X-TREME

is a Black boss. It is the final boss of Chapter 3 on Tumore mode, debuting in Area 51. It is the alternate form of , gaining AOE and very high armor along with a plethora of special attacks to disrupt your defenses and let other enemies push through; however, it moves slower and mostly attacks slower.
==Enemy==
 is an incredibly powerful backliner, now wielding the offensive capabilities to topple your defenses with its many abilities, along with having a ton of armor. This essentially makes it a more powerful combination of both and , being unable to push on its own but shining when combined with a lot of tanky peons and offensive backliners.
Unlike , it doesn't support its peons anymore, but now takes an offensive stance and making up for its lack of supportive abilities with pure damage. It has dual miniguns mounted on its back that deal massive single-target damage at an extremely high rate, tearing apart any unit that does not have armor. In addition to this, can fire grenades every once in a while that can harm frontliners and backliners alike. It has to boot up for 40 seconds after the stage begins, giving you time to upgrade your bank and set up your defenses. 
At 66% HP, will go into overdrive, using its grenade cannon three times in rapid succession. After this, the grenades will be replaced by 3 eye lasers from 's goggles, which target far away enemies. The bullet damage of 's minigun barrages is also halved as one minigun is destroyed, but the attack now includes 2 blasts from 's gun that deal halved damage. Along with this, the main attack's windup is sped up by 2x. To show the overdriven conditions, 's head will shake violently and the neon parts on its torso will glow orange / red. 
At 33% HP, will overclock the minigun barrage and make it shoot 60 times, as well as 4 blasts from its main gun. This destroys the minigun and exposes the insides of 's head. 's range will be dropped down to 15, but in turn this quadruples its attack speed as well as giving it a significant walkspeed boost, increasing his pushing power to eXtreme levels, even without its abilities. will also passively spit out grenades around itself, but this is usually redundant as it already kills nearby opponents with speed comparable to a raging during this phase. 
On death, lets out a scream as its remaining arm falls off before blowing up and dealing high damage to nearby units and scattering its parts everywhere. After this, the core will begin to meltdown, changing the stage’s theme from Here They Are to Curtain Call and giving you five minutes to destroy the Red Base. If you fail to destroy the enemy base within the time frame given, the core will explode, killing all your units that are still on the battlefield, instantly destroying your base, and you instantly losing the stage. 
===Accessories ===
* Goggles: Crimson Vision Night Goggles (recolored to black, added neon yellow spheres)
*Gear: Transmorph Ray Gun (retextured)
*Miniguns: Galactic Laser Gun (retextured)
*Backpack: Robotic Service Backpack (recolored to dark yellow, added multiple neon spheres)
*Pauldrons: Right Robot Sniper Shoulderpad / Left Robot Sniper Shoulderpad (retextured)
*Armbands: Nuclear Radiation Hazard Armband
*Armor: Yellow Cyborg Armor (detextured, recolored to black, added multiple neon parts)
*Knee-pads: Green Achilles MK.III Left Pauldron / Green Achilles MK.III Right Pauldron - (detextured, recolored to black, rotated)
==Strategy==
While is still booting up, try getting your bank to either max level or level 9 if you're using Investment, since you will absolutely need this money to keep up with the relentless attacks from itself and the peons. Gatling or Slammer are the recommended cannons for this stage, as they can take out a before it detonates. Absorber works if you can handle without the cannon, and lets you protect your units from 's minigun barrages. If you are using Absorber, it's recommended to use so you can keep dishing out huge burst damage along with the protective wall.
 is capable of stalling the and waves at the beginning, but this defense will usually falter as two s shows up just moments later, so try to kill the enemies as early as possible with units like or . When this first wave dies, you can either gun down the incoming wave of s with Gatling or let your first lines of defense die to either the s or the upcoming , then lure the s and use Slammer on them. After that, you can stall for as long as you want until you level up your bank enough, or the first arrives.
At this point, will usually be shooting at your units, and a more-often-than-not enraged will be arriving. To deal with this, deal AS MUCH DAMAGE to the as you can, then when it starts detonating use your cannon on it and pray. Timing and well enough can guarantee that the dies. Shortly after, will use its minigun barrage, decimating whatever you have alive. If you are able to, quickly recover and rush down to protect your incoming backliners. When then uses its grenade cannon, start stacking . If you get unlucky, then your stack will usually die to the grenades, but this is fine. It also helps that this only occurs in phase 1, so just try to recover and keep going.
