Boss Blitzkrieg

"Prepare for the bosses full of painful tactics..."
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Boss Blitzkrieg is an Umbrella game developed by Gear Games released for the Evo-Gem in 19th March, 20XX. An action-platforming game, it involve heroes (and some villains) from the multiple worlds uniting to stop the Lux, essence of intense light that power-ups but also drive people insane upon consumption, with an unrevealed common foe as well.
 The game chronologically take pace after Evolved Resolution, while taking heavy inspiration of 's Boss Battles, another Umbrella game, for a very large emphasis on bosses and their diversity.
==Gameplay==
The basic gameplay involve a combination of platforming and fighting, with a nice emphasis on teamwork to take down an horde of enemies and the far tougher bosses. Each mode have a various goal, but the most essential mission the most of them have in common have to do with confronting bosses.
Each character have their own abilities, a set of moves, and a Super move called Breakdown. They also have one of the five Classes that determine their specialized role: Agility, Flight, Projectile, Support and Power.
*Agility is meant for rushdown or hit-and-run, and is the standard type for a character. An Agility character is able to perform agile feats and have good to great DPS, but their defense is generally low (or both Attack and Defense are average), which means bosses can sweep them away if they aren't careful. Most are also good swimmers as well. Their fighting playstyle is either a rushdown character or a hit-and-run character. Indicated by orange stripes.
**The Breakout moves for Agility tend to exploit their speed or agility, or even other methods. Supporting Breakouts are generally around becoming or attacking faster.
*Flight are for those who, you guess it, fly high to the sky and can reach places no other characters with different Roles can do (though a few exception applies). This will help them to completely avoid ground-based attacks and fly over grounded obstacles such as thorns and mines. That said, most have a weak Defense and they are either slow, or if they are fast, not easy to control in boss battles, especially with homing attack involved. They are also vulnerable of the Pinned Down condition as well. Identified by a wing.
**The Breakout Moves for Flight involves using their flight capabilities beyond their usual limit. Supporting Breakouts involve giving better air control or aerial protection for allies.
*Projectile are for characters who specializes on shooting stuff, allowing them to take down aerial foes (especially with homing attacks or pinning-down attacks) and very useful against bosses that lacked ranged moves. They can even hit places that even a Flyer will not be able to reach does to circumstances that will do harm to them (such as homing missiles). The weakness of each Projectile character can vary, but one thing in common is that because they have high reliance on their projectiles, anyone with a constant reflective ability or moves can put a dent into them. Identified by a yellow explosion.
**The Projectile Breakout Moves are about using bigger, badder projectiles. Supporting Breakouts involves countermeasures against multiple kind of projectiles or make the others' projectiles better.
*Support are those who focuses on helping out the others in their own way. They can all heal HP and raise stats, but each of them also have their own way to give further support. Most also have a decent firepower just in case a small pool of enemies is trying to take them on. Some are instead gradual grinder and focuses on hindering the enemies as much as possible. The problem is that the statuses they give to bosses (and enemy Characters) tend to be short-lived, and if they get caught in a large group of foes, they need some firepower from allies, lest they will be ambushed to death. Represented by a purple hand.
**The Attacking Breakouts for Support are generally a bit weaker than average Breakouts, but allows for last resort counter attack. Their supporting Breakout moves, on the other hand, are more varied and powerful than others' Support Breakouts.
*Power focuses on taking out enemies and are the essential tanks, boasting high Attack and Defense. There are two types of them; some have super strength and can grab an enemy or even a (non-giant) boss to throw them like trash cans, while other who are more ranged can obliterate enemies from afar. However, unlike Agility, Flyer, Projectile and especially Support, they have very little ways to give support to their own team, which means the Power types should focus on taking out foes as soon as they can. Presented by a green closed fist.
**The Power Class' Breakout Moves involves the Power characters going crazy with their already well-known power. Their own Breakout Moves are in fact among the strongest, but also involve some risk. Their support Breakout Moves involve boosting stats to greater extent.
As the enemies have a few attacks but tend to be numerous, the various obstacles and platforming awaiting for the players, and of course deadly bosses that had to be defeated, teamwork can become a very important aspect of the game. As such, a Support should keep their allies alive, especially the DPS and tank characters, the damage-focused characters should focus on taking down enemies, and the agility-focused characters should focus on the platforming sections to unlock doors or other objective-based roadblocks quicker.
This is especially true in Boss Battles; Agility players avoid the attacks and focus on taking down troops or being secondary DPS, Flyings taking on aerial foes, Projectiles attacking bosses or key targets at distance, Supports provide support, and Powers being tanks and main DPS.
Difficulty Level
Most gamemodes have an idiosyncratic slider that determine how challenging the upcoming gameplay will be. In single console play, only player 1 will control the difficulty level, while in the multi-console play, the Difficulty Level changes depended on how well the team performed; the better the performance, the harder the next gameplay it will get. Some servers have the Difficulty Level permanently set into one level or by higher-ups of the server, or changes in different ways.
Not only it allows the players of any skill will know if the server they want to join have a reasonable enough difficult for them to play, but it also modify the amount of reward the player will obtain after completing the mission.
As you can guess, the higher difficulty, the harder AI the enemies and bosses will have, and most levels are softly but surely modified to have harder platforming levels as well. The penalty of resulting a game over never changes, except on the easiest difficulty where there is none at all. There are also variants of the hardest difficulty that spices up the game in a different fashion.
