Boss skills

Boss Skills are a part of Khan's service in the Living Room. To unlock that feature in Mirage Tracker you need to unlock secondary skill firstly and then defeat 15 bosses.

When opening Khan's menu, you'll see a few locked icons after your character's skills that you can select as a secondary skill once they've been unlocked. Each one of these skills is based around a boss, and can only be gotten by finding materials that each respective boss has a chance to drop on death. The chance is 20% on Normal difficulty, 22% on Hard, 25% on Epic and 30% on Real Mirage. A boss cannot drop more than one material of the same kind every time it is defeated. Defeating Asurendra on Hard or higher has a chance to drop any random boss material. Once you accumulate 10 materials of any one kind, you can spend them all to unlock that skill and have it be permanently available as a secondary skill you can select when playing as any character. It's impossible to have more than 10 of any material, and once you've already used the materials to unlock a skill, that material will no longer spawn again. If you don't have enough materials to unlock a skill, it's possible to exchange skill materials for any other material you want at the cost of 5 Rubies, through the button at the bottom right of the menu or through a prompt that shows up when you tap a locked skill that you don't have the materials for.

When equipping one of these Boss Skills, the background color of the skill will be the same as that of your character's skills. This means it will be gray for Oli, red for Ginzo, yellow for Quentin and so on.

All Boss Skills but Shadow Knight can be used during an animation and will not cancel it, and give the player freedom of movement during their duration, since they all summon something instead of having the player themselves attack.

List of Boss Skills:

