Tier 3 Boss: The Petrode Pack (there's [animated] art inside, so check it out!)

Backstory:
We all know and love that one anonymous gre-- er, Nonna and her large Retrode friend. They've finally brought us the pet Love Puppy we've been coveting ever since Bechamel came strolling into town with his. However as it turns out, this big Retrode is not the only one of its kind. In fact, there are several other giant Retrodes that are particularly friendly toward other monsters in the Clockworks, and a large number of Clockworks inhabitants have grown to respect these peaceful giants. Unfortunately, these Retrodes have been reprogrammed by the Darkfang Clan to capture rare monsters for research. The gremlins are exploiting the trust between the giant Retrodes and other monsters in order to find out the secrets of the rare monsters' origins.
As with all things Emberlight, the Emberlight Adoption Agency is made up of outcasts. No doubt a direct result of the Electrolisk perched atop its head, the Petrode that now accompanies Nonna came to a rather shocking realization that its monster-capturing antics were morally unsound. This Petrode gained sentience as a result of this epiphany, as if its original gremlin-made programming was a cage that bound its true intellect as a giant Retrode. This Petrode then sought refuge Emberlight and told its inhabitants of the travesty brought upon the Petrodes by the Darkfang Clan.
Knights, your mission is to try to put an end to the gremlins' unjust usage of Petrodes to capture rare monsters for research in the Pet Production Plant. Do not take this mission lightly. We should assume that the Darkfang Clan knows that we've uncovered their operation, and that they will thus be anticipating your arrival. Only knights with the strongest willpower will be able to carry out this task - the Darkfang Clan will no doubt use the Petrodes and the rare monsters they've captured as a shield. This means you may be forced to strike down monsters akin to those you've grown to love as pets. Do your best.
Note: Pets available from the Emberlight Adoption Agency are certified to be humanely captured. Nonna and her Petrode have gone through a lot to get us these cute critters, so your hefty payment for your pet(s) was the very least you could have done to thank them for their troubles.
Level Structures:
Note: Each of the four levels preceding the boss stage will have an Arsenal Station at its beginning, unlike levels in existing boss strata. This is due to the fact that each of these levels has a different theme than the rest.
=== Mewkat Maze ===
This level will be a custom iteration of the Candlestick Keep theme. It will include the usual enemies (Kats, Zombies, Howlitzers, and Trojans), as well as Grimalkins and candles. As the name implies, the structure of this level will be similar to a maze - expect long passages with plenty of dead ends and intertwining turns. Naturally, this will accentuate the somewhat frantic nature Grimalkin chases.
The maze will be roughly diamond-shaped, and knights will start at its center. The top corner of the diamond will contain the elevator to the next depth, as well as a final room that is only made accessible after lighting certain candles in the other three corners of the maze. For the sake of clarity, these candles can be colored differently from generic ones (perhaps red, green, and purple?). These candles will not go out once they are lit. After lighting each one, a standard group of enemies will spawn and knights must defeat them before exiting whatever corner of the maze they're in.
The final room will house several waves of enemies. The last wave of enemies will consist of a group of Mewkats, whom knights are required to defeat in order to proceed to the elevator. "Only knights with the strongest willpower will be able to carry out this task..."
For the sake of rewards balance, enemies will not spawn anywhere in the level except the four rooms. In addition, candles will only be present in the four rooms and around elevators.
=== Impostocube Invasion ===
Because I am uncreative, this level will play out similar to a generic Lichenous Lair. The only difference is that there will be a room at the end of the level in which knights will fight some Jelly Cubes and Blast Cubes. The final wave of enemies in this room will include a couple of Impostocubes. Hooray.
=== Knockers' Quarters ===
In line with its name, this level will consist of several rooms that contain Knockers and maybe a few Thwackers and Menders. Rooms will be separated by status, and will contain enemies, traps, and Wisps accordingly (the "normal" room will contain spikes and Golden Shankles). Each room will have a key inside, and access to a final room (and the elevator) will require all of the keys. The final wave of enemies in this last room will be made up entirely of Menders, just for kicks.
=== Puppy Love ===
This level will follow the format of the "Assault on Machine Shop 13" missions' final level, but it will not be randomly generated. In addition, upon defeating the Battlepod at the end of the level, knights will be faced with a single Love Puppy. As you may have guessed, knights must defeat it before continuing.
Note: Since this Love Puppy is placed at the final portion of the penultimate level of this boss stratum, it will not affect any of the actual fighting throughout the boss stratum - the final level of the stratum is a boss level, at whose entrance heart generators are always present.
Boss Fight - The Petrode Pack:
Part of the Construct Family (Weak to Elemental, Strong to Piercing, Neutral to Shadow)
