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. Each grants 1% of Slime Kings experience.
* *Red Charge Bar: Damage* - Deals damage to the player. It can quickly build up to oneshot the player. This attack won't be started if the player is out of range (100). As a rule of thumb, if you don't go higher then you start when you enter the fight, this attack will never happen.
* *Blue Charge Bar: ATK Buff* - Doubles attack of all enemies present (including itself). Stacks multiplicatively.
* *Green Charge Bar: Heal* - Heals minions adding their maximum health to their current health. As of 1.4.4.0, this healing goes over their maximum HP.

Mechanics of the fight will largely be ignored quite early in the game, with the player damage outstripping the mobs health/defences easily. Slime balls kill him while staying out of his range, the minions can still be a threat.
**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**

 Clear area 3-8
 Perm Stat +

 Clear area 4-8
 Perm Stat +
 \*\*\*INCOMPLETE\*\*\*
* *Pink Charge Bar: Fireballs* - When there are no fireballs, 6 fireballs are generated. If there are fireballs present, 1 is thrown at the player. The order is top to bottom, right to left. Avoid the fireballs, stay close to her. Once the fireballs are generated, the 6 following attacks are throwing 1 of them at you
* *Red Charge Bar: Damage* - Deals damage to the player. It isn't used when player is out of range.

Unless you charge into her range before her first bar appears, the fight starts with fireballs.
She increases her attack after the first fireball barrage, details and additional attacks as of yet unresearched.
**Suggested stats/equip for reasonable kill -**

 Clear area 5-8
 Perm Stat +
 * *Blue Charge Bar: Move* - After the bar fills, Bananoon moves to another location.
* *Red Charge Bar: Damage* - Deals damage to the player. It isn't used when player is out of range.
* *Yellow Charge Bar: Banana spray* - Bananoon throws bananas in all directions. Stay away and dodge if there's a banana heading at you.
* *Black Charge Bar: Banana Pile* - Bananoon starts making a pile of bananas around himself. After a while, the pile is thrown in a random direction. Stay away and try to dodge the pile if thrown in your general direction.

The general fighting strategy is to stay close when he doesn't throw bananas and to move away when he does.

**Suggested stats/equip for reasonable kill -**

 Clear area 5-4
 The base premise is that Monty is invincible (although only because he has 1e100 def/mdef \*10 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.
* *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. Puddles are cleared when the red bar fills.
* *Grey Charge Bar: Bullets* - Shoots a continual 'spray' of balls that dmg player. Move away and dodge in between resulting 'sprays'
* *Blue Charge Bar: \*\*\** - Stream of bullets targeted at player. 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. If you can dodge all his shots (some skill and movement speed are required), golem shield isn't needed.
The red bar mostly responds to the number of fire based hits - Fire Storm is the most effective spell, at least if you can stay close enough most of the time.
**Suggested stats/equip for reasonable kill -** Golem Shield e12+, DPS > 1e18

 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. Every fill of the bananna bar does damage (25% of current) and reduces the Distortion Slime's stats. Once the bananna bar can no longer be filled, 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 > 5e35, Bananna Cutter +3 or higher.