Season 2 Nemesis

Nemesis is a series of changes to the base game focusing around signature units. In each episode there is a "small" signature unit, then a "big" signature unit. The names of the episodes are derived from the Star Wars movie franchise, so we can probably expect 9 episodes total.

## Traps

### Trap 6 Ultralisks

After killing 4/7 buildings to trigger this trap, 5-6 Noxious Ultralisks will spawn with a Torrasque Ultralisk and regular Surprise Party Overlords for each player. The process takes 22 seconds and spawns 11 times, for a total length of 242 seconds.

### Trap 8 Center Hive Revenge

After killing the center Hive, Mutalisks, Roaches, and Queens will spawn 126 times every 6 seconds for a duration of 756 seconds (12.6 minutes).

## Boss changes

Each boss has multiple lives and spawns enemies based on the episode number. In addition, each boss spawns events from the Evil Spawn, which is located at the center of the map until you start the general, detailed below.

### Boss 1: Brutalisk

1. GM Random Boss Pull Events Fixed Hard
2. Wait 10
3. GM Random Boss Pull Events Fixed Hard
4. Wait 10
5. GM Random Boss Pull Events Fixed Hard

### Boss 2: Omegalisk

1. Bane Lords
2. Wait 10
3. GM Random Boss Pull Events Fixed Hard
4. Wait 10
5. GM Random Boss Pull Events Fixed Hard
6. Wait 10
7. GM Random Boss Pull Events Fixed Hard
8. Wait 10
9. GM Random Boss Pull Events Fixed Hard
10. Wait 10
11. GM Random Boss Pull Events Fixed Hard

### Boss 3: Leviathan

* Violent Mutalisks
* Wait 10
* GM Random Boss Pull Events Fixed Hard
* Wait 10
* GM Random Boss Pull Events Fixed Hard
* Wait 10
* GM Random Boss Pull Events Fixed Hard
* Wait 10
* GM Random Boss Pull Events Fixed Hard
* Wait 10
* GM Random Boss Pull Events Fixed Hard
* Wait 10
* Signature Unit Big

### Boss 4: Brain Bug

1. Hurtful Ultralisks (Torrasque)
2. Wait 10
3. GM Random Boss Pull Events Fixed Hard
4. Wait 10
5. GM Random Boss Pull Events Fixed Hard
6. Wait 10
7. Signature Unit Big

### Boss 5: General

The general has specific additional spawns based on the episode. The actual spawns are unchanged from the default. You can see a list of the Final Boss Spawns detailed in the Hellwalker page.

## Episode 1: The Kegayru Menace (Infestors)

### Units

* Small Signature Unit: Kegayru (Infestor)

Spawns splitterling eggs and Fungal growth knocks back players and does minor damage. The infestors have a normal attack priority so are difficult to automatically target, and have a block 100 resistant hide when unburrowed.

* Big Signature Unit: Infernal Matriarch

After being released, will duplicate after 160s, and periodically spawns hive guardians every 90s. They have block 300 resistant hide.

### Features

After killing any Ultralisk Cavern, Hatchery, Lair, or Hive, a group of infestors will spawn from the death location.

The Infernal Matriarchs will spawn each of the 5 primary bosses' last life, and will spawn with the Leviathan and Brain bug bosses.

At 8,400 seconds (2h 20m), a punishment attack wave of Infernal Matriarchs, Brutalisks, Omega Sentinels, Brood Lords, and Bane Lords will spawn from the enemy spawner location. 25 of each will spawn in a 4 player game.

All major bosses have 4 lives and the Angry Brutalisk has 2. They will spawn Signature Unit Big (Infernal Matriarchs) on their final life. Other than the last life, bringing the a boss's life down by 1 will create S2 Overlord Transports, a single spine drop on each player, and the following enemies based on the boss:

* Brutalisk = Hurtful Primal Ultralisks
* Omegalisk = Ultralisks (Noxious)
* Leviathan = Violent Mutalisks
* Brain Bug = Hurtful Primal Ultralisks

## Episode 2: Attack of the Hybrids (Designer Hybrids)

### Units

* Small Signature Unit: Hybrid Dominator

Provides standard hybrid abilities: Graviton Prison (lift) and Psionic Shockwave

* Big Signature Unit: Designer (Hybrid)

Designers are detectors with radius 8 and use a range 14 period 1.6 attack that does 200 damage. They cast a very damaging Hybrid Territory spell that creates a red circle and deals 200 damage with a period 0.24. A Brute Hybrid is also created inside the area.