There are four Petrodes, one for each type of Retrode (excluding Voltrode, since that one is with the Emberlight Adoption Agency now). They resemble their smaller counterparts, but they have masks that indicate which phase they're in (more on that later) and some accessories that correspond to their respective themes - matching Chromalisks on their heads, a Seerus-like rocket on the regular one, some Ice Cube-like ice crystals on the ice one, Mecha Knight-style "tailpipes" on the fire, and some Lumber branches on the poison.
= Concept Art (made using Spiral-Spy) =
- Front view
- Back view 1
- Back view 2
- Closer look at mask design (inspired by Power Rangers!)
- More mask design
The arena will be perfectly square. In each corner there will be a pedestal similar to those on which golden keys rest in Clockworks Tunnels-style levels, meaning you can walk on/off them, should you need to. One Petrode will reside on each pedestal. The fire will be diagonal to the ice, and neutral diagonal to poison. Just because. The overall aesthetic of the place will be similar to Ironclaw Munitions Factory, with some monsters in stasis capsules lining the walls.
= Level Concepts (made using Spiral-Spy) =
- Level concept 1: Poison Petrode's Pedestal
- Level concept 2: Love Puppy tank
- Level concept 3: Mewkat tank
There will be five phases for this boss.
=== Odd Phases (1, 3, 5) ===
The four Petrodes will attack you as if they were regular T3 Retrodes. The major difference is that they will not let up in their assault (they won't "stop to think" or anything), and they will tend to focus more on their melee attacks. Petrodes can be defeated individually, and all must be defeated before moving on to the next phase (similar to the Roarmulus Twins). Upon defeat, each Petrode will return to its pedestal, turn toward the middle of the arena, and start to shoot a laser that will sweep (like a radar) in a counterclockwise direction. The laser will act similar to the lasers fired during the final phase of the Roarmulus Twins (constant/frequent damage, status-inflicting where appropriate), and will continue sweeping in a counterclockwise circle until all of the Petrodes have been defeated. The length of each beam will be equivalent to the distance between the center one pedestal and that of an adjacent pedestal. When the final Petrode is defeated, the other three will stop firing their lasers as it returns to its pedestal.
In phase 1, the Petrodes' masks will have a circular icon, as shown in the front view that I listed earlier.
In phase 3, the Petrodes will gain the ability to call down status-inflicting mortars similar to the overhead missiles fired by the Roarmulus Twins. The neutral Petrode's mortars will inflict stun. This ability will randomly replace the standard Retrode beam (any time where a given Petrode would use its beam, it might use its mortars instead). In this phase, the Petrodes' masks will have triangular icons.
In phase 5, the Petrodes will gain the ability to force their Chromalisks to attack (this randomly replaces the standard melee attack). Additionally, the Petrodes will each self-detonate upon defeat. The radius of each Petrode's explosion will match that of a Nitronome, and will inflict status. The body of the Petrode will be reduced to a blackened pile of metal, and will remain on the battlefield (similar to a downed Trojan, except it can't be removed). In this phase, the Petrodes' masks will have X-shaped icons.
=== Even Phases (2, 4) ===
Once the Petrodes have all returned to their pedestals, they will begin firing some lasers, as shown in the concept below.
How the lasers will work (animated!)
The laser beams will again sweep like radars, but they might randomly switch directions. All lasers will sweep in the same direction at any given time (all will sweep counterclockwise, or all will sweep clockwise).
In these phases, five enemy generators will appear around each pedestal as demonstrated below.
These generators will each spawn three Chroma Whelps. If one Chroma Whelp is defeated, its generator will generate another one shortly thereafter. The Petrodes' lasers will not damage the spawned enemies.
Knights must fight through the wall of Chroma Whelps and attack the Petrodes. Once a Petrode is defeated, it will stop its laser and its generators will disappear.
In phase 4, the generators will spawn Scuttlebots according to the theme of the Petrode they protect.
Rewards:
Recon Module: Stuff talking about how the Petrodes are seemingly immortal beings who are fated to return to the Clockworks despite having been wrecked by the Alpha Squad and about how history repeats itself on Cradle. I dunno.
=== Token Rewards (Token: Petrode Part) ===
Premature Petrode Protector (4* armor || 35 Petrode Parts):
Still not really thinking/caring about this... Just look at the Perfect Mask of Seerus, lower its Normal/Elemental defense by two bars, and lower its Fire/Shock resistances by one bar each. The Premature Petrode Protector will only provide one bonus - Handgun Charge Time Reduction: Low.
Pristine Petrode Protector (5* armor || crafted using Premature Petrode Protector):
Copy the all stats from the Perfect Mask of Seerus.
3D concept for the Petrode Protector series
Retro Beam (3* gun || 20 Petrode Parts)
(Kentard if you don't like me using your concept without asking prior, feel free to let me know and I'll remove it from this thread)
There you have it, folks. I've gotten tired writing this all up, so please discuss it, hate it, hate me, +/-1 for no reason, whatever.

