New Tier 3 Boss idea

ALERT: MULTI-POST WALL OF TEXT INBOUND!!!
Part 1: Overview & Pre-boss levels
An idea for a Poison-themed boss, Ouro, whose levels take place in a old temple in the middle of a swamp.
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Traps, Features & Obstacles:
Some new things that these levels contain are:
Boulder Droppers - Similar to FSC's Wheel Generators, but they drop Boulders, which are slower and 3 blocks wide. Unlike the Wheel Generators they cannot be destroyed (but can usually be disabled or blocked off)
Poison Dart Launchers - Fires poison darts at regular intervals, similar to the rocket launchers found in IMF/OCH. Compared to said rockets the darts are faster and inflict Poison on hit, but do less damage and have no splash damage.
Oil Pits - A pit permanently full of Oil similar to that left behind by Oil Pots or Oilers. Can be lit by throwing Fire Pots into it, which causes it to light for 10 seconds, doing inflicting Fire and doing damage to all monsters (but not Knights, to prevent grieving) in it.
Swamp Mud/Deep Water - Slows down the movement of Knights caught in it, but doesn't do any damage.
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Enemies:
Here's a list of enemies that appear throughout the Temple of Ouro. To put these categories in perspective, if this list was for FSC then Slags would be Common, Trojans & Red Rovers would be Occasional & Oilers would be Rare:
COMMON:
Wolvers & Alpha Wolvers
Virulisks
Coahtile
OCCASIONAL:
Sick Puppies
Ancient Guardian
Ancient Sentry
RARE:
Jade Greavers
Drouls
Tortodrone (possibly? he'd fit the theme of this area)
Enemies with Bold names are unique to this area and will be explained below:
Ancient Guardian:
A re-skinned Blight Knight that has the appearance of an animated Knight statue. They do not self-shock and their Charge attack sends out Poison Darts instead of bullets, but they are otherwise identical to a normal Blight Knight. They appear to be wielding a Dread Venom Striker, the Serpent Priest Set (see part 3) and the Serpentine Bulwark (ditto.)
Ancient Sentry:
A re-skinned Lumber that resembles a giant statue with a massive stone club in place of the Lumber's 'tree arm'. Appearance is the only way that it differs from a normal Lumber.
Coahtile:
A new Beast enemy that appears in the Temple of Ouro (though I suppose they could be regular enemies as well)
Appearance:
A large serpent with bird wings, a barbed tail,a crest of feathers coming out the back of it's head and a large Gem embedded in its forehead.
Attack 01:
A 3-hit combo consisting of the Coahtile swooping towards the Knight before biting them and impaling the Knight on their barbed tail (which immobilises them for a few seconds, similar to the Zombie's "Grab" attack) before pushing them away with their wings. The first 2 hits of this combo inflict Poison, the 3rd one doesn't.
Attack 02:
The Coahtile covers itself with its wings and, after a few seconds of charging, flaps them outwards, unleashing a small tornado. The tornado behaves similar to a Rocket Puppy missile, but doesn't move quite as fast and damages Knights in/touching it over time instead of exploding.
Ability 01:
The Coahtile's forehead-gem flashes briefly and it creates 2 mirror images of itself, while also teleporting a block or two in a random direction (to obscure which one is the real one). These copies act just like normal Coahtiles, but die in 1 hit and their attacks only do half a 'pip' of damage.
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As the Knights progress further into the Stratum, the "Common" enemies and the "Occasional" enemies switch places in how much they are encountered (i.e. Depth 24 has barely any of the Construct enemies, while Depth 27 has barely any of the Beasts in it.)
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Depth 24: Journey of a Thousand Steps
The first floor takes place entirely in the swamp, with the only parts of the temple being a few ruins near the lift. This floor is quite open and there would be several possible routes that the party can take.
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Depth 25: Caustic Courtyard
The second floor takes place in a sort of "courtyard" outside the temple, like the first floor it is quite open (but is more linear) and now the party starts to see the Construct enemies and not just the Beast ones.
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Depth 26: Temple of Gloom
This depth marks the point that the Knights have truly entered the temple, along with the point that the Construct enemies start becoming more common than the Beast ones. This floor plays in a similar vein to IMF, being more about dodging traps and solving minor puzzles than fighting enemies.
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Depth 27: Royal Summons
This floor, in contrast to the previous one, is basically one long fight as the Knights escort ("escort" as in "follow" rather than "protect") a mechanised Brazier sliding along a rail. The level is basically one big path that occasionally requires the party to go into a side-room/arena to lower a gate or stop a trap or some other task so the Brazier can continue. At the end of the level the Brazier is used to ignite a giant Pyre, after which the party hears the sound of something very large moving closer as they get on the lift…