* Other Units: Brute Hybrid

Brutes (blue glaze) and their alter names Oppression (red glaze) and Potency (white glaze) are mini Hybrids that do 210 damage in an area.

### Features

The CP base will nuke out the main area, giving you lots of XP to start the game with. The map has been limited so you can't go much further outside the base. The game ends at around 33 minutes, so you have to survive until then.

* Designers attack every 390 seconds
* Zerg receive an upgrade every 60 seconds
* Splitterling nydus will spawn every 525 seconds
* Spines drop every 700 seconds
* Leviathan is triggered at 1200 seconds
* A bonus mastery is provided every 600 seconds
* The 3 Hatcheries and Lair outside base (not oldschool omega lair) spawn a Noxious Ultralisk every 75 seconds

There are no standard bosses that are required to be killed in this mode. You can trigger Brutalisk and Omegalisk if desired, but there is no benefit to doing so. It should be impossible to trigger the Brain Bug or the Hybrid General, as the map limits how far you can see.

## Episode 3: Revenge of the Roaches

### Units

* Small Signature Unit: Vile Roaches

Bigger and slightly more dangerous than normal

* Big Signature Unit: Apocalypse Swarm Host

Standard from S1 Prestige. They burrow and release missiles that do a small % of life as damage. They have a block 70 resistant hide, so they can take a while to kill

### Features

After killing any major building that either unlocks or produces troops (not defenses, evolution chambers), a nuclear missile will be launched on top of the average of the heroes' positions.

5 Violent Apocalypse Swarm Hosts patrol the enemy bases and have resistant hide block 70. These can be ignored, but they can be dangerous.

The last life of all major bosses and the Angry Brutalisk are invincible to all damage except for nuke damage. When a boss is brought to this point, the CP will nuke on top of the average of the heroes' positions repeatedly.

All major bosses have 4 lives and will spawn Apocalypse Swarm Hosts on their 2nd to last life. Other than the last life, bringing a boss's life down by 1 will launch a nuke at the average of the heroes' positions.

## Episode 4: A New General

### Units

* Small Signature Unit: Hybrid Dominator

Identical to Episode 2

* Big Signature Unit: Designer (Hybrid)

Identical to Episode 2

* Other Units: Brute Hybrid

Identical to Episode 2

### Features

After killing any major building that either unlocks or produces troops (not defenses, evolution chambers), hybrids will appear on the building location. The type of hybrid depends on a loop of 15. On the 7th, 8th, 11th, and 12th building killed, Hybrid Dominators will spawn. On the 13th, Designer Hybrids will spawn. On all others, Brute Hybrid will spawn.

All major bosses and the Angry Brutalisk will ignore their usual path and will instead path directly to the Facemelter corps that are spawned every 30 seconds, assuming there are less than 3 alive. This can make the brain bug particularly difficult, as all major bosses have a block 70 resistant hide.

All pathways normally blocked off are open.

All major bosses have 4 lives and will spawn Designers on their last life, Dominators on the 2nd to last, and Brutes on all other lives.

## Episode 5: The Brain Bug Strikes Back

### Units

* Small Signature Unit: Primal Ultralisks

Standard blue ultralisks

* Big Signature Unit: Brain Bug/Collector

A standard Harvester-type Brain Bug that does not actually lay eggs

### Features

The Brain Bug and its base are activated shortly after the start of the game. The Angry Brutalisk is removed.

Every 333 seconds, the zerg will get an upgrade.

All major bosses, most hives and lairs, and the Elite Brutalisks all get toxic auras.

All major bosses have 4 lives. They will spawn Collector Brain Bugs on their final life. Other than the last life, bringing the a boss's life down by 1 will create Hurtful Primal Ultralisks.

## Episode 6: Return of the Brimstone

### Units

* Small Signature Unit: Brood Lord

Standard Brood Lords

* Big Signature Unit: Brimstone

Standard from S1 Prestige. They burrow and create purple hunterlings, or launch a Meteor Rain on the ground that does immense damage in the targeted area.