Trainee Mode (0) 	"For those who are just new to video games."The easiest difficulty level and only available in Single Console. The enemies' and bosses' AI is simplistic, only having a few moves on their sleeves. The platforming sections of the stages is also made much easier, removing the damaging abysses and the deadlier hazards.
That said, the rewards are also given at minimal amount (0.5x). Do not worry, you can still have access to all stages in any gamemodes... but if you want bigger rewards and want to face tougher bosses, you may want to raise the difficulty level.
Welcome Aboard (1) 	"Going a little soft never hurts."The easiest difficulty level after Trainee Mode. The enemies' and bosses' AI is a little simplistic but far less predictable, and use half of their moves. The platforming sections are also considerably easier, but the abyss and deadlier hazards shows up in later stages.
The amount of rewards is slightly higher than Trainee Mode (0.8x), but not so much compared to higher difficulty. Still, if you think you are an experienced player but need to know how the game work, then this will help you out.
Standard Stuff (2) 	"For those who are not new, but not skilled enough to take on harder challenges."The standard difficulty level. The enemies' and bosses' AI are standard, with all of their normal moves showing up. The platforming sections are also untouched as well.
This is when the game stops going easy on the players but also keep it moderate, allowing the players to slowly prepare for harder difficulties. The amount of rewards is unchanged as well.
Lil' Bit Harder (3) 	"This is when things started to get spicy."This is where the difficulty start to become quite challenging. The AI of the enemies and bosses become slightly smarter, and the platforming sections are a little bit harder as well. The more dangerous hazards are also a bit more frequent.
If you want a bit bigger challenge in preparation of an even harder challenge, then starting here is best for practice and seeking more rewards (1.2x). Be sure to avoid screwing around, because this is where the enemies started to become more numerous as well.
Tougher Than Ever (4) 	"Going soft is not an option this time."Slightly harder than Level 3, where the AI of enemies and bosses are slightly more smarter. The platforming sections are quite harder and the more dangerous hazards are more frequent.
The amount of rewards is at 1.35x, but this is not where the fun ends, as more enemies are much more frequent as well, and bosses will started to get proactive, albeit mildly compared to the later difficulty levels.
No Holding Back (5) 	"Be prepared for the toughest battles yet!"The hardest default difficulty. The AI of the bosses and enemies are at their peak. The platforming sections are built to be difficult and tricky, but be thankful that this game contains none of those instant deatch mechanics and obstacles.
The amount of rewards is at 1.5x, and the final boss have an extra form as well to make a truly climatic battle. Be aware, as this is only the beginning of the true challenges; to unlock the two next difficulty levels, defeat the final boss in the No Holding Back difficulty level. Oh, and the enemies are starting to get abundant, and bosses now intervene earlier as well.
Are You Kidding Me? (6) 	"The infernal somehow only get worse."Unlocked after beating the final boss in No Holding Back difficulty for the first time. Although the AI of enemies and bosses are the same, the enemies and bosses have more attacks which can be rougher than their usual tricks. The bosses also gain an alternative form, be it their standard more powerful form, or a DX version. The platforming sections are the same as in No Holding Back, but with some more hazards.
The amount of rewards is at 1.7x, and the final boss's extra form will be much different than in No Holding Back. Be sure to be prepared for an army of enemies. No amateurs allowed from this difficulty on!
Biggest Troubles (7) 	"You've just signed your death warrant."Unlocked after beating the final boss in No Holding Back difficulty for the first time. In addition to a few more attacks for enemies and bosses, their AI is also quite improved as well, becoming trickier than ever. The platforming sections are also guarded by some strong enemies as well, requiring extra caution.
The amount of rewards is at 2x, and the final boss's extra form is the same from Are You Kidding Me difficulty, but harder. In addition to all that, the true final boss shows up after beating the standard final boss. Are you sure you would be able to go thorough it all? Time will tell. But if you somehow managed to defeat the true final boss, then three special difficulty levels will be unlocked for different kind of challenges.
Someone Help Us!!(Cathartic)	"Tired of fighting bosses? Then fight as a boss!"Unlocked after beating the true final boss for the first time, or buying the gamemode for 1500 Golds. Although the difficulty is set to 7, the platforming sections are modified to be much easier for the bosses to travel. This special difficulty mode allows you to play as any of the bosses (although some will be modified to become playable), and they are (almost) as powerful as they were, so prepare for a massacre!
The amount of rewards is at 1.5x, and in Someone Help Us, the final boss's extra form and true final boss only shows up if they cleared at least half of stages in this difficulty level. The enemies are also much more numerous than ever... but would that be a real problem if you can just plow thorough all of them?
No Mercy!(Special 8) 	"You think that Biggest Troubles isn't hard enough? Then expect no mercy!"Unlocked after beating the true final boss for the first time, or buying the gamemode for 1250 Golds. The difficulty level is said to be 8, but the AI of enemies and bosses are slightly higher. If anything, the real difficulty is the boss(es) constantly intervening throughout the stages! Shoo them away before getting some healing first.
The amount of rewards is at 2.5x, and in No Mercy, the final boss's extra form and true final boss will always show up. Because of the bosses' increased intervention, the amount of deadly obstacles have been reduced... but at the cost of stronger enemies being more common. Travel with utmost caution.