EDIT: Item sprites were made by Alphastevo (thanks!)
Token Items:
The tokens Ouro drops are known as "Scales of Ouro" and can be used to buy the following items at 30 tokens each:
Serpent Blade:
Believed to be some sort of sacrificial dagger, this peculiar blade is nonetheless dangerous enough to be a worthy weapon in it's own right.
Starts off as a Normal 4-star weapon (Serpent Blade), which can then be upgraded into one of two 5-star variants, one Piercing (Ouro's Fang), one Elemental (Ouro's Wrath.)
Appearance:
A large metal serpent coiled around the Knight's arm. A short serrated blade extends from the Serpent's mouth. The Piercing version gets a sharper blade, while the Elemental version gets a crystalline blade & glowing eyes.
Normal Attack:
A 6-hit combo consisting of 6 rapid slashes and jabs, similar to the Cutter series. Each hit does around 200-220 damage (but only has a 0.5-0.75 block range to make up for it), along with a Good chance of inflicting Strong Poison and near non-existent knockback.
Charged Attack (Piercing & Normal versions):
The Knight drives the blade into the ground, sending out 'groundspikes' 1.5 blocks in a 360-degree radius that damage and knock-back those caught in them. Does around 350-400 damage, but a foe standing right up close to the Knight can get hit twice by it (essentially making this a FoV charge with lower risks and rewards.)
Charged Attack (Elemental version):
The Blade retracts into the Serpent, which then spews forth a cone of Acid as the knight does a 90-degree sweep with it. This attack lasts 2 seconds, has a 2-2.5 block range and does 3 hits of 234 damage each, along with a Good chance of inflicting Moderate/Strong Poison.
Descriptions:
4-star: "Believed to be some sort of sacrificial dagger, this peculiar blade is nonetheless dangerous enough to be a worthy weapon in it's own right."
5-star (Piercing): "The blade of this weapon is said to be every bit as sharp as the beast it's wielders worshipped."
5-star (Elemental): "Formerly a gift by Ouro to his chosen worshippers, this weapon is more advanced than its crude appearance may suggest."
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Serpentine Bulwark:
A large round shield made of some sort of green stone whose border is made up of 2 Serpents, each eating the others tail (prehaps they could slowly rotate around the shield as well?). The center of the shield has some sort of ancient rune (glowing, of course) set into it. It is bought as a 5-star item right off the bat, and has the following stats:
5.75 bars of Piercing & Elemental Defence
7.5 bars of Health
5 bars of Poison Resistance
MSI: Low
Universal ASI: Low
Description: "A fairly sturdy shield used by warriors who wish to have as much mobility as possible."
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Wyrmbreath Sprayer:
An Elemental 5-star bomb that resembles a glass 'tank' of acid topped by two Serpent-shaped Nozzles pointing in opposite directions. When "detonated" the nozzles spin around while spraying acid everywhere in the blast radius, damaging enemies caught in it similar to the DR (if both rings of orbs on the DR rotated the same way). Uses the 'Blast Bomb' charge speed, the 'Fast/Regular' movement speed and has the same radius as the DR.
Does about 30-35 damage per hit, with each hit carrying a Slight chance to inflict Weak Poison.