During phase 2, the strategy remains mostly the same. When the phase transition is over, your s will most likely be dead, but they will no longer be at risk due to the grenade cannon being disabled. Don't let your guard down, as they can still die if nothing protects them from a minigun barrage. 's eye lasers also cannot hit them, but can hit units like and . You must time your s well past this point, as eye lasers and s can cripple or even kill them, resulting in no being called in and backliners stacking up. Armored units will also be slightly less effective, since the 2 beams that fires during its phase 2 minigun barrages can punch through the armor of most units, usually killing them when Deathmark is triggered afterwards. 
When phase 3 starts, try to protect your stack from the overclocked minigun and the barrage of laser beams from 's gun, and try destroy it as fast as possible before the stronger peons seep in and make the fight a whole lot harder. The best advice for this phase is to simply spam everything you have, maybe saving units like or for an upcoming , as it is still capable of ending your run. It is also worth noting that ’s abilities are all disabled in this phase, so you won't have to worry about any more eye lasers or minigun barrages tearing apart the little defenses you have left. 
Once is down, the core meltdown is the last thing in your way. Continue spamming your DPS units to not waste any valuable unit slots, and you should be able to push to the base quite quickly. You should still be careful with Absorber walls getting your stacks killed or if a managed to successfully detonate, as these might cause a loss in the worst cases. If these do not happen, you've basically won. 
===Recommended Battlers===
=====Meatshields=====
* and should be your standard meatshields, stalling the peons and protecting your units from .
* can tank half of 's miniguns and stall upcoming peons if timed correctly.
* can tank 's minigun barrages during its first phase due to his armor, also having anti-black and a short cooldown.
** is better for tanking 's main attack and its other abilities due to its 50% resistance and Charge ability letting it quickly get to the frontline, as well as being able to kill any unfortunate peons in the way.
** can also tank the minigun barrages with its armor to protect your stack, albeit less effectively. Its Anti-Red can help damage , and it's also more spammable than both and .
* can tank lots of hits with his high armor from most enemies, especially against 's miniguns. His death shockwaves can also deal big damage to any peons that are nearby, and are almost guaranteed to kill s due to his Anti-Red, even if they are quite far away. His cooldown is also quite low for what he's worth.
* has very high health and Anti-Black, letting him tank many shots from and become bait for s. He can also damage or even kill enemies like or with his fire effect. His vomit during phase 2 also lets him deal very high damage from afar if triggered by a , and he can heal most of his health back to tank even more.
* can survive 4 lethal hits from and is a spammable meatshield. When lots of them are on the field, they can also chip down very quickly.
* can stall and the peons for a very long time. It can also be used to bait with its gargantuan levels of health and to protect your more valuable units from 's miniguns. DO NOT let s near the wall for too long since they can destroy it incredibly quickly, even when not enraged by a .
====Backliners / DPS Units====
* can slowly whittle down with its massive damage per hit. The grenades will usually hit your s and chip away at their health or even kill them, so send your s out AFTER uses its grenade cannon to ensure that you have at least one alive at all times.
** could also work but compared to , he has significantly lower damage even when stacked. However, could be considered more reliable due to its much lower cost, shorter cooldown and ability to push faster if you are struggling.
* as his survivability is much higher than other backliners, being able to tank 4 blasts from and can almost ignore minigun barrages due to his I-frames mechanic.
* and are both spammable DPS units with anti-black, letting you quickly recover if a stack dies while also dealing good damage on their own. 
* / for general backline killing, especially against and . Dies easily to itself, but is cheap and fairly spammable for a backliner. 
* can wipe the field of dangerous peons and can cripple / when he calls in his . Afterwards, he can function as a solid DPS unit. Both and the also have anti-black, letting them deal more damage to a majority of the enemies and take more damage before dying. Also lets them survive one shot on one star. 
* can deal insanely high damage to every enemy in the stage and can a bit of chip damage to itself. With his high health, Anti-Black and 50% resistance, he can even tank quite a few hits from , going as far as tanking most, if not all of a minigun barrage before going down. Just be careful of .