### Features

Players receive a permanent power cube behavior. +30% attack speed, +0.5 move speed, beams that do 130 damage every 0.85 seconds around you.

Every 2100 seconds (35 minutes), the zerg will get an upgrade and there will be a retaliation event

After the fifth minute, anyone standing in the spawn area will get a nuke launched on them every 5 seconds.

Killing Hatcheries, Lairs, and Hives will give the zerg an upgrade

Triggering most traps, taking masteries, and some boss battles will trigger a retaliation event. Killing any building other than Spore/Spine Crawlers and Creep Tumors will also trigger a retaliation event. Which event happens depends on how many events have been triggered:

1. Spine Drop
2. Roaches
3. HW Mega Hunterlings
4. S2 Ling/bane/muta squad
5. HW Mega Hunterlings
6. [Noxious] Ultralisks
7. S2 Ling/bane/muta squad
8. [2x] Periodic Brood Lords/Guardians
9. 2x Roach Drop
10. [Noxious] Ultralisks
11. [Elder] Hive Guardian
12. 3x S2 Overlord Transports
13. [2x] Ravager
14. Violent Hunterlings
15. 3x S2 Overlord Transports
16. [Elder] Hive Guardian
17. Ravager
18. 3x S2 Overlord Transports
19. ***[3x] Kegayru Infestor pairs***
20. Ravager
21. ***[3x] Crackling Hybrid event***
22. ***Single Brimstone [at position]***
23. Ravager
24. Periodic Brood Lords/Guardians
25. Violent Hunterlings
26. ***Spawn and Upgrade Yagdra***
27. [3x] Crackling Hybrid event
28. ***Single Designer Hybrid***
29. Ravager
30. ***Single Brimstone [at position]***
31. Ravager
32. 3x S2 Overlord Transports
33. Violent Hunterlings
34. ***Infernal Matriarch[s]***
35. Ravager
36. ***Spawn and Upgrade Yagdra***
37. Violent Hunterlings
38. Violent Hunterlings
39. ***[2x] Brimstones at position [and at spawn]***

If the Brain bug is active or destroyed, the events spawned will use the value in brackets.

Keep in mind that the Hybrid General waves only spawn one Odin per player, when each Tyrannozor spawns. In order to receive regular Odin spawns every 75 seconds, you will need to kill the Brain Bug.

All major bosses have 5 lives and the Angry Brutalisk has 2. Bringing the a boss's life down by 1 will add a corrosive bile behavior on the boss, up to a maximum of 4 copies. They will spawn Brimstones on their final life. On their 3rd to last life, they will spawn Infernal Matriarchs. On all other lives, they will spawn a retaliation event according to the above list. It is recommended to trigger retaliation number 39 before engaging a boss so you won't be overwhelmed by brimstones.

## Episode 7: Planet Cracker

### Units

* Small Signature Unit: Bane Lord

Standard Bane Lords

* Big Signature Unit: Brutalisk

Standard Brutalisks

* Poop Unit: Primal Mutalisk

Standard Mutalisks

Shadow clones are also a new unit that are copies of whatever boss spawns them. It comes with an extended range and can spawn planet cracker events sporadically.

### Features

The major feature of this episode are the Death Beams/Planet Cracker event. They usually travel at random angles from a starting position and deal 300 damage plus 20% of the player's health and shields, with a minimum damage of 250 and maximum damage of 1000. In radius 1, the beams do full damage. In radius 2, the beams do 50% damage. In radius 3.1 the beams do 25% damage.

Each boss when lowered one life will teleport all players to the boss and spawn a planet cracker event, then spawn a unit. All boss beams do not start at random angles and are centered on the boss.

1. 2 death beams that travel outwards then back inwards 15 distance, Infernal Matriarchs
2. 3 death beams that travel outwards then back inwards 15 distance, Shadow Clones
3. 4 death beams that travel outwards then back inwards 20 distance
4. 8 death beams that travel outwards then back inwards 20 distance, Infernal Matriarch and Shadow Clones, then 12 death beams that travel outwards then back inwards 30 distance

Killing every 8th building (other than spore crawlers and creep tumors) after 16 have been killed will spawn a planet cracker event. One beam will be created per player, and will target each players current location. The beams will travel back and forth between the spawn point and the destination at a fixed speed, but will only last 5 seconds. For this reason it is not recommended to stand next to buildings when they die.