Description: "A Viciously Vile contraption that sprays a potent acid on those unlucky enough to be around when it's triggered!"
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Furniture & Furniture Material:
The material needed to craft the guild-hall furniture, the "Temple Salvage" can be bought for 25 tokens per piece.
The 3 pieces of Guild hall furniture that can be crafted with these are, from "lowest tier" to "highest tier" (if that makes sense):
Sacrificial Altar - "One of the many altars that the inhabitants of the temple apparently used to make their sacrifices to Ouro, taken as proof of your visit"
A stone altar from the temple.
Replica Ouro Head - "A replica of one of the smaller heads of the great beast known as "Ouro", poised to strike"
Self explanatory.
Ouro's Gaze - "A replica of the main head of the great beast known as Ouro, it's gaze almost seems to follow you around the room."
A replica of Ouro's main head and two of his minor heads.
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Shadow Lair Variant:
The Shadow Lair version of Ouro is Enraged Ouro, he is darker in colour than the normal Ouro, and all his heads have glowing eyes as well as a manic twitch similar to Rabid Wolvers. His fight differs from regular Ouro in that:
- Phase 1 now has 6 heads as opposed to 4, with the extra 2 heads appearing at the left & right sides of the arena.
- The heads now take NO damage if they're not knocked out.
- For Phase 2, Ouro will resurrect 2 random heads, which appear in the corners of the opposite side to him (so if he's on the left side they'll be in the top right & bottom right corners for example, and if he moves they move too)
- All Ouro's attacks inflict Stun as well as Poison
- Both the Main head and the Minor heads attack far faster and far more often.
Shadow Lair Material & Set:
The material that you get from beating Enraged Ouro is the "Great Wyrm Fang", which is used to craft the Serpent Priest set (alt version.), which is similar to the Dragon Scale set in terms of general appearance but is coloured Green and the helmet is modeled on Ouro's main head
The set consists of the "Serpent Priest's Mask" and the "Serpent Priest's Mail" and has the following stats per piece:
5.5 bars of Piercing & Elemental Defence
5 bars of Poison Resistance
-3 bars of Freeze Resistance
-2 bars of Stun Resistance
MSI: Low (maybe Universal Damage Increase: Low instead?)
Universal ASI: Low
Helm Description: "A replica of the Masks worn by the priests who worshipped Ouro, it is said weaker-minded foes have been known to simply stop upon seeing it, transfixed by the gaze of its eyes"
Armour Description: "A replica of the Armour worn by the priests who worshipped Ouro, it renders its user just as fast and deadly as the beast it pays homage to."
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Material/Token Descriptions:
Scale of Ouro: "A glimmering scale pried (after some difficulty) off of Ouro's body as proof of your victory."
Temple Salvage: "A collection of various odds and ends taken from the temple by explorers. With enough of it you might even be able to find or make something worth exhibiting."
Great Wyrm Fang: "A fang filled with a Toxin so deadly and caustic, the fumes alone can cause even the healthiest body to fall ill in minutes."