Read it, wimp.
I like the Mewkat map, not much to change there.
Impostocubes are fairly weak; if the final wave only consists of them, make it ten to be "threatening".
Another gremlin floor, seems fair to m-
"The final wave of enemies in this last room will be made up entirely of Menders, just for kicks."
Considering the previous waves would have Thwackers and what not; ho hum hur. Yes to the key rooms, we need more floor layouts with that.
They roll through all that nonsense only to find a Love Puppy at the end. Imagine if everyone died right before it spawned; a bucket of fish and derp.
At first I thought they were going to be the robot version of Power Rangers, with the fifth they combine to make the Megazord. That may have been the silliest show back then. I like the identifying details on the four, rather than the recoloring scheme we have now.
Does the neutral one do more damage than the others to balance its lack of status?
In the first phase do they all behave the same as normal Retrodes, but larger?
Second stage is like the Roarmulus lasers but with four instead of two and somewhat easier to avoid, seeing as there are no switch walls to rely on.
Third phase makes me think each of the constructs should have a boss so they can combine to a giant T3 robot.
Do the generators completely blockade the Retrodes or are they staked apart? If they were akin to small versions of battlepods they could be temporarily defeated, only to respawn again; see the Seerus fight.
"I appear to be at the end of my wit, quickly my hat, strike them down!"
"Snarf snarf."
I hope the battlefield is large enough to take each laying a Nitronome size explosion.
Now for dessert, the rewards.
Another mask? How about a torso to go with the Seerus mask?
You can keep the defenses but the buffs are strange; bomb users want at least +2 something for their bomb to use it. Maybe it has a couple bars less for normal in contrast to standard stats with weakness to poison, freeze, shock and fire in exchange for +1 gun speed and charge, +2 bomb charge. It would essentially be a hybrid version of Mad Bomber.
The weapon is fitting for this boss. There ought to be a couple more things around here for the update to last a while longer before everyone and their grandma has both.
One last note; threads like this help prevent my headaches, as horrible ones aid them. It may still claw at my skull but this thread gave me a mallet.
Effort: 10/10
Creativity: 10/10
Detail: 10/10
Mechanical applicability: 9/10
Profits Three Rings: 6/10

I read your stuff Luguiru, but I'm short on time now so I'll respond to it all later.
*FUTURE RESPONSE SPOILER*
As you can probably tell, the rewards I came up with involved little to no thought. A Petrode Plate Mail might be cool to have, with stats matching the Seerus line. Note that the only reason "Plate Mail" is in its name is because of the alliterative matchup with Petrode. Its stats are (clearly) unrelated to the existing Plate series. I may change the name later.
*END SPOILER*
Anyway, what I really made this post for was to ask, "is it worth my time to create some concept art for this?"

This sounds great, though why not add every type of slime to the Jelly level (oilers, quicksilvers, toxilargo, etc.). I could have several rooms with each themed slime family and one last room with all of them at once. Just an idea.
This mission will certain generate hate on the evil gremlins, using the pets as shields....

a room with twenty gremlin menders. That'd be fun. Maybe have their health doubled too for kicks?