Oh No... (!?) 	"You really want to reach this far."Unlocked after beating the true final boss for the first time, or buying the gamemode for 2000 Golds. The difficulty level is similar to 8, but... the stages' structure is entirely different, from different structure, from different enemies (and their placement), stage hazards and even the gimmicks. Not only that, but the bosses also intervenes more often, although not as much as in No Mercy difficulty.
The amount of rewards depends on how quick the players get to the goal (or defeating the boss); the minimum will be 0.5x, but the maximum will be 3x, and it is not easy to reach this amount of reward this fast. In addition of the final boss' extra form and the true final boss being available, the true final boss in question also have their own DX form. To top it all off, a whole new boss make an appearance in the hub after defeating the true final boss at least once as well... and don't expect this one to be wimpy.
===Boss Battles===
One of the main attractions of the game is a lot of different bosses with different abilities and different attacks. Bosses take much longer to fight than a regular enemy, and have their own set of minions to help out as well. At the beginning of the first confrontation with a boss, the splash screen alongside a subtitle appears before the battle begins.
Each bosses have at least two phases, with the major bosses having three phases. The first phase is the simpler phase, allowing for an introduction, but later phases will be more complex and less predictable.
The last phase, be it second for some or third for others, is called the Berserk Phase, causing the boss to get out of control and go all out in order to defeat all players.
Stun and Cripple
Most bosses have super armor that only leave them stunned by very powerful attacks. Fortunately, they also have a Stun Bar which accumulate whenever they take damage.
Once the meter is full, the boss suffer a Stun and their current attack is immediately canceled. This allows the player to exploit this by keeping their eye on the Stun Bar, and once it get near full percentage, a strong attack or two will stun them.
The Stun lasts two seconds, but if the boss is hit by particularly strong attacks or Breakout Moves, they become Crippled and not only the Stun is extended to five seconds, but their Defense is also halved! However, if this happened, they become immune to Crippling until the third next Stun afterward, to avoid the battle ending too quickly.
Berserk Phase
The boss under a Berserk Phase moves faster and attack more often, which means that the Boss is in verge of becoming defeated. Although they become even weaker to the Crippling, they also become much resilient to Stunning, meaning that they take a massive amount of beating before finally Stunning.
This phase in particular tend to be the most dangerous, as the boss battle now allows even less mistakes to the players. The reasons is because of increased damage and more enemies coming by, and become a life-or-death situation.
It is also the main reason why survival is important; too many players downed means the Berserk Phase will likely take down the rest of the players shall they remain careless. However, a coordinated team will be able to survive the final phase by finally Crippling it.
A Boss Crippled during the Berserk Phase will have their Defense quartered instead of being halved, resulting almost guaranteed victory for the team shall they managed to keep damaging him, her or them.
However, some bosses cannot be Stunned the normal way anymore, which signifies that the players must find alternative ways to Stun them. An example would be pushing them off the area, or successfully dodge them right before they hit a solid wall.
Some bosses have an alternative Berserk Phase, but which it would be will varies between bosses. Those are called Special Phases, and only occurs whenever special conditions are fulfilled.
Strengths, Weaknesses and Risks
Bosses have various Strengths to give them specific advantages. It can be either an immunity to certain statuses, taking longer to Stun, have increased stats against a specific Class, and various detection on Breakout Moves. Time Limit is it's own Strength if it result an automatic game over shall the time runs out; a Time Limit to survive against the boss onslaught for a phase or even the entire battle is not.
That being said, they also have various Weaknesses that the player could exploit whenever possible. Examples are vulnerability against certain Elements, having weak spots (which give them more damage if such weak spots are hit), having enemies being vulnerable to the boss' attacks, or being non-combative (relying on other sources to defeat the players, but cannot directly fight back).
The in-between are called Risks, which tend to be rather extremely beneficial to a boss if they managed to exploit it, or severely detrimental if the player had correctly intervened. Examples are having risky moves that are powerful but have risks to leave the boss Stunned, being very heavy and resistant to knockback, but can fall harder, or steadily lose health but regain some when the boss successfully dealing heavy damage.
The multiplication for weaknesses and resistances for Elements varies, but tend to be generally plus or minus 33%, respectively. There is even Immunities, which are much more sparse but allows them to take no damage or effect from specific elements or statuses. However, the Immunity can be ignored by certain Icons, most particularly those that bypass even Invincibility.
List of Common Strengths
More unique strengths will be listed on the bosses and will not show up here.
Hearty 	Damaging statuses will deals 50% less damage to this boss.
Unmovable 	Cannot be pushed or flinched at all, not even by the strongest attacks. It can still be Stunned and Crippled.
Unstoppable 	None of this boss' attacks can be blocked. They can still be dodged.
Tough Guy/Girl 	This boss takes no damage from weak attacks.
Defiant 	Boost the boss' Attack power by 30% if Insulted or have one of it's stats falling.
Regeneration 	This boss' health is steadily healing by 2% per second.
Counter Attacker 	Delivers a counter attack after getting out of the Stun/Cripple condition.
Super Heavyweight 	Cannot be grabbed by player characters except the Power Class characters.
Acceleration 	This boss moves faster the lower it's HP gets.
Un-Piling 	Deliver a counter attack if three players or more are attacking him/her.
Enforcer 	The enemies' stats are boosted by 50%, making them considerably tougher.