It sure was nice of the developers to share their idea with you, can't wait to play through this.

Sorry about that, that's what I get when I post threads just before I go to sleep I guess...

I hope to see some gators and things playing banjos in this swamp. Or at least some singing frogs. How about some frogs singing while playing banjos and riding on the backs of alligators?
The boulder trap could be part of an ascending part of a floor where the team has to go up a cliff face while boulders are trying to bonk them off. Since that is less likely to happen than Chaos set being nerfed within the month, it can be used like the Firestorm Citadel wheels going down "hills" which are basically flat but have something spitting them out. To make it fair with the size of these chunks flying towards you there could be some warning to when a boulder is coming by a shadow unless there is only one or two boulder spawners at a time going in the same area with a definitive pattern.
The darts could be open to more statuses like stun and fire but each launcher or group of launchers if multiple being lined up together have the same status has the status icon over each launcher or the group of launchers. Same as all traps they need to have a consistent firing pattern but I doubt they would mess that up when those wheels mentioned earlier already do it.
Oil and marsh could be combined into a unique "watery" status from threads in the past where wading through it inflicts the status (unless you get the boss token equipment which gives resistance to the status) and it lingers once you get out of the liquids. Setting muddy water on fire would be weird so keeping them separate is also fine. If the muddy water becomes a status having armor with resistance to it reduces how much movement speed it saps from you and if the marsh slows attack speed reducing the effects from that as well. When you get out of the water you still have the liquids moistening your white shirt but having resistance to the status reduces the timer before its effects are removed after getting out of the pool. Fun with liquids. I have it too often.
Coahtile reminds me of an enemy in that other game with its second attack where it creates the tornado; imagine a crow that can create the same kind of thing, but instead of moving it just sits somewhere. If a player happens to move or be pushed into it the tornado deals significant damage and pushes them out of it. Since that other game involves the battle taking place in a very closed area instead of having wide open maps, imagine a locked battlement room with a party button. The enemy which makes the tornado in that other game also has a pushing attack but it is unable to create the tornado then push players into it at the same time which gives people the chance to not be blown away. All I would add to its tornado is having it fling knights who come into contact with it and keep going until it hits an impassable object like a wall or indestructible block. The illusion ability would be funky if hitting the real one deals high damage while hitting a fake one makes it explode or fire a fast projectile at the knight who popped it, one copy exploding while the other shoots. Choose where you attack wisely. Maybe the one that explodes can only use close range attacks while the one that shoots can only use the tornado attack but the real one can do whatever.
I hope Ouro comes with some gudd moosik instead of recycling. The three platforms might be difficult to create without the bridges looking weird since two will be going diagonally instead of vertical or horizontal. If there are four heads at a time it may make more sense to have four platforms to match, especially since when heads are knocked down each head would have a platform to use as a pillow. Because solid metal is soft to giant reptile noggins.
I like the pot combinations and bomb application. It gives bombs a utility which resurrects nostalgia from a boss in one of the older Legend of Zelda games where you have to throw a bomb in their mouth, but in this case not using bombs is still possible but you have to be able to coordinate the battle. To kick it up a couple notches when a head does the suction attack all bombs on the platform closest to it are very quickly sucked up, since bombs are very light compared to knights and will not resist being vacuumed up, and if multiple bombs are ingested all will detonate and bring some hurt. All I would add to these general abilities is sucking up a suction bomb causes the head to become dizzy and unable to attack but is still 80% resistant to everything and when it sucks up a Vaporizer it chokes on the gas for a bit and burps up a chunk colored to match the status of the bomb it swallowed which can be thrown like a pot to inflict the same status as the Vaporizer which was vomited to create it. Fire vomit could be used to ignite oil like fire pots but since fire pots are on spawn pads anyway it would be redundant to take Agni to exploit something that is already part of the battle.
When Striker tries to headbutt it would be funny if it still attacked when its target is on the opposite side of the central pillar, causing it to be knocked out from hitting itself with such sudden force so the team can beat the solids out of it. It would also be pretty funny if going near one of the other heads, excluding the one on the opposite side of the map, could lure the Striker to attack one of the other heads and knock it out.
One of the support heads could give one or two of the non-support heads immunity to having things thrown in their throat but disabling their inhaling ability, but once it gets taken down the effect disappears. It would create priority to supportive heads while creating a problem when trying to progress. The whirlpools created by Hydro could have the 3* suction size (~1 space radius, you basically have to stand on the very center circle part to be sucked in).
Remember that colorful vomit thing mentioned earlier? Imagine that for Ouro itself, but that being the only way to inflict statuses on the big guy. His scales are too thick for statuses to take effect even from the respawning fire pots in the area but if he has the vacuum ability as the non-support heads from the previous phase dropping a Vaporizer can lead to some status shenanigans. When he goes underwater it automatically cures any statuses. If he sucks up more than one Vaporizer everything after the first becomes colorful vomit that knights can pick up and throw to inflict the statuses and dealing damage since the vomit includes its stomach acid. His conveniently placed death is great.
The sword basic attack is very similar to Dread Venom but better. The normal and piercing version charge attacks are very similar to Caliburs. The element version is alright, the shield could use -1 universal charge, the bomb is alright, the Lair version of the boss fight is alright. Lair equipment is a little too similar to Dragon Scale and it could use a little stun weakness. Changing the movement speed to damage would be alright or add some negative charge reduction to keep it separated from Chaos.