Note that even though Spore crawlers and creep tumors do not add to the 8th building counter, they ***can still spawn*** planet cracker events if you have reached the 8th building counter and will continue to spawn planet crackers until you destroy a non-spore/creep building to reset the counter back to 1. This can be especially dangerous during drops if you have just hit the 8th building and a bunch of creep tumors spawn all around your hero that get automatically destroyed via power cubes or auto attacks. For this reason it is recommend to prioritize killing creep tumors and spore crawlers when clearing.

At the start of the game, there will be a nydus that spawns hurtful zerglings, and a planet cracker will kill the Doomsday Fortress and Captain Smoker. Every 10 seconds, a spore crawler will drop on each player 7 times.

Every 3600 seconds (60 minutes), the zerg will get an upgrade and there will be a planet cracker event. Each event will create a number of beams depending on the phase and will teleport all players to each player per event. With 4 players, the process will take ~2 minutes and will teleport a total of 8 times. 5 x (Number of Players +1) Hurtful Brood Lords will be spawned, as well as (Number of Players +1) Apocalypse Swarm Hosts. Each teleport also drops roaches on all players.

1. 5 beams that travel inward 25 distance
2. 7 beams that travel inward then back out 25 distance

Killing all major bosses and specific Hatcheries, Lairs, and Hives will spawn a Yagdra. Each Yagdra will be accompanied by 3 beams that travel outward 30 distance then back out 30 distance.

Killing any Hatchery will spawn 4 dangerous Surprise Party Overlords per player

Killing any Lair will spawn 11 dangerous Surprise Party Overlords per player

Killing any Hive will spawn 18 dangerous Surprise Party Overlords per player and start a planet cracker event with 5 beams that travel inward then back out 30 distance

Killing Yagdras will spawn a planet cracker event with 3 beams that travel inward 30 distance

All Shadow clones and bosses (including the Elite Brutalisks after one has been killed) have a 50% chance to release 2/2/3/4 beams that travel outward 10 distance every 12 seconds.

## Episode 8: Hostile Territory

### Units

* Small Signature Unit: Designer (Hybrid)

The Designers in the game are called "Watchers" and have a resistant hide 70. They patrol outside the base and are created at the start of the episode. The only time normal Designers will appear is during the roach warren event and Violent Designers will appear after the Tyrannozor wave during the Hybrid General fight.

* Big Signature Unit: Apocalypse Swarm Host

Standard Apocalypse Swarm Hosts. They are only spawned by bosses on their final life.

* Poop Unit: Surprise Party (Overlord)

Standard S2 Overlords

### Features

There are 12 boss Hatcheries/Lairs/Hives around the map:

1. Brutalisk Hatchery
2. North Hive
3. Junkyard Lair
4. East Hatchery
5. Scrapyard Hatchery
6. General Final Hive
7. General Entrance Lair
8. General Bridge Hatchery
9. Highway Hatchery
10. Queen Lair/Lonely Lair
11. Center Hive
12. Omegalisk North Hatchery

These buildings have multiple lives and defend themselves similar to bosses. They are designated by a green camouflage glaze. After killing *any* Hatchery/Lair/Hive including these special boss buildings, a timer for 1021 seconds will start. When the timer expires, all players will receive a 50 damage per second damage buff every 7 seconds until they die, or another Hatchery/Lair/Hive is killed, which provides up to another 1021 seconds of safety. Theoretically this puts the maximum time at ~9 hours, but only if you use up all 17 minutes of safety before proceeding to the next Hatchery/Lair/Hive.

The Mission Objectives will show the current state of the environment, based on the timer created after killing a boss building.

* >500 seconds: STABLE
* 200-500 seconds: TAINTED
* 1-200 seconds: CRITICAL
* <1 seconds: LETHAL

Each boss building has 3 lives, and gains powers/spawns enemies based on the current life.