Mini-Boss Reinforcement	Summon appropriate mini-boss to help out the boss whenever his/her Health is at 50% or lower. Some bosses summons more than one mini-boss.
Optimistic 	Immune to Insulted and other emotional statuses.
Quick Get-Up 	Lower the timer of Stunning and Crippling by 0.5 second and 1 second, respectively.
Intimidating 	If any player approaches, it will be intimidated and get his or her Attack power reduced by 25%. Only works once per player, and one player at a time. Players with Bravery, Fearlessness or Defiance are unaffected.
Defensive 	The boss will guard more often, and starts with 50% increased Defense power. The boost wears off if Stunned for the first time.
Aggressive 	The boss starts with 50% increased Attack power and attacks more often. The boost wears off if forced to block.
Dodgy 	The boss' dodging speed goes 40% faster.
Scary 	Starts the battle by scaring the players, reducing their speed by 20%. Those with Bravery, Fearlessness or Defiance are unaffected.
Eldritch 	Completely defies some rules, such as suddenly being immune to something, invincible under normal circumstances, or even having unbearable attacks. Very weak to EX Energy.
List of Common Weaknesses
More unique weaknesses will be listed on the bosses and will not show up here.
Tyrannic 	Pushes or even hurt the enemies on this boss' side. As soon as this boss is defeated, the enemies run for their lives!
Cowardly 	Prefer to sacrifice the enemies that follows this boss instead of fighting in honesty. A special enemy meter is being put; shall the Cowardly Boss endangered his or her minions too many times, the enemies will abandon him or her for the rest of the fight, leaving the boss more vulnerable.
Stubborn 	While defiant to no end, the boss also refuse to change tactic if using one.
Selfish 	Prefer to give credit to himself/herself over the enemies. This lower the enemies' morale as their stats decrease by 25%, making them easier to deal with.
Jerk 	Tells provocative comments and constantly throw insult to the players. After a minute, the players' patience wears out and they get stats boosted by 25% (or 35% if the player have Defiance), putting the Jerk into thin ice!
Massive Ego 	This boss is arrogant, thinking himself/herself superior above all else. If losing (HP at 33% or lower), however, the boss' ego painfully shatters and have his or her stats decreased by 33%.
No Self-Control 	This boss is insane to severe fault, ready to unleash their most cruel or dangerous attacks. This make them predictable and it also decrease their Defense power by 25% after their first cruel/powerful move.
Hates Everyone 	This boss just happened to hates everyone indiscriminately, or at least just happens to want attack everyone for the heck of it. This causes the enemies (and even other bosses not having No-Truce) wanting to attack the boss as well!
No-Truce 	No mercy, no glory. This boss outright refuse to form a truce whenever a more dangerous boss comes by, no matter what. This can result neutrality backfire by ending up alone.
Dangerous Threat 	This boss is so dangerous, it causes unaffiliated weak enemies to run for their lives! Like Hates Everyone before it, it also causes unaffiliated stronger enemies and bosses to focus on this threat! Not that the Dangerous Threat can't handle themselves...
Clueless 	The boss doesn't understand their opponents quick enough to change his or her strategy accordingly. This ended up sticking to the same attack pattern in each phase.
Careless 	This boss attacks without a care of anything, leaving him or her prone to get hit by hazards, walls or ceiling.
Unlucky 	This boss suffers bad luck, as he or she have a tendency to have any of his or her attack backfired by 33%.
Bickering 	Exclusive in boss battles with more than one boss. This boss is very unlikely to cooperate with fellow boss, regardless of his or her alliance, and ends up hurting fellow bosses as much as the fellow bosses can hurt him or her.
Cripple Prone 	This boss' Stunning and Crippling condition lasts for 1 second and 2 seconds longer, respectively.
Scaredy-Cat 	This boss is scared by the situation or the characters, and approach much less often. He or she may attempt to run away without success, leaving him or her much more vulnerable to incoming attacks.
Abusive 	This boss may attack a lesser boss or enemies time to time for kicks or when angered. This leaves him or her more vulnerable to incoming attacks when he or she expects the least.
Hopeless 	This boss is so hopeless, it is almost impossible to lose to him or her.
Slow-Witted 	This boss doesn't react to incoming attacks quickly, and may not noticed to be tricked until a few seconds later.
Dumbbell 	This boss isn't very smart. It can be easily tricked and doesn't look what he or she is going.
Embarrassed 	This boss can quickly get embarrassed whenever his or her attack miss, causing him or her to not move for a second.
Overtly Energetic	This boss attacked or moved too fast, leaving him or her dizzy or tired for three seconds if using one of their stronger moves.
List of Common Risks
More unique risks will be listed on the bosses and will not show up here.
Anger-Prone 	Get angrier quicker, which can boost up it's Rage Energy quickly (if it uses it) and boost Attack and Defense power by 1.25x. However. it also tire itself a bit more quickly when angered for more than ten seconds.
Hyperactive 	Gets increasingly fast as it attacks, but it will also get weaker to Stunning, up to 2x each.
Cruel 	Prefers to torment the characters as much as possible, which steadily decrease the players' stats. However, he or she become vulnerable to attacks and only finishes off those with very low HP.
Focused 	Takes on one player at a time and makes sure he or she will succeed. However, it also leave him or her vulnerable against other players he or she does not targets.
Random 	This boss just happens to randomly choose their attacks, without rhyme or reason. They may even bring up attacks from their other phases as a surprise, too. While it make him or her more unpredictable, it also means no focus, making him or her aimless.
