debuffs
Deviantt must be summoned by the player by using a Deviantt's Curse.
Upon reaching 50% of its maximum health, Deviantt will enter its second stage. All of Deviantt's attacks inflict more damage and gain various new mechanics. Deviantt performs one strong attack in between every three weak attacks. Strong attacks additionally summon an arena that prevents escape. Attacks are chosen at random, but cannot be repeated until a cycle has passed. In stage two, Deviantt only does two weak attacks between each strong attack. Deviantt heals to full health upon entering her second stage. All energy hearts now have slight variations in their angles, making them harder to dodge and no longer parallel.
*** Weak Attacks***
Hammers: In Phase 1- Teleports around the player a random number of times and then fires a spray of boomerang-like Paladin hammers. Teleports more times, Hammers cover a wider area. In Phase 2- Same as phase 1 but, teleports more times, repeats the attack 3 times Same changes as previous phase.
Nymph hearts: In Phase 1- Fires three barrages of hearts in the same manner as a Nymph. Fires more hearts in circular barrages, hearts deal more damage. In Phase 2- Additionally fires a second set of hearts with each barrage. Fires even more hearts.
Light orbs: In Phase 1- Creates three rings of light orbs that spiral out and then burst into sweeping lasers after travelling for long enough, forcing the player to stay inside the ring. Light orbs explode into lasers sooner. In Phase 2- Each ring is made of overlapping spirals. The concentric rings of light orbs are tighter.
Mimics: In Phase 1- Summons and rains down a barrage of Mimics consisting of several sequential Mimics followed by a row of them. Fires more mimics and the final row of mimics is much wider. In Phase 2- Summons Biome Mimics that leave behind damaging Fake Hearts. Fires more Biome Mimics and the final row of Biome Mimics is much wider.
Ice and Sand: In Phase 1- Circles the player while shooting frostfireballs. Circles around the player faster and more erratically while firing frost fireballs. In Phase 2- Additionally creates ancient storms in the direction the player is moving. Ancient storms have predictive targeting.
Rune Wizard: In Phase 1- Teleports around the player and shoots bursts of rune blasts while surrounded by a double aura that inflicts Hexed, Crippled, and Dazed. Teleports in a larger area around the player. In Phase 2- Additionally fires rings of 8 circling rune blasts.
Dashes: In Phase 1- Raises a monstrous axe and charges directly at the player five times, swinging the axe while emanating demon scythes. Exploding hearts are thrown every second swing.Each axe charge throws out numerous energy hearts. In Phase 2- Charges are performed more rapidly and throw more hearts. Swings faster.
Shadowbeams: In Phase 1- Fires a successive barrage of shadowbeams, inferno blasts, and then a ring of lost souls; the initial shadowbeams are telegraphed by a purple aiming laser. Fires bursts of meteor shots with each shadowbeam, triplet spreads of rockets with each inferno blast, and teleports nearby before shooting a high-velocity crystal bullet at the player that inflicts Defenseless for an extended period before firing the ring of lost souls. In Phase 2- Attacks more rapidly and fires a denser ring. Fires faster, same changes as previous phase.
Baby guardians: In Phase 1- Teleports above the player, glows with fiery energy and then summons an eruption of Baby Guardians along with two rows that sweep in from both sides. Baby Guardian walls are taller. In Phase 2- Fires two additional rows after the first set.
Strong Attacks
Heart barrage: In Phase 1- Rapidly fires hearts upwards which rain back down in slightly angled, evenly spaced rows. As the hearts are falling, Deviantt will fire 3 energy hearts to either side of the player every so often. In Phase 2- The hearts erupt into pillars of more hearts when far enough below the player or striking the floor. Hearts erupt into vertical lasers when far enough below the player or when hitting the floor.
Energy heart barrage: In Phase 1- Sprays many energy hearts around the player that explode into cross-shaped rays. The initial hearts are intangible and deal no damage. In Phase 2- Fires energy hearts even more aggressively.
Moths: In Phase 1- Summons a swarm of moths that circle overhead while raining down groups of light orbs. Moths move faster, and Deviantt fires variable spreads of seven lines of rainbow slime spikes upwards for the duration of the attack. In Phase 2- Moths fire light orbs over a much larger area. Moth light orbs and rainbow slime spikes cover a larger area.
Giant Love Laser: In Phase 1- Builds energy by flashing three times, and then petrifies all players looking at her; the player will be warned by a particle beam connecting to Deviantt if they are currently looking at them. Continues to charge energy and then fires a colossal beam that inflicts massive damage. Energy builds up faster and there is much less delay between petrification and the colossal beam firing. In Phase 2- Same as the previous phase but emits additional rings of hearts while charging. Concentric rings are denser and fired out faster.
Sparkling Love Swing: Only in Phase 2- Summons a monstrous axe and then slams it on the player, spraying ray-shooting energy hearts in every direction that form a dense network of lasers, telegraphed by pink beams. This attack will always be Deviantt's first strong attack of the second phase. After swinging once, Deviantt reels back to charge for a second swing. The axe is larger and explodes into a much denser ring of lasers. For both axe swings, four energy hearts are spawned close to her.