I decided I didn't care whether people thought concept art was worth the time, and just made the concepts in Spiral-Spy (bless his soul).
Front view
Back view 1
Back view 2
Lasers
How the lasers will work (animated!)
Spawn points
At this point I'm clearly just putting off my response to Luguiru, and I will continue to do so for the time being.
EDIT:
I actually just went and changed the token reward section a bit, but I didn't exactly add a whole lot.

Just a little thing I wanna add in: I would REALLY love it if the Petrode Armor was made to fit the same colorscheme as the Perfect Mask of Seerus, mostly 'cuz it seems to be the closest thing to "Seerus armor" that I've seen thus far.
Also, you are pretty good at Spiral Spy! I like the concepts you made for us to marvel, and the animation seems really interestin'. It makes the beams seem a lot more threatenin'.
EDIT: Knowin' me, I'll probably make concept art of the idea of the Petrode Pecs(this should totally be the name).

lasers need to be shorter otherwise there is no way to not get hit

I was just about to make a note of that, actually. The lasers are shaped and angled such that they can be avoided if one moves perfectly through them. If you look at some of the images in the animation, you'll find that there are tiny gaps in the formation that you can slip through. I might put up a frame-by-frame guide on positioning, or I might make a whole tactics section for the even phases. After coming up with the new concept art, I'm having a little trouble figuring out exactly how the mechanics will play out.

A quick question: Wouldn't the Petrode's have a heart-shaped...shape on their mask? I mean, it looks more like a giant retrode than the special one that hangs out with Nonna.

Maybe I'll actually make them fit the Power Rangers shapes...
I feel like it doesn't really matter, but I could change 'em I guess.
EDIT: Hurr durr, finally responding in full to people.
@Luguiru
Glad you like the Mewkat floor. I might make a concept map for it soon, but heck if I know how to make a decent maze.
The Impostocubes would be mixed in with other Jellies and Lichens. Sorry if that wasn't clear.
Also glad you like the gremlin floor, but I can't totally tell whether you like the idea of having a really annoying Mender fight. As you may or may not have been able to tell, the pseudo theme for the whole set of levels was to have players fight fairly non-aggressive enemies at each level's end. I guess I could just have a mixed batch of Knockers and their status-inflicting cousins rather than a bunch of Menders, but I like the trollish idea more.
In Phase 1, they will all act like normal Retrodes except they will be more aggressive. Additionally, they will be much more resistant (if not immune) to knockback.
Your response to Phase 3 is piquing my already-growing interest in Spiral-Spy. I may or may not come up with something for that, but probably not.
I hope the image I posted for spawn locations answers your question. I haven't actually watched the Seerus fight (or even read about it), so I can't really answer you fully.
I've redone the rewards section, but I agree that it needs a little more love. I will continue to deprive it of that love for the time being.
@Trollingyou
I actually like the idea of having multiple kinds of Lichens within a single level, since it would add a bit of challenge. If there were one thing I'd have against it, it would be that having several kinds of Lichens would make it a little difficult to equip oneself in full preparation for said challenge (meaning you might have a set of equipment that defends you well against Toxigels and Oilers [Dragon Scale Set], but not against Quicksilvers).
@Alphastevo
I would very much appreciate you drawing up a concept for the Petrode armor. I'm actually very uncreative and too deeply rooted in realism and perfectionism to be a good artist, so I don't even know what that Petrode armor would look like. If you have any ideas, I'm open.
@People in general
I'm gonna be working on getting the whole Petrode boss room all set up in Spiral-Spy, meaning I probably won't actually be thinking too much on the more specifics for how levels would work. Just throwing that out there in case anyone was expecting something like that from me anytime soon. >_>

Yes, I'm making a consecutive post because I have pictures. Sue me.
New group picture: Phase 1
Phase 2/3
Phase 4/5
Closer look at mask design
More mask design
Yes, I did use Power Rangers for general shapes. Power Rangers Turbo, specifically.
Level preview 1: Poison Petrode's Pedestal
Level preview 2: Love Puppy tank
Level preview 3: Mewkat tank
I'll probably throw all of these in the OP at some point...