Strict 	The boss only use select moves depending on his or her target. However, this also make him or her more predictable as his or her moveset can become restricted.
Wild 	This boss quickly changes his or her target with no rhyme or reason. This allows him or her to take a player by surprise, but also leave him or her unable to properly finishes off a player if switching target too quickly, and can be pron to hit traps.
Bane of [Element]	The boss deals double damage against anyone who's using a certain element, including players (including via Icons). However, this make him or her target of enemies of that element as well. Note that Bane of Light is ineffective against EX Energy if the boss is Eldritch or uses darkness.
Destructive 	This boss destroys anything on it's way, to the point of taking the players with him or her by crumpling the stage if they don't hurry up. While this leaves less space for the players, the boss's own attacks harm him or her massively if redirected at him or her.
Viral 	The boss is out of control, quickly changing his or her "phases", allowing him or her a lot of arsenal in one full HP. However, this also leave him or her prone to be Stunned or Crippled for longer.
Feared 	This boss is feared by his or her minions, making the minions to keep fighting and have a surprisingly high morale. However, after a full minute, this boss may take the fear too far and cause the minions to become too terrified to keep fighting.
No-Nonsense 	The boss focus entirely on attacking the players as soon as possible and as often as possible, without taunting them. While very dangerous if not prepared for, it also leaves himself/herself more often vulnerable to counterattacks.
Crazy 	This boss is crazy, having it's attacking speed increasing as he or she steadily gets crazier. This makes him or her also more prone to being Stunned.
Lazy 	The boss is lax and unfocused, preferring to only attack if he or she gets attacked.
Headstrong 	This boss is immune to negative emotion statuses, but also unable to change target until he or she gets Stunned.
Panicky 	The boss panics and swiftly changes position whenever he or she is approached. Once Stunned or even Crippled, however, and his or her Defensive power permanently lowers by 15%, and this can stacks.
Smug 	This boss is hyper confident, not moving one bit from emotion-based statuses. However, if his or her HP starts running low (at 33% or lower), he or she will have Defense lowered by 25% and become vulnerable to emotion-based statuses.
Helpless 	The boss relies heavily on his or her minions, and all of his or her stats are boosted by 25% at the beginning. However, once all enemies are taken out, the boss become more desperate and lose the stat boost, in addition to attacking less often.
Parry Spammer 	This boss have a tendency to parry very often, but if he or she gets hit when attacking, he or she will be Stunned.
Unstable 	The boss starts with 33% boost on all stats. However, once the boss have his or her HP dropped to 50% or lower, he or she will lose the boost, and even have their stats lowered by 33% starting at 25% HP!
Sizes
Bosses comes from any size and shape, and are being divided into six sizes.
*: Smaller than a human-sized character. Tend to have small HP, but quick agility. Tend to be difficult to hit because of their small structure. Fortunately, they also get Stunned faster.
*: Average sized, or not all that much smaller or bigger than a human-sized character. No major changes; average Stun Bar and various stats.
*: Much larger than a human-sized character. Easier to hit in comparison to the above two sizes, but also have slightly higher-than-average stats. Also takes longer to Stun.
*: Significantly larger than a human-sized character, to the point it become difficult not to see. Tend to have higher stats and much larger Stun resilience.
*: Titanic size, way larger than even a Very Big Boss! Similar stats or even bigger, with the greatest Stun resilience of them all. However, it also comes with fairly longer Stun and Crippled duration to balance it. A few are so gigantic, the players have to climb into it or find other ways to damage it!
*: Various sizes depending on the circumstances or phases. It can start with Average size before getting Very Big, or starting as Titanic but get progressively smaller.
Bosses' Usage of Energies
Bosses also comes with various Energies of various purposes and perks. Bosses will use them for DX Boss Battles. Defeating them with respective Energy allows the player to use the Energy for their Icon to power them up in various ways.
*: Based of the Psycho Power by M. Bison of Street Fighters, this energy feeds of negative emotions such as fear, anger, hatred, and sadness.. or even evilness itself. The Boss with Psycho Energy become stronger as it enters a Berserk Phase or when it gets negative emotion based statuses. However, they are also get weaker by positive emotion statuses.
*: Elemental Energies really varies depending on the element itself. It greatly intensify the positive and negative traits of each utilized Element.
**A common trait with the Elemental Energies is that their effectiveness against certain elements become intense. This means that a Fire-base boss become significantly stronger against Nature-based Icons, but much weaker against Water-based Icons.
**The Shadow Energy works differently from the Heartless Energy; it uses natural shadows instead of the Heartless Darkness, and gives a boost on darkness-based abilities for the bosses.
**Likewise, the Light Energy isn't the exact same as the EX Energy, since it doesn't offer as much power, but doesn't become weak to light itself.
*: The Red Energy, being very resource intensive but also deadly at the right hand. It allows for various blood-related offense and defense, as well as creating it's own armor. However, it does not provide any resistance against anything. It also boost fire-based attacks, but not to an extent that Fire Energy does. Anyone who absorbed so much Red Energy will go into Hyper Dread (not to confuse with Hyper Mode, which vastly improve blood-related abilities and greatly boost fire-based moveset.
*: The Blue Energy, is very similar to Red Energy but with water-based and ice-based attacks instead of blood and fire. Anyone who absorbed so much Blue Energy will undergo Awakened Mode, which significantly amplify the water-based and ice-based abilities, as well as major boost on attack and defense.