Hatchery:

1. Ling/Bane/Muta Squad, Roach Drop, Oldschool Broodlords, 4x spines around the building
2. Ling/Bane/Muta Squad, Dangerous Overlords, Hybrid Territory spell
3. Ling/Bane/Muta Squad, Roach Drop, Hybrid Dominators, Ravagers, 4x spines around the building

Lair:

1. Spine Drop, Hive Guardians, Dominators, Ravagers, 8x spines around the building
2. Spine Drop, Dangerous Overlords, Hybrid Territory spell, 8x spines around the building
3. 2x Spine Drop, 8x spines around the building

Hive:

1. Death Beams, Roach Drop, Oldschool Broodlords
2. Death Beams, Roach Drop, Dangerous Overlords, Hybrid Territory spell
3. Death Beams, Roach Drop, Dangerous Overlords, Oldschool Broodlords, Infernal Matriarchs, Toxic Aura

### Boss Changes

Unlike other episodes, the bosses spawn slightly differently.

### Boss 1: Brutalisk

1. 5x GM Random Boss Pull Events Fixed Hard

### Boss 2: Omegalisk

1. 7x GM Random Boss Pull Events Fixed Hard

### Boss 3: Leviathan

1. Violent Mutalisks
2. 7x GM Random Boss Pull Events Fixed Hard
3. Violent Mutalisks

### Boss 4: Brain Bug

1. Hurtful Torrasque Ultralisks
2. 9x GM Random Boss Pull Events Fixed Hard
3. Seedling Brain Bugs

Each boss when lowered one life will spawn units and release a Planet Cracker Death Beam that follows each player until it expires. The total distance it travels gets upgraded each time it appears. By the time you reach the Hybrid General, the beams will be able to cover a quarter of the map at least.

1. Brutes, Add Permanent Hybrid Territory ability, Haunting Death Beams
2. Brutes, Ravagers, Haunting Death Beams
3. Brutes, Ravagers, Crackling Dominators, Haunting Death Beams
4. Brutes, Ravagers, Crackling Dominators, 16x Nukes in large area, Haunting Death Beams
5. Teleport Heroes to boss, Brutes, Ravagers, Apocalypse Swarm Hosts, Crackling Dominators, 16x Nukes in large area, Haunting Death Beams

The Leviathan has a slightly different order:

1. Oldschool Periodic Broodlords, Add Permanent Hybrid Territory ability, Haunting Death Beams
2. 2x Oldschool Periodic Broodlords, Haunting Death Beams
3. 3x Oldschool Periodic Broodlords, Crackling Dominators, Haunting Death Beams
4. 4x Oldschool Periodic Broodlords, Crackling Dominators, 16x Nukes in large area, Haunting Death Beams
5. 5x Oldschool Periodic Broodlords, Crackling Dominators, 16x Nukes in large area, Haunting Death Beams

In particular, the combination of the Crackling Dominators which spawn on each player mixed with the Death Beams which target each player can quickly lead to deaths if the player does not put sufficient distance between the boss and the hero when they get lifted. On the final life, where the heroes are teleported to the boss, it's important to move away as quickly as possible so as not to get trapped by the brutes that are created. Most will die from the nukeback.

The Hybrid General once his shields are depleted will spawn the following:

1. Brutes, Infernal Matriarchs, Crackling Dominators, 16x Nukes in large area, Haunting Death Beams from General, Haunting Death Beams from the General spawn area.

## Episode 9: End Game

### Units

* Small Signature Unit: Ultralisk (Birther)

Green Ultralisks commonly known as "pukers" as they will spit acid on a location, which lasts 20 seconds and does 30 base damage every half second. These are created during the 2nd world event.

* Big Signature Unit: Infernal Matriarch

Standard Infernal Matriarchs as per Episode 1.

* Poop Unit: Surprise Party (Overlord)

Standard S2 Overlords

### Features

#### Kegayru Infestor spawns

Hatcheries, Lairs, Hives, and Ultralisk Caverns will spawn infestors, as in Episode 1.

#### Corrosive Rain

Ravager Corrosive Biles do a minimum of 500 damage, which isn't reduced by spell reduction.

#### Retaliation Events

Similar to Episode 6, each non-crawler/tumor building will spawn a retaliation event.