I dont read HUGE walls of text. But I read some, and I must say, well detailed.

"Good chance of strong poison"
"200-220 damage"
Totally outclasses dread venom striker (slight chance of strong)
Outclasses cutter in damage
Otherwise, nice.

I'm pretty sure every other weapon totally outclasses the cutter line in damage, too. Except maybe status bombs, but they can attack in Areas of Effect.

Congratulations actually thought this out! (Not an insult, just pretty surprised how thought out this was.) However, I have a complaint (and one thing I'm confused with.). The weapons seem TOO good. They will make everyone use them and nothing else. Maybe you should debuff them a bit. Also, why does the boss have the same weaknesses as a gremlin? Why not just make him nutural to everything like vana?

Perfect, except for the fact that there aren't enough stratums to actually fit this in.
Maybe add it to the expansion?
But then, I think the swords need a little improvement; the graphics for the charge might be too much for the java player to handle. Think four snarbolaxes doing the dig attack simultaneously + four barbarous thorn blades doing the charge attack simultaneously. That's a somewhat close interpretation of what the charge for the normal/pierce would end up looking like. Also, I doubt the devs are going to produce the complex animations for the elemental charge attack, because you said that the blade would have to retract and shoot mist within 2 seconds.
Should 000 accept this otherwise perfect suggestion, the artist will have a hell of a time in the office. (I think it's possible to say hell as an interjection and a cuss word since "hell of a time" was also in the game. But I may be wrong?)

@Klipik & Qwez: Yes the Serpent Blades do outclass the Cutters in terms of damage, but they have basically no range so you have to pretty much be standing right up against the enemy you want to hit (along with making it near impossible to hit more than 1 enemy at a time), which increases the risk of being hit (or missing against more mobile enemies)
@Dmatter: I always thought of Ouro as being 1 part Beast, 1 part Nature Spirit, so Shadow seems like the most fitting weakness (and we really don't need ANOTHER boss who's weak to Piercing) in addition to it giving people more incentive to craft Shadow weapons.
Also last time I checked Vana was only neutral to Elemental & Normal, he's resistant to Shadow and weak to Piercing
@Vinnydime: The game has no problem doing the Lichen Colony's groundspike attack, so I don't see why the piercing sword's (much smaller) version would cause any trouble.

Vanaduke is not resistant against shadow on 1° and 3° phase, but is invunerable against it on 5° phase
and he is resistant against elemental all the time (1° to 5° phase)

Okay, got the spike problem out of the way...
But which stratums should they be fitted into? I might see it as a potential expansion mission, but the free version of the game is pretty filled as-is ATM (tier one is snarby, tier two is jelly, t2/t3 is rocket twins, and t3 is vana, which means that 000 only has enough room to fit it into expansion, danger mission, or the t1/t2 stratums.). The equipment you request is about the same level as expansion weapons in terms of tier and power.
And there's still the charge animation problem. I'm not sure if 000 wants to make a unique animation if the charge attack animation for the knight applies to only one alchemy tree (no swords ATM have a charge where the knight stabs into the floor. Rocket hammers are basically troika charge attacks repeated, fang of vog is identical to caliber charges minus the effects, barbarous thorn blades is the first swipe but slower. Autoguns may be the exception though)