**The Red and Blue Energy counteract with each others and thus is strong against each others. This should be taken into consideration if intending to use Icons doused with either of these Energy.
*: Unlike Psycho Power, Anger Energy focuses entirely on anger, and as such focus on boosting attack as high as possible. While it does result a horrifying Attack boost if left unchecked, it also don't offer benefit other than moderately boosted Defense. Calming moves will also weaken the Anger Boss.
**Anger Energy Bosses isn't as vulnerable to positive emotions as much as Psycho and Heartless Energies does. This is because Anger only channels from their anger while the other two Energies channels far more negative emotions.
*: Z-Energy derives from Ultra Space, which simply gives a significant boost to certain stats. It will also be used for a Z-Move styled attack, similar to a Breakout Move, but it also temporarily drains the stat boosts.
**Unlike other Energies, the Z-Energy and Ki Energy can be combined by a very few bosses to significantly amplify each others' boosts. The problem is the risk of the bosses' stamina draining at alarming speed, and letting them pass out from using too much special moves is an alternative win condition if directly attacking them proved to be far too risky.
*: Heartless Energy works differently from Psycho despite being used with fear, anger, hatred and other negative emotions. If anything, the strictly derives from the Heartless Darkness, a peculiar kind of man-made darkness that pass off as "natural" when in reality, it is made to cease all existence, including darkness itself. While the boss doesn't get significant boost, it does grant them access to a special Heartless form based on their power and design.
**The Heartless Energy is a direct counterpart of EX Energy, and while very weak against that energy, the Heartless Energy is significantly more common.
*: The Australium is unique in that it doesn't necessarily provide as much stat boosts as other Energies does. What it does is to make it essentially immortal, as long as the Australium Holder remains intact. This make them undefeatable if the Australium Holder isn't damaged. Oh, but be warned; long duration exposure to Australium will mutate them into hulking, manly threats. With a mustache.
*: Primarily based of Ki from Dragon Ball franchise. The boss starts average or weak with low Ki, but become increasingly stronger in term of both stats and attack damage as it amasses more Ki Energy. It also unleashes much stronger moves that costs specific amount of Ki Energy. While a boss full of Ki can become devastating, dodging it's stronger moves will quickly weakens it.
**As mentioned before, the Z-Energy and Ki Energy can be combined by a very few bosses. Here, the Ki Energy supply become more increased, allowing them to be immediately powerful right from the start. At the same time, because of the severe constraint caused by Z-Energy combined with Ki Energy, the boss will slowly but surely lose Ki Energy, making them weaker and weaker.
*: This is easily among the rarest Energies to be used. It grants general stat boosts alongside gaining stronger power against Shadow element, both offensively and defensively. It also disables Eldritch, God and Shadow Icons' functions as well. A boss with positive outlook become much stronger than a boss with a negative outlook when it comes to EX Energy. One or two even gains access to a monstrous Exa-Form if pushed off the edge... Thankfully all Exa-Forms are Special Phases.
**The EX Energy is a direct counterpart of Heartless Energy, and is significantly strong against that energy, like how EX Energy is powerful against all kind of darkness. It remains one of the rarer energy used by bosses, if not the rarest. Ironically, certain bosses become weak to light does to the EX Energy's light being unstable.
Classes
And last but not least, Bosses have their own set of classes. This set are different from the playable characters' classes, as it gives not just a classification of the boss in question, but also determines which player class would be best fighting which boss class.
*: Focus on planning ahead and use the moves wisely, and prefer to let the minions to do their job. This allows the Mastermind to overwhelm the party if the enemies are not handled properly. Crowd control characters such as most Power Class characters can quickly terminate the enemies, but they also have to outwit the Mastermind first.
*: Focus on torturing the player characters by inflicting many status conditions and get away with it. They also ensure that the arena is at their favor, but this can backfire as the Sadist can also be hurt by the hazards. Support characters will quickly cure the status conditions, but the Sadist may take their hand and attack them first. This can be a cue for the others to attack him or her!
*: This one is summarized by three words; attack, kill and destroy. They only have attacking moves and doesn't bother to boost themselves or any supporting enemies, focusing entirely on taking down player characters. While this make them strategically limited, they make up by a much wider variety of attacking moves, and can be unpredictable! Agility and Flying characters are preferable to take it on.
*: Unlike the Mastermind, the Commander will get their hands dirty as they also partake on a battle, but they also ensure their enemies have confidence and power. Indeed, the Commander will keep the enemies' morale high by boosting their stats, making it difficult even for the Power Class. Directly taking on the Commander with Projectile characters is a very effective strategy.
*: Focus on long-ranged attacks, be it a gunman or a magician. As such, they are very threatening when attacking from afar. They also have their own status moves to boost their ranged prowess as well. Close combat oriented characters worked best on them, as the Marksman have much weaker melee attacks.
*: Unlike the Berserker, the Breaker focus on melee and taking down one target at a time. Their combo prowess and single strike strength can quickly lead to the team's defeat if not fought appropriately! Projectile characters are effective does to the Breaker's lack of range, but Power Class characters going hand-to-hand against this boss can also work if backed up by Supports.
*: All-Round Bosses have no specific strategies, preferring to quickly switch their tactic depending on the situation. While they have no specialty, they also have no common weaknesses, meaning that it is up to individual characters to deal with these threats!