1. HW Mega Hunterlings
2. S2 Ling/bane/muta squad
3. Roaches
4. Single Spine Drop
5. HW Mega Hunterlings
6. S2 Ling/bane/muta squad
7. Roaches
8. Single Spine Drop
9. Periodic Brood Lords/Guardians
10. Periodic Brood Lords/Guardians
11. Periodic Brood Lords/Guardians
12. 3x S2 Overlord Transports
13. 10x S2 Overlord Transports
14. 15x S2 Overlord Transports
15. HW Mega Hunterlings
16. HW Mega Hunterlings
17. HW Mega Hunterlings
18. 1/1/2/2 Rotating Ultralisk at position
19. 1/1/2/2 Rotating Ultralisk at position
20. 5/5/8/10 Rotating Ultralisk, Nightmare Drops
21. 10 Violent Zerglings (Random) at position
22. 10 Violent Zerglings (Random) at position
23. 10 Strongx3 Zerglings (Random) at position
24. 1/1/2/2 Rotating Mini boss at position (Corrupted Clone, block 300), BC Support
25. 1/1/2/2 Rotating Mini boss at position (Corrupted Clone, block 300)
26. 1/1/2/2 Rotating Mini boss at position (Corrupted Clone, block 300)
27. Single Spine Drop
28. Single Spine Drop
29. Single Spine Drop
30. Single Spine Drop, Nightmare Drops
31. 2/3/4/5 Hybrid Dominators at position
32. 10 Violent Zerglings (Random) at position
33. Designer Hybrid (block 300) at position
34. 1/1/2/2 Rotating Mini boss at position (Corrupted Clone, block 300)
35. 1/1/2/2 Rotating Mini boss at position (Corrupted Clone, block 300)
36. 1/1/2/2 Rotating Mini boss at position (Corrupted Clone, block 300)
37. 8 Violent Roaches (Random) at position
38. 8 Violent Roaches (Random) at position
39. Yagdra at position
40. 8 Violent Roaches (Random) at position, 2x Crackling Hybrid Dominators
41. 3/3/5/6 Rotating Hurtful Ultralisk at position, Nightmare Drops
42. 3/3/5/6 Rotating Hurtful Ultralisk at position, 15x S2 Overlord Transports
43. 3/3/5/6 Rotating Hurtful Mini Boss

#### Rotating Ultralisks

Some spawns will create Ultralisks. They will be created in this order:

1. Ultralisk (Brown)
2. Ultralisk (Green Noxious)
3. Ultralisk (Blue Primal)
4. Ultralisk (Green Birther)
5. Ultralisk (Brown)
6. Ultralisk (Blue Primal)
7. Ultralisk (Purple Torrasque)

#### Rotating Mini Bosses

Some spawns will create mini-bosses. They will be created in this order:

1. Apocalypse Swarm Host
2. Brimstone
3. Infernal Matriarch
4. Brutalisk

#### Lethal Environment

Environment stability identical to Episode 8. The Mission Objectives will show the current state of the environment. When the environment reaches lethal, a debuff will apply to each hero which will progressively kill them.

* >500 seconds: STABLE
* 200-500 seconds: TAINTED
* 1-200 seconds: CRITICAL
* <1 seconds: LETHAL

#### Periodic Plasma Zerglings

Every 600 seconds, 4 plasma zerglings will be created (similar to other Nemesis units), and the zerg will be upgraded. The number of plasma zerglings increases by 2 every time it runs. Plasma zerglings do 80 damage or 8% max health, and have 90% armor pierce.

#### Periodic Amalgams

Every 900 seconds, a special hive guardian will spawn with a random name and random abilities. The number of amalgams increases by 1 every time it runs.

Each Amalgam has a rotating passive, ability 1, and ability 2, along with a rotating name. In 3-4 player, each periodic Amalgam gets two of each passive and ability type, which means it will always have both abilities from the ability 2 category, and most amalgams will have block 100 or block 300, or will have both strong + corrosive rain.

Passives:

1. Corrosive Rain
2. Block 100
3. Toxic Aura
4. Block 300
5. Strong x2

Ability 1:

1. Apocalypse Swarm Host Missile Pods
2. Brimstone Meteor Rain
3. Designer Hybrid Territory

Ability 2:

1. Birther Acid Vomit
2. Brimstone Hunterling Tunnel

### Boss Changes

Unlike other episodes, the bosses spawn slightly differently.