Finally finished what I had promised to bring ages ago!...Well, not really, but movin' on!
http://gyazo.com/1aaec5ff5a19cab47d7d44242539c723
Made the four and five star versions. Based on the model of the Skelly Suits, since Retrodes are practically zombies with new models. Retrodes, and by proxy Petrodes, have a lot of features that look remarkably similar to the Spiral Culet, and the Skelly Suit is just a modified Culet.
Colors match the 3* and 5* Seerus masks, for the sake of lookin' good, and because the armors are to be made to compliment the masks.
5* version of the Petrode protector gets the shoulder "accessory" that Retrodes have, with the handguard thingermabobs gainin' the spikes that Retrodes have on their wrench-hands. The back also gets the back spikes Retrodes have. The gloves themselves are spiked, like Seerus's gloves, and like the Skelly line gloves.
The handguards are basically little Petrode masks with the triangle shape on them stuck in the middle. The Heart Petrode might not be the best one to use for the hands, but I couldn't decide on which one to use, so I went with that. Five star suit gets two spikes attached to it near the 'beginning' of it.
Hope ya like it, Schattentag! Any criticisms to it would be VERY nice, as this is your armor.

And i must say this sounds like a really fun boss to battle.
+1

Alright... I have to say, this is a fantastic suggestion with a bunch of well-made concept art to go along with it. I tip my hat to you both and I sincerely hope that this boss makes it into the game.
+1

I'm not sure I like the idea of the first two levels enemy spread. I think it'd be more interesting if there were Gremlins and Contructs in all of these levels, perhaps with caged monsters that need to be freed (Quite like the missions in which you rescue imprisoned knights). It'd also be nice if we get glimpses of the Petrodes kidnapping creatures throughout, sort of like how you see the Snarbolax in Wildwoods or Arkus in his mission.
Also the armour suggestion is pretty bad, we don't need a blatant clone of already existing gear. Even if it's similar, at least adjust the stats somewhat. One idea would be an armour that provides damage bonuses vs Gremlins and Constructs, given they're the only enemy types that no armour currently provide bonuses against.
Besides that though this is a pretty cool idea, I'm not sure calling them "Petrodes" makes sense, I can't imagine the Gremlins using the term, that seems like something the friendly ones would be called.

Would the floor layout of the maze be slightly different on different runs? because otherwise, people could just memorize the correct path.

@Alphastevo
Dude...I like it! The concept captures the sort of spindly look that Retrodes have, along with some of their other distinctive features. As for the handguard design, I think the two best options would actually be the heart or the one on the Normal Petrode. I'm thinking the heart is good because it kind of represents conversion of Nonna's Petrode into an ally, but the Normal one is good because it's...normal. In any case, nice work. I may try to cook something up in Spiral-Spy using your idea.
@Serell, Malsvir-Branea
Thanks for the support.
@Echoez
I definitely like the idea of showing the Petrodes kidnapping monsters. Doing so would add much more flavor to the actual levels. I can sort of see where you're coming from in regards to level themes - the mission is supposed to be an infiltration of the production facility, so it makes sense that the levels would reflect that. At the same time though, I feel like (especially now with your idea on cinematic inclusions) having a spread of levels would kind of help to showcase maybe an area of the Clockworks surrounding the production plant, from which the Petrodes/Gremlins are able to kidnap their victims. As for freeing monsters, the idea seems alright as another bit of flavor for the mission. I would argue that the monsters you free shouldn't interact with anything, though. For example, a freed Love Puppy would just kind of sit there and not actually shoot hearts, and a freed Mewkat would do the same. On the flipside, knights would not be able to harm these monsters, since that just kind of defeats the purpose. Naturally, I'd like to showcase these two pieces of concept art as an example of where knights might be able to free said monsters.
The idea behind the Petrode Protector line is to complete what the Masks of Seerus started, to make armor that compliments the helm. As with other complete armor/helm sets, their stats match. However I will admit that the idea is rather unoriginal, and like I said, I've not put a ton of thought into the rewards section. I may change/add stuff in the future, and what you've suggested sounds viable for consideration.
As for the name "Petrode", I had no idea that Nonna's friend was actually called that. When I was drafting up my original post, I had actually included a clause that said something along the lines of, "Petrodes, as they've been nicknamed by Spiral HQ". I guess I decided to get rid of that clause for some reason, but what you've said sort of makes sense - "Petrode" is a name with a rather positive connotation, like a lot of the things Spiral HQ seems to come up with. That said, I don't know if Gremlins would use the term either way - it's mentioned that the Gremlin language is indecipherable.
EDIT: One more response -
@Oatmonster
I was thinking it would just be the same every time. Sure, people could memorize the path, but that wouldn't change too much of how the level plays out. As far as I know, it's unprecedented that a pre-boss level has multiple layouts, but since this is a maze I guess it might be appropriate.