*: Bosses with this class are pilots, or vehicle themselves. They focus on attacking multiple targets with their AoE attacks, thus staying in a group is a bad idea. What Classes works the best depends on the Vehicular Boss' assets, but Power Characters can stun them much quicker than other classes.
Ultra Bosses
Ultra Bosses are considerably tougher than standard bosses, and are usually fought in the end of each World in the Elemental Saviors Mode. They have stats higher than average, more diverse tactics (even as Berserker), and more phases.
What's unique about the Ultra Bosses is that they also have their own Ultra Ability, which is exclusive to each of the Ultra Boss. An Ultra Ability gives a powerful boost to the Ultra Boss that allows them to quickly turn the tide, and makes a difference between a successful coordinated team, and a failing team full of careless, clueless players.
If an Ultra Boss get Stunned three times in a short amount of time, they enter a special phase called Ultra Outrage, which give them slightly heightened stats and complete immunity of Stunning. They also have Outrage Moves that are far more intense versions of their regular moves. They even have their own bar called Ultra Health, which is small, but it also allows them to take no actual damage from any attack, barring Breakouts and other exceptionally powerful attacks!
On the other hand, when the Ultra Health does runs out, they become drained and their Ultra Ability become permanently disabled, and is immediately put into the Final Phase regardless of current health they have. This is because their health is also drained to 25%, in which is the usual amount for a Final Phase.
While much more difficult to fight than regular bosses, it also allows a coordinated team to really values teamwork in order to defeat them. Like regular bosses, Ultra Bosses can be defeated solo, but are still more difficult to defeat.
Crossover Aspect
Many bosses will have aspects from another franchise, be it another character, an ability mostly seen in that franchise, a vehicle, or even a form. There are even some team-up bosses not from the same franchise as well, most of them being bosses with similarities.
While some bosses remain themselves despite taking some aspects from another franchise, others take a new form, which is considered as a Crossover Boss. A Crossover Boss takes major aspect from another character or even multiple from different franchises, but maintain his or her major abilities as well.
Bosses can also control enemies not from the same franchise, but with major matching with the theme. A dark lord boss will take control of Shadow-based enemies, regardless of the franchise they come from.
The Heartless and the Nobody from Kingdom Hearts takes role as minor antagonists, with whole new leaders ever since the death of their former leaders. There is also a new army that is the light to the Heartless' darkness and the Nobody's twilight, namely the Lux, and is a more major antagonist army compared to the other two.
It is unknown what the Lux is really made off aside of light, but is said to be originated after the downfall of a disgraced hero of light. It is proven to be different from EX Energy does to different properties the Lux can do, such as not giving the power of light for the wielder.
In contrast of the Heartless aiming at heartless people and the Nobody aiming at recruiting victims of Heartless, the Lux aims to drive people into insanity by completely locking their heart, to the point where even the strongest Heartless cannot dive into that heart. The only way to unlock it is to defeat the infected victim.
The Lux minions and victims also takes a more intense version of their normal appearance, being sharper looking and insane-looking. They also have their abilities pushed to their limit, but does not gain the Light element unless if the user is naturally Light-based.
Another, less frequent aspect is the Fusion Bosses. Unlike Crossover Bosses, Fusion Bosses are explicitly fused and not only make use of two or more fused people's abilities, but even gain whole new abilities never available in any recipiant's arsenal. Taking inspiration from Megamix's personality in Crash Team Racing: Nitro-Fueled, the Fusion Bosses takes personality cues from all respective recipient, but also far more violent than pre-fusion characters.
===Control===
This control scheme assumes that you are using the Evo-Gem Controller.
Left Control Stick 	Slight tilt to walk, soft tilt to run, hard tilt to dash.
Right Control Stick	Aim, rotate in either direction for Spinning Counter.
A Button 	Confirm (Menu), Jump, Wall-Jump (when aside of wall), Double Jump (mid-air), Float Up (Hold A, certain Flight characters), Start Flying (A in mid-air as certain Flying character) Footstool (on an opponent).
B Button 	Cancel/Go Back (Menu), Attack Button 1, Quick Hit Grabbed Enemy, Counter (Moving Back + B).
Y Button 	Attack Button 2, Rough Hit Grabbed Enemy, Parry (Moving Back + Y).
X Button 	Interact with environmental objects (such as levers and buttons) or NPCs, grab enemy/object, throw enemy/object (when carrying either), Power Characters except Takari can carry heavier enemies and objects.
L Button 	Character specific action (i.e. Some Agility like Marsupilami and Vessa using swinging action, give Engineer access of his PDA, Joe tells his brothers to regroup, Fred Flinstone switches his projectile, etc).
R Button 	Guarding, dodging (R + Left Control Stick), Advanced Parry (R at near to perfect timing).
ZL Button 	Hold to lock-on. Other functions depended on other characters.
ZR Button 	Control camera alongside Right Control Stick. Other functions depended on other characters.
M Button 	Activate Breakout Move when the Breakout charge meter is full.
N Button 	Activate Emergency Escape when the Breakout charge meter is at least 33%.
