Bosses

Every round, one of the players becomes the Boss, and has to fight the RED Team to win. All Bosses have massive amounts of health, deal high damage with their attacks, and have a set of abilities which makes every one of them unique.

All of the standard playable Bosses are free to play. In the past, some of them required donatorship to be played.

## Basic Attributes

### General

As stated above, all bosses have greatly increased maximum health, which scales by the current number of players on both teams when the round starts. The health formula used by all bosses is:
`((((760.8 + (n + 1)) * n) ^ x) + 2046)`

Where **n** is the current number of players on both teams combined,

and **x** is:

**1.07** for Robot bosses

**1.065** for Admin bosses

**1.06** for all other bosses.

Most bosses have their own melee weapon. In general, their melee attack deal around 202 damage with a few exceptions. Scout and Spy bosses usually deal less damage. All bosses have random crits disabled.

In order to fight the pushback from the RED players and their strong weapons, all bosses but a few have a 30% or more resistance to knockback and airblast.

All Bosses have their move speed increased to help them catch the RED players. Most of them start at the speed of 360 hu/s (Baby Face Blaster Scout speed with no boost) and their speed increases as their health decreases. Scout hales usually are faster, while Robot hales are slow.

### Race Bonuses

Most characters are of one out of 4 pony races. Each race has a passive bonus unique to that race.

* Earth Ponies have a 50% knockback reduction from damage received.
* Unicorns have Spellblock upon rage that can prevent mercs from casting spells.
* Pegasi can jump 50% higher.
* Alicorns have a shorter Spellblock and jump 30% higher.
	+ Changelings, while not a pony race by itself, have the same bonuses as Alicorns.

For a complete overview of all the bosses and their race bonuses, please check out this page.

## Abilities

### Passive Abilities

Some of the bosses may possess a passive ability that the others do not have. some examples of possible passive abilties include:
* immunity to afterburn
* ability to respawn defeated foes on the Boss's team
* spawning a collectable somewhere on the map
* having multiple lives
* etc.

When a boss falls into a environmental hazards, the moment they take damage from it, they're teleported back to any of the spawns stunned in place and ubercharged for 4 seconds.
#### Spellblock

*Main article: Wizard#Spells*
All Unicorn and Alicorn bosses, together with a few others, gain Spellblock when they use their Main Rage. Spellblock prevents RED players from casting spells via their Spellbooks. Spellblock lasts 12 seconds for Unicorns and 9 seconds for Alicorns.
For Rages that cost less than 100% rage, the boss must have their rage meter full in order for Spellblock to activate.
### Mobility Abilities

All Bosses have some kind of an ability or a weapon that enables them to move around the map. The main ways of moving around are:
* Super Jump
* Teleport
* Rope
* Weighdown (All bosses have this ability)
* Point Teleport (Some bosses gain this ability when using their Rage)
* Glide
* Thermal Thruster
* Rocket Jumping
* Jump Pads

#### Super Jump

A Super Jump, as the name implies, causes the Boss to jump very high when executed. To use Super Jump, the player must hold **Secondary Attack** (Mouse2 by default), which will charge the ability to 100% over 1 second. After this, the player must look up at least 45° and release their secondary attack button. If both of these conditions are met, the ability triggers successfully and enters its cooldown. The ability executes as long as the charge amount is greater than 0%. The power of the Super Jump depends on how much it was charged when being executed, meaning that more charge equals more height gained.
The cooldown for Super Jump usually lasts 5 seconds, however there are a few bosses whose cooldown is only 4 seconds. Additionally, Trio Bosses have their cooldown increased to 7.5 seconds.
Super Jump is disabled for 3 seconds at the start of a round.
Also, there is something called a **Super DUPER Jump**. This is a special Super Jump that can only be activated after falling into environmental hazards that deals over 100 damage. After this, a red **"Super DUPER Jump ready! Look up, press and release ALT-FIRE."** will flash on the boss player's screen, which, when done, will grant them massive jump height.
#### Teleport