* is easily stackable due to its high health and resistance, but is expensive and will usually be targeted by . When enough of them have been stacked, you can deal thousands of damage to in one go. You will just need to time your cannon a bit better if you only have one or two s, and with that amount it's best to save the cannon for if you are not confident that you can take it down easily. Also synergises very well with Absorber and Slammer.
====Supporting Units ====
* / makes you a lot of money as always. is a lot more vulnerable to if his level is high enough and to 's grenades if it is close enough. Also, if he dies you won't really be able to get another one due to his insane recharge time. Usually it's recommended to use as he can bait s and stacks can be easily rebuilt if all goes wrong. Just be wary of 's -50% resistance.
* can heal your units from 's grenades.
===Unrecommended Battlers ===
*Low range units with high health and a long cooldown since they will usually die to , or , unless you have a metric heck ton of backline killers, which is a questionable choice all things considered.
**However, don't leave out tanks like or just yet, since the former is somewhat spammable and cannot be stunned by 's attacks while the latter can tank 's Dual Minigun Barrage due to his armor and can wipe out annoying backliners like (providing he's close enough) thanks to his five hellish beam attacks.
*Most Uber Rare units due to them all having above average health, making them susceptible to being shot by .
* as its alt form is much better, along with it being hard countered by .
==Stats==
===Quote===
==Gallery==
===Phase 1===
File:Xtreme.png| in-game.
File:X-TREME-1.png|Another view of in-game.
File:XTREME snoozer.png| laying dormant while booting up at the start of the stage.
File:X-TREMEshooting.gif| attacking.
File:X-TREMEGatlingBarrage.gif| using its minigun barrage.
File:Grenade Cannon.gif| using its grenade cannon.
===Phase 2 (Overdrive)===
File:X-TREME's 2nd Phase.webp|'s 2nd phase.
File:X-TREME p2 transition.gif| transitioning to phase 2 and attacking.
File:P2miniguns.gif| using its minigun barrage in phase 2.
File:Eye Beams.gif| using its eye lasers.
===Phase 3 (Criticality)===
File:X-TREME's 3rd Phase.webp|'s 3rd phase.
File:X-TREME P3 transition.gif| transitioning to phase 3.
File:P3attack.gif| attacking in its third phase.
File:X-TREME dies.gif| dying.
File:X-TREME's entire 2 parts that remain after he dies.png|Bits of 's remains, which consists of a part and a domino crown, which is circled.
==Audio==
This section is WIP, please add more sounds if possible, thanks!
Sound effects	When they are heard
 	booting up.
 	's idle noise.
 	using its miniguns.
 	dying.
 	exploding. Shared with several other bosses.
==Trivia== 
*Both and are the first final bosses to be exclusively ranged attackers.
*'s description implies that it is in a robotic suit, due to the fact that was created by him and had movements that aren't machine-like. 
**This has been confirmed in Tumore's Discord server.
* is the same size as minibosses like and , making it the second shortest final boss of the main chapters so far.
*It is the first boss to have 2 themes. 
**Here They Are is played while is still alive.
** Curtain Call is played when is dead and the core meltdown begins.
***This core meltdown is a big reference to Underfell: One Hell of a Show, where the core goes meltdown in one of the endings, specifically the genocide route.
*'s quote "x1B" is the ASCII escape character in hexadecimal. 
**The quote is can also be interpreted as 's spirit laughing as he slaughters your battlers en masse. This is best observed on difficulty.
*There are various origins from 's sound effects:
**'s booting up sound effect comes from an unused sound of a teleporter being activated from TF2's Mann vs Machine gamemode.
**'s trundling sound effect comes from the Giant Robot Heavy from TF2's Mann vs Machine gamemode.
**The phase transition sound effect comes from the Utsuho Reiuji's iconic alarm sound, notably Yatagarasu.
**The constant alarms blaring during 's third phase and the core meltdown is this warning alarm, but low pitched.
**Its death sound is a low pitched version of Soul Eggman's Jumpscare from the Vs. Sonic.EXE mod. 
***Its old death sound was more or less the same sound effect, but not low pitched.
**The obscure announcement that plays after explodes and the core goes on meltdown is this audio, which comes from Portal 2.
* is the first boss to have parts in its character model instead of just recolored accessories.
** is also the first boss in the game to have unofficial UGC uploaded for it.
* is currently the only enemy in the game that starts with X.
Category:Enemies
Category:Bosses
Category:Black