* **Shadow Knight:**
	+ Required materials: 10 War Horse Bridles  (dropped by Valentine)
	+ Effects: When the skill is used, you become an unflinching shadow knight for 2 seconds that charges across the screen on its horse in a straight line after a long windup, damaging enemies in its path multiple times, 5 damage per hit, and dragging them along with it. After the charge, you immediately regain control over your character and can follow up with one of your moves. The charge always covers the same amount of distance, even if you crash against a wall. You can hold upwards or downwards while casting the skill to charge in a slight diagonal line, and can also hold the joystick upwards or downwards during the charge to slightly adjust your direction mid-charge. The charge's distance depends on movement speed and attack speed. Strangely, it is impossible to hold backwards when using this skill to cancel an animation and launch it backwards, limiting it a bit. It is impossible to enter Stronghold mechs while in the charging state. **Cooldown: 5 seconds**.
* **Armored Royal Guards:**
	+ Required materials: 10 Hero Cloaks  (dropped by Valentine)
	+ Effects: When the skill is used, three royal guards appear in a vertical line in front of you and step forwards with their shields, dealing 10 damage on impact and knocking back anything that hits them. The royal guards then sit there for about 4 seconds, reflecting projectiles back at their users and knocking back enemies. Reflected projectiles maintain all their old properties, like inflicting Damage over Time or effect pools, deal 30% more damage, and can also trigger and benefit from all the player's items as if they were one of their attacks, but cannot benefit from their damage stat. Some ranged attacks will ignore the guards and pass through them, as they are not technically projectiles. **Cooldown: 10 seconds**.
* **Scorching Meteoroid:**
	+ Required materials: 10 Tengu's Necklaces  (dropped by Tengu)
	+ Effects: You summon Tengu on your position, who drops four hot rocks from the sky, dealing 8 damage on impact. The rocks immediately explode and shoot out flaming smaller rocks in all directions. Each rock deals 2 damage, just like in the Tengu fight. The rocks will fall split out between a few targets, generally on groups of enemies. If there is only one target, all four rocks will fall on it. The skill's range is limited, and if there are no targets in range, Tengu will simply drop the rocks on his own position. **Cooldown: 12 seconds**.
* **Genie in a Bottle:**
	+ Required materials: 10 Deep Pockets  (dropped by Iblis)
	+ Effects: You spend 40 Gold to summon a Genie. The Genie will then drop a random thing next to it. The skill has very low cooldown. The reward ranges anywhere from a weapon of any rarity, around 5 Gold, around 40/60 Gold, one, two or three random items (can only spawn those that can be found in Shops and Special rooms, or those the source of which is labelled "Anywhere" in this wiki), a 1-4 Health Potions or a random ally that lasts only for the current floor. There is also a very low chance (0.05%) that Genie will give several thousands of Gold as a jackpot.This skill cannot be used in the Living Room. **Cooldown: 3 seconds**.
* **Wild Tornado:**
	+ Required materials: 10 Chain Hooks  (dropped by Logan)
	+ Effects: You summon Logan on your position, who will sit still and pull enemies towards him with his whirlwind. The whirlwind's pull is very strong and its range is very large, allowing you to suck all the enemies in a small room into one small point, where you can take them out with ease. **Cooldown: 10 seconds**.
* **Tiger's Jump:**
	+ Required materials: 10 Emerald Rings  (dropped by Chen)
	+ Effects: You summon Chen on your position, who summons six clones around him. The clones will then Tiger Claw towards the center, where he is, dragging enemies caught a short distance and slashing at them as they do so. After that, Chen disappears. Chen clones will deal less damage with Tiger Claw than Chen usually would, at 10 damage. **Cooldown: 5 seconds**.
* **Magnifying Thunderbolt:**
	+ Required materials: 10 Primeval Masks  (dropped by Muno Wonda)
	+ Effects: Passively, every hit landed by the player's attacks has a chance to drop a lightning bolt on the enemy that was hit, which deals 4 damage. Lightning benefits from item buffs and also triggers on-hit items, as well as scaling in damage with your damage stat, but its critical hit chance is equal to the player's critical hit rate minus its base amount (weapon stat), meaning it cannot critical hit unless given critical hit buffs. By activating the skill, the player gains 8 seconds where landing an attack is guaranteed to drop a lightning bolt. This effect is cancelled immediately if the player enters a battle mech in the Stronghold. The skill's cooldown is only a few seconds longer than this effect's duration, allowing it to be active most of the time. **Cooldown: 10 seconds**.
* **Auto Mecha AFR:**
	+ Required materials: 10 Demon's Controllers  (dropped by Dr. Universelove)
	+ Effects: Summons a heavily enhanced blue Army Prototype that benefits from all your equipped items. It attacks by standing still and rapid-firing a stream of a ton of small bullets. Each bullet deals 2 damage and doesn't scale with the player's damage. Additionally, it fires a homing missile every second that homes in on an enemy and deals 5 damage to anything in its medium AoE. After 20 seconds, the robot will become unflinching (it was already immune to stun and daze, so this is essentially a cosmetic change), get a massive increase in movement speed and run towards a group of enemies. It explodes 3 seconds after the self destruct sequence starts, dealing 50 damage to anything in a large radius. The skill's cooldown starts when the mech is destroyed, and cannot be reduced via the use of items until that happens. The mech has its critical hit damage set to 1.25x instead of the ordinary 1.5x. The mech will "say" things often through a speech bubble, with text highlighted in white or red, on a few set occasions: on spawn (Kill target: <character>. Error: Target can't be attacked, Can't imagine what it would be like to have a person living inside me, Help! I am trapped in the machine!), randomly in rooms (Ratatatatata, I am a sword master. KA-TA-NA), upon clearing rooms (That's it? Easy peasy!, You survive. Bummer!, More machine oil!) and upon self destruct (I'm afraid I'm going to explode!, Give me a hug!, 40440404). It also has a special quote when Dr. Universelove is defeated while summoned (Farewell, old friend). **Cooldown: 20 seconds**.
* **Tentacles of the Deep:**
	+ Required materials: 10 Kraken's Tissue Samples  (dropped by Kraken)
	+ Effects: Upon release, a tentacle breaks through the floor beneath the targeted foe, or, if none is being targeted, on the nearest enemy, dealing them 30 damage instantly and knocking them back. The skill's damage can be increased by the player's damage stat and items just like any other move. The skill's range is limited to a small distance around the player. If there are no enemies to target, the tentacle will appear in front of the player. Once out of the ground, the tentacle will stay there for 5 seconds, acting as a solid object with 50 hp, and can be killed by the player or enemies. It is also considered as an enemy, so it interacts with on-hit and on-kill items (Gene Sickle, Golden Touch, Mollusca Crystal and Nitrogen Tank do not work on it to prevent infinite farming). Successive uses of the skill will not target other tentacles if other enemies are available to target instead. This skill can stack up to 6 times. Killing an enemy, including a tentacle, with an attack or skill (other than Tentacles of the Deep) will instantly grant the player one use of the skill, unless the skill already has 5 charges loaded or higher. **Cooldown: 30 seconds**.
* **Rhine Twins:**
	+ Required materials: 10 Rhine Twins' Cannonballs  (dropped by Navy and Loius)
	+ Effects: Passively, every hit landed by the player's attacks has a low chance to summon the twins on the left and right side of the room. After summoning, Navy & Louis shoot cannonballs that bounce on the floor and obstacles and explode after they hit an enemy or after bouncing for too long, dealing 10 damage in a small area. By activating the skill, one of the twins is randomly summoned to attack enemies with their special attack. If Navy is summoned, he stands in place performs 20 weak stabs that deal 4 damage each, and one strong stab at the end that deals 15 damage. If Louis is summoned, he winds up, pointing his gun forwards for a second, then blasts in a straight line, sending an energy explosion through the air, dealing 20 damage and dazing enemies for 3 seconds. **Cooldown: 10 seconds**.
* **Entropic Matrix: Deathgaze:**
	+ Required materials: 10 Entropic Shards  (dropped by Entropic Protozoid)
	+ Effects: Upon release, Void Oculi are summoned in a big area around the player with 1 second of preparation, after which they release purple rays of lasers between each other. Each Oculi casts a laser between itself and the two closest Oculi, on the area's perimeter, then up to two more between itself and the two furthest Oculi. The laser attacks last for 5 seconds and then the eyes disappear. When performed with only one stack, three Void Oculi are summoned with lasers that deal 3 damage (30% of the player's damage stat). If the skill is used with more stacks, all stacks are used at once to increase the skill's power. Each stack adds an extra Oculi and increases the lasers' damage by 5% of the player's damage. Starting from the third stack, the skill will apply a certain debuff on enemies in range of the Oculi during the preparation time: three stacks applies daze for 1 second, four stacks applies 1 stack of fire and five stacks applies freeze for 2 seconds. This skill can stack up to 6 times, but the sixth stack won't count for the skill upgrade. Killing an enemy with an attack or skill (other than Entropic Matrix: Deathgaze) will instantly grant the player one use of the skill, unless the skill already has 5 charges loaded or higher. Using the skill while another skill cast is still active will remove the old skill cast. **Cooldown: 10 seconds**.