Start Button 	Pause (or Open Pause Menu in Online Multiplayer), Confirm
Select Button 	Check Map (Main Gameplay), Check Progress Board (Other Modes)
====Breakout Schemes====
Attacking Breakout 	Simultaneously press both M and B or Y buttons. This will inflict a powerful attack that hits multiple targets at once (or in a very few cases, hitting one but deals massive damage). Be warned, as unlike "supers" in other games, they can be interrupted by getting the attacker hit if taken enough damage!
Hints: Each character's Breakout Attack give a Breakout Armor to prevent even unblockable attacks to simply disrupt the Breakout. It will only stop if the attack ends or if taken enough damage, the amount of which varies between each character. A Breakout attack will always put a boss into a Stunned condition, or even a Crippled condition depending on the situation. Only use it when a strong boss is distracted or become stunned; they can quickly interrupt a single Breakout move with a single attack!
Supporting Breakout	Simultaneously press both M and R buttons. This will deliver a powerful healing or special support that will turn the tide of the fight, especially if keeping the teammates alive is more important than taking down enemies. Like Attacking Breakout, it can be interrupted, but the animation is fairly brief.
Hints: Although this is the safest of the main Breakout mechanics, it is also the most situational or even put a risk in certain situations. Cortex's Minion Summon, for example, isn't useful against a sturdy boss who takes a lot of beating. Another example is that Flamberge's Rage Out also reduce the Defense stat of every player of the party, which makes it strongly discouraged to use against bosses with tricky attacks.
Power-Up Breakout 	By simply pressing the M button twice, the player get a considerable boost, or if the Boost is particularly large, a more immense boost. While the transformation is temporary, it lasts longer than Breakout Attacks and allows to turn the tide in a different way, such as taking head to head against a boss. All Power-Ups comes with a few new downsides, however, so don't get cocky when using it! The Power-Up ranges from getting a support from an ally or having a devastating transformation.
Hints: This is different from Supporting Breakout as only the user is benefited from using a Power-Up Breakout, although to a greater extent. All of them can be directly used against bosses or for much bigger needed crowd control power. The bright side is that Power-Up Breakout cannot be interrupted, so it can also be useful if Attacking Breakout would be too risky to perform.
Mega Counter 	Simultaneously press both M and either Counter (Moving Back + B) or Parry (Moving Back + Y). Although it require a fairly strict timing, it only costs 50% to perform and will deliver 3 times the damage the attack will inflict on the user, and it will stun even an unmovable boss. Be warned, as although it can reflect even unreflectable attacks, it can only reflect one single attack!
Hints: It is a good idea to only use it against a very powerful attack of a boss or even a threatening enemy, as it puts it on a Stunned condition and also ends the attack earlier. While it is fun to perform it on a quick and weak attack on the boss for humiliation, it can end up backfiring if the boss will follow up with his or her strongest move. Only use it when the worst comes!
Emergency Escape 	As shown in the normal control scheme above, press the N button to perform an Emergency Escape, being intangible to even anything that could hit a dodging character. It also costs 33% Breakout meter to do so, so make it count and only use it for emergency escaping against being combo'd.
Hints: Emergency Escape will not work consistently, as a multi-hit attack or AoE attack could just put you back into a world of pain again if you failed to escape the AoE. Only use it if you are far enough of the AoE effect or if the multi-hit is about to end, or if the boss is about to follow up with a devastating move.
Instant Refresh 	Simultaneously press both N and R buttons. This will instantly heal the user from all of negative statuses, but it costs 33% to do so. Use it when you have an obnoxious amount of negative statuses to get rid of and that a healer is busy fending off foes.
Hints: Whether or not using the Supporting Breakout or using the Instant Refresh depends on the situation. If you are in a danger but your allies needs help first, don't be afraid to use a Supporting Breakout if it means saving their lives and thus the party. If the others doesn't need an emergency support, then use the Instant Refresh to get rid of obnoxious status effects.
===Gamemodes===
TBA
==Characters==
There are multiple characters from various franchises, be it from video games, comic books, anime, manga and tv shows. Most of the characters are a favorite of the director of the game, , but a few are also those who he either is indifferent about it or highly detested but fits in the game's nature.
Their inclusion is regardless of their popularity and reputation, which means that even a very obscure character or a highly disliked character can be in the game.
===Playable===
At the release of the game, there are 36 playable characters, which are six for Agility and Flight, and five for Projectile, Support and Power. They are all available from the start, although the Campaign Mode have the player to only have a pool of the characters which switches between scenarios.
====Agility====
====Flight====
====Projectile====
====Support====
====Power====
===Support===
TBA
===Enemies===
TBA
====Standard====
====Special====
===Bosses===
TBA
====Standard====
====Ultra====
====Final====
==Stages==
TBA
===Standard===
===Campaign Only===
===Special Stages===
==Items==
TBA
===Standard===
===Advanced===
===Rare===
===Special===
==Others==
TBA
===Quotes===
===Easter Eggs===
===Secret Codes===
==Trivia==
*Aside of the inspiration from Boss Battles, the game also took inspiration of SHIFT in term of a more crossover-styled worlds, and even have some characters changed from their usual selves.
**Notable example is Vessa being a Light Mage, in which she never was one in her canon appearances or even her non-canon appearances. This is parallel with Gungeon Master Bowser from the same SHIFT game, who's basically Bowser after he conquered the Gungeon, and is very notably different from the original Bowser.
*Despite chronologically taking place after Evolved Resolution, only Cut Man (as Cut Lumberjack) is the returning playable character. That being said, there are mentions of their accomplishment.
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