#### Boss 1: Brutalisk

1. Remove Brutalisk patrolling laser
2. Spawn Defender Siege tanks
3. BC Support
4. 30 Hurtful Zerglings (Random)
5. 30 Hurtful Roaches (Random)
6. 7x GM Random Boss Pull Events Fixed Hard

After defeat, 3/3/4/6 Rotating Mini Bosses will spawn, as well as a static laser.

#### Boss 2: Omegalisk

1. Remove Omegalisk Bridge patrolling laser
2. Spawn Defender Siege tanks
3. BC Support
4. 30 Hurtful Zerglings (Random)
5. 30 Hurtful Roaches (Random)
6. 9x GM Random Boss Pull Events Fixed Hard

After defeat, 10/10/15/20 Rotating Hurtful Ultralisks, as well as a static laser.

#### Boss 3: Leviathan

1. Remove Leviathan Highway patrolling laser
2. Spawn Defender Siege tanks
3. BC Support
4. 2/3/4/5 Barricade Leviathans
5. 11x GM Random Boss Pull Events Fixed Hard

After defeat, 7x Periodic Broodlords, as well as a static laser

#### Boss 4: Brain Bug

1. Remove Brain Bug patrolling laser
2. Spawn Defender Siege tanks
3. BC Support
4. 2/2/4/4 Rotating Ultralisks (on brain bug position)
5. 2/2/4/4 Rotating Ultralisks (on brain bug position)
6. GM Random Boss Pull Events Fixed Hard
7. 2/2/4/4 Rotating Ultralisks (on brain bug position)
8. GM Random Boss Pull Events Fixed Hard
9. 2/2/4/4 Rotating Ultralisks (on brain bug position)
10. GM Random Boss Pull Events Fixed Hard
11. 2/2/4/4 Rotating Ultralisks (on brain bug position)
12. BC Support
13. 11x GM Random Boss Pull Events Fixed Hard

After defeat, 6/6/9/12 Rotating Hurtful Ultralisks, 7/7/10/14 Violent Ultralisks, and additional Amalgams will be randomized based on the current retaliation count, and 2/2/3/4 additional Amalgams will spawn, as well as a static laser

Each boss has 6 life bars and will spawn extra stuff as usual.

1. 1/1/2/2 Corrisive Rain behaviors, Corrupted Odin, Launch next World Event
2. 1/1/2/2 Corrisive Rain behaviors, Corrupted Odin, 3x Retaliation events
3. 2/2/4/4 Corrisive Rain behaviors, Corrupted Odin, 3x Retaliation events
4. 3/3/5/6 Corrisive Rain behaviors, Corrupted Odin, 3x Retaliation events
5. 4/4/6/8 Corrisive Rain behaviors, Corrupted Odin, 3x Retaliation events, Block 100, Hybrid Territory spell

Corrupted Odins have an extremely powerful block 11. They also have a Electrical beam damage similar to Omega Sentinels which does 666 damage every 3 seconds to a unit in radius 20, instead of the usual 8. The laser will prioritize units furthest away first.

Static lasers spawn after each boss dies and last for 30 minutes. They will move towards the players for a short period after the bosses death and then will stop moving. A helper counter will appear over each hero when the laser will stop moving. If you let the laser stay inside the base, there is a chance the AI will just never rebuild the base due to SCVs never being able to build a particular building, so it's imperative you leave the base after killing a boss.

The Hybrid General once his shields are depleted will spawn the following:

1. Hive and Lair in the Brain Bug Base will be killed
2. General will teleport to the Brain Bug Base and begin patrolling back to the General Base and be made invulnerable
3. All static lasers still alive will begin patrolling from their current position to the Brain Bug Base
4. Hellwalker Nuke Spam
5. 5/10/15/20 Amalgams which have either 1 or 2 passives, 1 or 2 ability 1, and 1 or 2 ability 2. They also have between 150%-200% life.
6. 2/4/6/8 Corrupted Odins on the General
7. General will be made vulnerable again
8. Hellwalker Nuke Spam
9. 4x Retaliation events