The Teleport teleports the Boss on top of a random RED player when executed. To use Teleport, the player must hold **Secondary Attack** (Mouse2 by default), which will charge the ability to 100% over 1.5 seconds. After this, the player must look up at least 45° and release their secondary attack button. Unlike Super Jump, Teleport must be fully charged before it can be executed. If all of these conditions are met, the ability will trigger successfully and enter a cooldown. After teleporting, the boss player is stunned for 1.5 seconds, during which they cannot attack.
The cooldown for Teleport lasts 7.5 seconds on most bosses, however there are a few bosses whose cooldown is only 5 seconds.
Teleport is disabled for all bosses for the first 15 seconds of the round.
Also, there is something called an **emergency teleport**. This is a special teleport that can only be activated after falling into environmental hazards. After this, a red **"EMERGENCY TELEPORT! Look up, press and release ALT-FIRE."** will flash on the boss player's screen, which, when done, will teleport them to a random RED player and stun them for 3 seconds.
#### Rope

To use the Rope, the boss player must be airborne and press their **Secondary Attack** (Mouse2 by default) while looking up at least 45°. This will hook them to the place they were looking at and allows them to swing on the Rope by using WASD. While using the Rope, the user can hold secondary attack to raise themselves or crouch to drop down. In order to release the Rope, the player must press their Jump key. The Rope can last up to 5 seconds, after which it snaps. The Rope will automatically cancel itself if the boss touches ground or water. If the Rope passes through a solid obstacle, it snaps.
The cooldown for Rope lasts 5 seconds.
#### Weighdown

Weighdown causes the boss to plummet towards the ground at high speed when executed. To use Weighdown, the player must press **Crouch** (Ctrl by default) while looking down at least 60°.
While Weighdown is being used, the user cannot Super Jump. Additionally, when the user's Super Jump or Rope is on cooldown or if they are affected by the post-Teleport stun, they cannot use Weighdown.
#### Point Teleport

A Point Teleport teleports the boss a certain distance in the direction they are looking. It is activated by pressing either **Secondary Attack** (Mouse2 by default) or **Reload** (R by default) depending on the boss. The teleport distance varies with each boss that can use it. The Point Teleport does not go through walls or enemy players.
Unlike other mobility abilities, Point Teleport is only available to a small number of bosses, and is only obtainable from Rages.
#### Glide

Glide functions similarly to the pre-Jungle Inferno B.A.S.E. Jumper and is activated by the **Jump** key (Spacebar by default). While Glide is active, the user's air control is not reduced, meaning that they can cover large distances when used together with the Super Jump. The strength of Glide decays over time and the user descend speed increases the longer the ability is being used.
Some bosses have a limited duration on Glide and may also have a cooldown after use.
### Rages

Rages are powerful abilities that enhance the boss or put RED players at a disadvantage. Every boss has at least one Rage, but some of them have multiple Rages. Rage is acquired when the Boss receives damage. The amount of health lost required for full rage varies with each boss.
Being airblast by a Pyro grants the boss 8% rage, however some bosses may receive larger amounts of rage.
#### Main Rage

Most bosses have a single Main Rage. A Main Rage is a powerful ability that requires a full rage meter to be casted. The Main Rage is always activated by a **"Medic!" call** (E by default). However, some bosses do not have a single Main Rage but have multiple Rages instead, which can be cycled through and are also activated by pressing E. In this case, the Rages may cost less than 100% rage.
Common Main Rages include:
* Stunning enemies
* Obtaining knockback immunity, invulnerability, speed boost, or the like
* Respawning dead players as your minions
* Obtaining a ranged weapon
* etc.

#### Special Rage

Some bosses also have one or two Special Rages. A Special Rage is less powerful than a Main Rage, but requires less rage to be used. Depending on the boss, it is activated by either **Reload** (R by default) or **Special Attack** (Mouse3 by default).
##### Magic Beam

Magic Beam is a channeled beam attack that does a certain amount of damage every 0.1 second while in use. When the ability is activated, the boss spends a brief moment charging up the attack before it is fired. After the ability ends, the boss becomes stunned for a few seconds.
When Magic Beam is in use, the boss receives a few buffs and becomes stuck in place, unable to move. However there are a few bosses who can still move while channeling the laser beam.