Okay, got the spike problem out of the way...
But which stratums should they be fitted into? I might see it as a potential expansion mission, but the free version of the game is pretty filled as-is ATM (tier one is snarby, tier two is jelly, t2/t3 is rocket twins, and t3 is vana, which means that 000 only has enough room to fit it into expansion, danger mission, or the t1/t2 stratums.). The equipment you request is about the same level as expansion weapons in terms of tier and power.
And there's still the charge animation problem. I'm not sure if 000 wants to make a unique animation if the charge attack animation for the knight applies to only one alchemy tree (no swords ATM have a charge where the knight stabs into the floor. Rocket hammers are basically troika charge attacks repeated, fang of vog is identical to caliber charges minus the effects, barbarous thorn blades is the first swipe but slower. Autoguns may be the exception though)

+1 Cuz we need more beast type (or somewhat) bosses. and +2 if you put this boss on T3, we need another boss where to farm and would be a lot good if they fit this on T3 so this would be a good place to farm Beast materials.
:3

I haven't even unlocked KoA yet, and I'm already getting sick of FSC.

Verodius, I've always loved your suggestions, but THIS one in particular has definitely got to be my favorite. New gear, a new Boss stratum, and a Status one at that! The Boss itself is very neat, mixing together Yamata no Orochi with the poisonous Hydra, along WITH adding in a little ouroboros symbolism for extra flavor. AND a Shadow Lair variant! Items! Tokens! Furniture! NEW ENEMIES. NEW PLACE TO GRIND.
This thread has it all! I'm seriously rootin' for most of these ideas bein' implemented into the game.
WITHOUT further ado, I like this thread enough to make some dinky little sprites for it. I give you your:
-Wyrmbreath Sprayer
-Serpentine Bulwark
-AND the Serpent Priest Set(and as usual, me goin' in my own direction with it for kicks).
Admittingly, the helmet was hard to work with without knowing exactly how Ouro looks like; if the helmet's inaccurate, lemme know! And if ya could, get me a picture reference to help! Heck, tell me if there's ANY details ya'd want me to change, and I'll see to it.
EDIT: Also, if ya don't mind, care showin' me how that little sigil looks like? The one's I used are more of a place holder, since I couldn't think of anythin' good.

Those Sprites look amazing, I've added them to the OP(s)
The Serpent Priest concept looks good (I think I like the "your own direction" one better), and to answer your question I always imagined Ouro as looking a bit like the Hydra from the original God of War (I'll try to find a good picture, but that might be easier said than done due to PS2 graphics and how murky the area he's in is), just with more heads.
I didn't have any particular concept for the sigil for the Bulwark and the Sprayer, but yours look fine. Also if it's not too much to ask could you try making the Serpents on them copper/bronze coloured instead? I think that'd look a lot better/help give them a bit of contrast.

Consider it done! These ARE your weapons, after all; I'm just tryin' to give a better visual on them.
ANYHOW, IN ORDER:
-Wyrmbreath Sprayer
-Serpent Priest's Set
-Serpent's Servant Set

What's the visual difference between Serpent Priest and Deadly Virulisk? They;re extremely similar.

Temple Run + Indiana Jones + Spiral Knights = this thread
@Klipik for me, it looks more dragony.

Temple Run = Indiana Jones - the good parts
like ALOT of the ideas, but somethings concerns me is serpent blade, 200-220 dmg, alot like cutter, but short range. In LD, thats extremely OP because range doesnt matter in LD, especially with strikers boost. Also the other sword replaces FoV due to no drawbacks. Also for the boss platform, you need a pathway to go to the elevator and to go fight the boss, like how vana has that gate behind him which leads to the elevator, and the gate you actually go through to fight vana, so the platform you fight the hydra would mean the body is the platform or the body is under the platform, or that would mean that some of the heads are shorter than the others due to how it has to stretch to all the other corners, and i think Ouro is just 1 hydra so really thats kinda weird. Also like Arkus, it should have like a short cutscene, so like Ouro is popping out of the water. But overall pretty good

WELL, the bottom jaw resembles the Dragon Scale Helm more than it does the Deadly Virulisk, it has horns unlike the Deadly Virulisk, and the mask itself is SLIGHTLY different. The only realm similarity that it has with the Deadly Virulisk helmet is that both are Poison-themed in coloring, and both use the same model.
Sorta like the Mercurial Demo Helm and the Boosted Plate Helm!
THINK of them as two variations of the same color on the same helmet.