- #7Debuffs
Keys: Debuffs
Saku (Deviantt), Wilta (Abominationn) and Polly (Mutant) can inflict different debuffs with their attacks.
Debuffs that the Mutant can inflict: All attacks: Mutant Fang, Oceanic Maul, Curse of the moon. Outside of Mutant's Aura: God Eater While alive: Mutant Present Desperation: Phantasmal Fury All projectiles during final attack: Time Frozen
Effects: Mutant Fang: High damage over time, life regen, lifesteal, and dodging disabled, -46% defense, -60% damage reduction, -10% damage, max health drained over time, Mutant Presence effect, healing potions disabled. Tooltip:"The power of Eternity compels you." Duration:10 sec Oceanic Maul: Reduces Health by 50, Decreases player defense by 15 and Damage Reduction by 15%. Effects of Bleeding (No health regeneration). Tooltip: "Defensive stats and max life are savaged." Duration: 90 sec Curse of the Moon: -20 defense, -20% damage reduction, damage, and critical strike chance. Tooltip: "The moon's wrath consumes you." Duration: 5-10 sec God Eater:-85 health per second. Removes defense, Removes damage reduction. Tooltip: "Your soul is cursed by divine wrath." Duration: Infinite (Outside aura) Mutant Presence: Halves defense and damage reduction, greatly reduces life regeneration; lifesteal, dodges, and most soul toggles disabled. Tooltip: Defense, damage reduction, and life regen reduced; almost all soul toggles disabled; Chaos State effect. Duration: Infinite in phase 2 Phantasmal Fury: Damage received is doubled. Tooltip: "His final stand. You take double damage!" Duration: Infinite (Desperation) Time Frozen: Enemies are unable to move at all. Tooltip: "You are stopped in time" Duration: 5 sec
Debuffs that the Abominationn can inflict: All attacks: Abominable Fang Contact: Mutant Nibble, Berserked, Bleeding Sickle: Berserked, Bleeding Scythe: Berserked, Bleeding Flaming Scythe: Burning, Rotting, Living Wasteland, On Fire!, Weak Rocket: Defenseless, Broken Armor Saucer Laser: Electrified Frost Wave Frost Shard, Frost Shard: Frozen, Frostburg, Chilled Abominable Deathray, Styx Gazer: Burning, Withered Armor, Withered Weapon
Effects: Abominable Fang: -20 Defense, -20 health per second when moving and -8 when not, life regen and lifesteal disabled. Duration: 5 sec Mutant Nibble: Nullifies healing potions and lifesteal, Feral Bite effects (Increases damage, but decreases life regeneration and randomly inflicts other debuffs) Berserked: Constantly use currently equipped item, Cannot switch from equipped item, -10% damage Reduction, +10% damage and attack speed. Duration: 2 sec Burning:−30 health per second, Reduced movement speed. Rotting: -1 health per second, -10% damage and damage reduction, 10% movement speed and attack speed, -10 defense. Duration: Living Wasteland: -2 health per second, -10% damage, -100 max life, -10 defense. On Fire!: −4 health per second, No health regeneration. Weak:Physical abilities are decreased. Defenseless: -30 defense Removes all damage Reduction, Negates all invincibility frame increases Broken Armor:Halves defense. Electrified: −4 health per second (when stationary), −20 health per second (when moving left/right), No health regeneration Frozen: Unable to move or use items Frostburn:−8 health per second, No health regeneration Chilled: Reduced movement speed Withered Armor: halves the defense Withered Weapon: halves inflicted damage
Debuffs that the Deviantt can inflict: Contact, Love Ray, Heart: Lovestruck Mimic, Biome Mimic, Light Ball: Purified Baby Guardian: Defenseless, Lethargic Paladin's Hammer: Stunned Frostfireball: Frostburn Sandnado: Dazed Shadowbeam: Slow Inferno Blast: On Fire! Lost Soul: Hexed Medusa: Stoned Moth dust: Berserked, Mutant Nibble, Guilty, Lovestruck, Rotting Love Ray(Big): Weak, Ichor, Broke armor, Withered Armor, Rotting, Curse of the Moon, Defenseless, Lovestruck
Effects: Lovestruck: Nymphs are healed by attacks. Duration: 5 sec Purified: Removes all buffs from the player. Duration:5 sec Lethargic: -25% item use speed. Stunned: Disables movement and item usage. Duration: 0.5 sec Dazed: Horizontal movement on the ground is slowed to 1/3 of its original speed. Duration: 1 sec Slow: Horizontal movement speed is halved. Hexed: Causes the player's attacks to heal enemies instead of damaging them. Duration: infinite (rune wizard, Reverse aura), 3 seconds (Rune wizard), 3 seconds (Lost soul) Stoned: Deals damage, unable to move or use items, fall damage increased. Guilty: -25% damage. Duration: 4 seconds (moth dust) Ichor: −15 defense.
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