Boss

On here you'll find information about Game **Bosses**.

First thing you can notice when the boss is appearing in the field (PvP only), it will do an animation which lasts for a few seconds where Blizzard can Apply Slowness effects and Spike/Landmine can damage the boss before it goes to the starting point. **Boss Health** points seems to be random, but are still based on a Hp Range (based on wave/n° of boss).

Any boss won't be affected by Death/Hell and some other Dice will work different on them.

**Death/Hell Dice:** Their special ability will not affect the Boss.

**Holy Sword Dice:** His special ability will deal % of the Boss Remaining Hp, the damage % is proportionate to the Dice Class and Level-Up In-Game.

**Nuclear Dice:** When merged will deal % of the boss Remaining Hp, the damage % is proportionate to the Dice Class and Dots amount when merging.

**Landmine Dice:** Once in a while landmine will install a Special Landmine which will deal % of the Boss Remaining Hp, the damage % is proportionate to the Dice Class and Level-Up In-Game.

**Element Dice:** When the Element Sphere hits the Boss it will % of the boss Remaining Hp, number of spheres can be increased with Dots, when spinning speed is increased with Level-Up In-Game.

**Gun Dice:** When Gun Dice reaches 7 Dots, it will transform into Sniper Dice, which will deal high % of the boss Remaining Hp, but attack speed is low. Damage % can be increased through Class-Up only.

## Small Boss

Generates on PvP and PvE. Will spawn every 10 waves after the 5th wave (5-15-25-35-45), that changes when Leon Boss is passed.

No Abilities.

## Snake

**Snake** will trigger his ability a couple of seconds after spawning.

**Ability (Summon):** Summons 2 normal enemies and 1 fast enemy. **Cooldown:** 8 Seconds.

Summoned enemies health is based on Snake's remaining health. Normal enemies will have 10% of Snake's HP (Boss HP/10) and fast enemies have 5% of Snake's HP (Boss HP/20).

## Silencer

**Silencer** will trigger his ability a couple of seconds after spawning.

**Ability (Silence):** Silences **two** random dice on your board. **Cooldown:** 8 Seconds.

If Atomic Dice is Silenced, it can no longer attack directly, but the spinning spheres will still damage Silencer.

## Knight

**Knight** will trigger his only ability a couple of seconds after spawning.

**Ability (Randomize):** Switches all the dice in the board, dots are **not** affected. **Cooldown:** 8 seconds.

Can be used as a Growth Boost or for Assassin/Summoner Merging. Can also be good for when you have a bad board. Knight is strong against builds that require specific layouts, such as, Gear and Atomic.

## Magician

**Magician** will trigger his first ability after a couple of seconds after spawning.

Magician has an ability cycle.

**First ability (Meteor):** Casts a meteor that will destroy a random dice regardless of dot count. The meteor can be avoided by merging or by killing the Boss. **Time till next ability:** 5 seconds.

**Second ability (Cleanse):** Deletes everything on the track and removes effects on himself. Also gains a temporary shield that prevents effects on him such as Slow/Poison. Cleanse resets Lock/Teleport so they can trigger their effects again. When using teleport it is possible for Magician to destroy all dice on the board with Meteor. **Time till next ability:** 5 seconds.

**Third ability (Self Heal):** Heals himself. **Time till next ability:** 5 seconds.

## Leon

**Leon** will trigger his first ability a couple of seconds after spawning then will only use his second ability.

**Leon**, unlike other bosses, will trigger the first ability only once.

**First ability (Howl):** Downgrades half of your dice on the board by 1. Dice with only 1 dot will be destroyed. **Time till next ability:** 5 seconds.

**Second ability (Dash):** Dashes forward on the track, ignoring any slowing effects, but can be stopped by the Shield Dice's barrier. **Cooldown:** 5 Seconds.