Challenge

Challenge fights are unique, 'boss' style fights, that unlock after the player clears each respective area fully (passes subarea x-8). Each boss unlocks some powerful rewards on the 1st initial kill during that reincarnation, and has unique drops exclusive to that boss. They also grant increasing passive buffs to the player.

The player has to start the challenge/boss manually using the 'Start' button, and then kill the boss. Every time the boss is killed, the challenge fight levels up, granting the boss more health/damage and occasionally some new skills - but also increase the passive bonuses given. A passive stat reward is given based on all time max level reached, whereas a Drop Rate bonus is given for current level (capping out at +300%).

If a player dies, they will be put back to area 1-1, or whatever their favourite area is set to. If the player uses the 'Quit' button manually, they will be placed wherever they were previously when entering the fight.

When engaging a Challenge Boss, it is highly recommended that you enable battle animations (Shift + B) and disable nitro to ensure you have ample time to react to boss attacks.

## Challenge Bosses

 Clear area 1-8
 Perm Stat +
 Slime King is primarily an introduction fight to challenges, having simple mechanics, rarely troubling the user. It is, at it's core an 'add control' fight. It might take a little while to kill on first unlocking, but can be easily overpowered immediately after using a few ATK potions.
* *Pink Charge Bar: Summon minions* - Summons normal slimes to charge the user. These are just normal mobs with increased stats based on challenge fight level. Kill as per normal.
* *Red Charge Bar: HP % Damage* - Deals damage based off how many minions are alive presently. Every minion after the 5th causes it to do +10% total health damage to player, so instant wipe at 15+ minions. Keep the minions from building up.
* *Blue Charge Bar: ATK Buff*- Buffs minions ATK.
* *Green Charge Bar: Heal* - Heals minions to full.

Mechanics on the fight will largely be ignored quite early in the game, with the player damage outstripping the mobs health/defences easily.
**Suggested stats/equip for reasonable kill - ??**

 Clear area 2-8
 Perm Stat +
 The Golem is the second challenge boss the user will face. Typically, the Golem will be the user's precursor to reaching 4-4, as the boost that C rank gear provides will likely be sufficient for significant progression.
* *Black Charge Bar*: The Golem will shoot a single stone towards the player. After this initial stone is thrown, 6 more stones spawn (one at each corner, and one at the mid-point of the LH and RH screen), which will path towards the player's current co-ordinates. This can be avoided by moving once the rocks appear.
* *Red Charge Bar:* The Golem unleashes an attack on the player.
* *Green Charge Bar:* The Golem will increase his DEF and MDEF stats by a %. This is multiplicative with itself and does not get reduced over the duration of the battle. As such, the user may end up in a situation where The Golem becomes "unkillable" due to extraordinarily high DEF/MDEF parameters.

**Suggested stats/equip for reasonable kill - Defense on par with it's ATK value and a reasonably leveled Venom Sword**

 Clear area 3-8
 Perm Stat +

 Clear area 4-8
 Perm Stat +

 Clear area 5-8
 Perm Stat +

 Clear area 5-4
 The base premise is that Monty is invincible (although only because he has 100m def/mdef +1m per level), and players must 'burn' him with fire skills to build up a 'charge bar' (red bar above his skill use bar). When the bar is filled, Monty will lose his defences, and become vulnerable to all/any dmg. The player should focus high dps in that time, and rinse repeat as necessary. As a caveat, as Montblango's HP is reduced, he increasingly resists purely physical damage (which is an issue for Road of Warrior and Curse of Warrior challenges). You will want to have some way to do magical damage to him to dispatch him in a reasonable amount of time.
* *Yellow Charge Bar: Mud Puddle* - Targets player with a ranged move that hits dealing dmg and leaving puddle on floor which does dmg if player is inside. Try to bait it to shoot on the sides and the edges so you can easily avoid the resulting puddle.
* *Grey Charge Bar: Bullets* -Shoots a continual 'spray' of balls that dmg player. Move away and dodge in between resulting 'sprays'
* *Blue Charge Bar: \*\*\** - Can be easily absorbed with enough defense, or just run circles around him.
* *Green Charge Bar: Pointy Boi* - Stops moving, grows spikes that will dmg player if they are too close (<50 range) heavily. Takes increase damage to 'burned' bar. Move slightly away, nuke with fire.

With high enough defence (e20+ golem shield etc) the player can practically negate most incoming damage barring yellow charge (puddle) which appears to be HP% based, so can not be ignored.
**Suggested stats/equip for reasonable kill -** Golem Shield e12+, DPS > 1e18 and some form of Magical damage

 Clear area 6-8
 Perm Stat +
 Octobaddie does not move, but a number of their attacks take up much of the screen. Also, the screen partially and fully blackens at times, making it impossible to see the balls from Octobaddie, so you may want to learn the patterns before spending many consumables.
* *Yellow Charge Bar* - Targets player with a ranged move that appears at a location the player was at. Move to avoid.
* *Blue Charge Bar* - Shoots one ball at a time with a reload. Move in a circle around the Octobaddie to avoid.
* *Grey Charge Bar* - 1, then 2, then 3 balls shot towards front. Dodge these attacks and attack back.
* *Green Charge Bar* - Large balls towards front, and one towards back. Move to the Octobaddie's side.
* *Red Charge Bar* - Ball that starts near middle of screen, and expands out to fill most of it. Move to one of the large corners.

**Suggested stats/equip for reasonable kill -** DPS > 1e25

 Clear area 7-8
 Perm Stat +
 Distortion Slime does not move until a Bananna hits them. Once a Bananna hits them, they move around frequently, pausing occasionally until the bananna bar has been filled too many times. From then on, Distortion Slime is immobile.
Distortion Slime has two attacks - a black one that takes up most of the screen, and sharply reduces HP (to 1?), but does not kill (note that this is not damage - this is HP reduction), and a red one, which is close range, and is a standard attack.
Banannas (from Bananna Cutter) fill the yellow bananna bar while Distortion Slime has one. Every time that bar is filled, Distortion Slime takes 25% of their current HP. After a number of fills, the bananna bar is no longer shown, and Distortion Slime is once again motionless.
**Suggested stats/equip for reasonable kill -** DPS > 5e34, Bananna Cutter +3 or higher, Venom Sword.