but... i think the maze, though called one, should be a labyrinth, meaning there is only one path :P it would be simpler to make. The first labyrinth tht came to mind was the one in Ely cathedral, and here is a pick of it ^.^' http://www.elycathedral.org/images/ElyLabyrinth.jpg is would be cool and yet easy(er) to make (ish)
but if you really want to keep it a maze, two things:
The dead ends should have; monsters OR treasure boxes, so it isn't always bad when you go down one :P
and...you'll have to make it so that the maze makes using the mini map useless (by making long corridors)

"Finish what the Seerus masks started, they said."
"It'll be fun, they said."

@Angelic-Tear
The thing with a Labyrinth is that since there's only one path, there won't be any shortcuts or anything like that. Having a maze would offer a little bit more variation I think. However, a labyrinth would solve the problem of a maze getting boring after a while - a labyrinth only has one path, so you can almost expect it to be boring. >_>
I think having a few surprises at dead ends in the maze would be kind of nice though.
@Xpladypus, Alphastevo
I finished! After hours of messing around with textures and models in Spiral-Spy I've finally come up with something that looks halfway decent. Hate it? Love it?

Better than I could ever do. My "retexturing" is actually nothing more than mix-and-matching copy pasting parts from different textures. Nice work.

It looks a little scrawny for a 5* armor; then again, Skelly.

At this very moment, you may crash through my wall, lift me, and carry me off into the sunset in the most majestic manner possible.
Seriously, this is freakin' amazin'. I spent a few hours just GAWKIN' at the video(CAT ON MARS, FIVE STARS, A PLUS, FOUR STARS.)
You NEEEEED to teach me how to do such awesomely amazing things such as this, because this is beyond awesome or amazing. Your attention to even the handguard spikes just makes me enjoy your efforts even more.
Awesome job, man!

As I understand it, Spiral-Spy is a program that uses the same 3D engine as Spiral Knights to allow users to view and modify the Spiral Knights models. Go to the Treasure Vault and you'll probably find a better explanation.
For those interested, I've made a thread in the Treasure Vault for my Spiral-Spy things. There's a very simplistic explanation of how I made the Petrode Protector models here.
EDIT: Now I've included a download link for the Petrode Protector files. You can find it in the Treasure Vault thread or just get it here.

the only way for this to happen is via DLC, which would make me pretty mad, here's why: there are 4 gates in the arcade, right? each has ONE boss, so if your boss, or any boss would be included, I wouldn't be able to do all of them in the same day, (not counting time.) I would never be able to d that, which wouldn't exactly make my day. :P
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------NEVER, EVER attempt to tame a gremlin healer, you might just be healed to death
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
~Arkate

That's birds per stone, for those of you who aren't familiar with Manalicious units.
Solution: Make it so that the T3 boss gate (currently just Vanaduke) has a variable boss stratum that's able to be changed via mineral deposits. This would allow more T3 bosses and provide more incentive to visit the Clockworks through the Arcade. What say you?

that still won't allow me to do all the bosses, for that to happen, there needs to be a new gate which would require one heck of a big update, and take quite some time to develop.

What if there were multiple bosses per gate, to a maximum of two?
This is a temporary solution to what may eventually develop into full boss gates, but for the time being:
Imagine a Snarbolax gate. First stratum is whatever, second is beast for the boss. Third stratum, random again; fourth tier, Jelly King. This would mean multiple bosses per gate. Alternatively they could open more gates to be active at once, expanding the Arcade further.

I approve of this.
+100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
me no want to read :(
too much troubIe