1+ !!!1+!!!
GOOD IDEA!!GOOD IDEA!!
1++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++!!

Sweet Idea, I love it! +1
~Magnicth

Will the boss be like the Ice Trojan from the Danger Mission, non-moving?

Yes. Because moving around a big platform and coming out of 8 different alternating holes in the walls is the exact same thing as not moving.
¬.¬

YES YES YES YES! amazing!
this game needed giant dragons'n'stuff!
sounds awesome
Depth 28: Ouro Borolis
(it's a pun of "Aurora Borealis", because the name "Ouro" comes from "Ouroboros", I know I probably spoiled the joke there.)
Ouro's arena consists of 3 platforms (a bottom-left quarter, a bottom-right quarter and a top half) surrounded by water & connected by short "bridges" about 2 blocks long and only 2 blocks thinner than the actual platforms (no diagonal bridges). Each corner holds either a respawning Oil Pot or a Fire Pot, and the centre of the Arena has a large pillar (both of these play a part in the boss fight). The arena as a whole is about the same size as Vana's (maybe a bit bigger)
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Appearance & Resistances:
Ouro is a giant Hydra with 1 Main head and 8 smaller ones (though in the actual fight all you really see are the heads.) He is resistant to Elemental, neutral to Piercing and has a mild weakness to Shadow. To put his size in perspective, the smaller heads are big enough to swallow a Knight whole (just), and the main head is about the size of a Roarmulus Twin (maybe a bit smaller)
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Phase 1:
For the first phase you fight Ouro's 8 smaller (or "minor" ) heads, they are fought 4 at a time, with one head in each corner of the arena and the other 4 replacing the heads who die. Which heads spawn in what order is random, though he tries to keep a 2-2 ratio of Wild heads to Feral heads (see below) if at all possible. The heads only take 20% damage from attacks unless they're knocked out (see below)
Ouro's 8 minor heads are divided into two categories: the "Feral" heads (who do Piercing, and are the main attackers) and the "Wild" heads (who do Elemental, and are more support oriented.)
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Minor Head attacks:
Every Minor head has the following attacks:
- A 3-hit combo consisting of rearing back and striking twice in rapid succession, followed by a 180-degree neck sweep that basically covers their entire corner of the Arena. The first two hits inflicts Poison but the 3rd doesn't.
- The head begins taking a very deep breath, slowly sucking all Knight's towards it at a rate equal to a quarter a Knight's movement speed (so going directly against the effect is essentially a MSD: Max). If a Knight gets too close to the head doing this, it will bite him for massive damage & inflict Poison, but cancel the attack. Only 1 head can do this attack at a time.
Throwing an Oil Pot at a head doing this attack will cause it to gag and retch, cancelling the attack. Throwing a Fire Pot at the same head the second time it does this attack will cause the Oil in its stomach to light, which knocks it out for a few seconds, allowing the Knights to do full damage to it without fear of being attacked back.
Any bombs on the field will also be slowly sucked towards the head in question as they do this attack, and if they get close enough the head will swallow them by accident, whereupon one of the following happens:
- If the bomb in question was from either Blast Bomb or Spine Cone series, then the head takes damage equivalent to triple the Bombs normal damage and is knocked out without the need for the whole pot thing.
- If the bomb in question was a Shard Bomb, the head takes damage equivalent to being hit with the Blast and all 8 Shards, and is also knocked out
- If the bomb in question was a Haze or Vortex Bomb, the head takes damage equal to double the Blast damage, but isn't knocked out.
- If the bomb in question was from the DR Series, the head takes damage equivalent to the Blast + 10 orb hits, but isn't knocked out.
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Minor Head Abilities & Appearances:
In addition to the above attacks, each head has its own unique power & appearance:
FERAL HEADS:
Earthshaker Head (has a large stone crest/helmet on his head) - Arcs his head very far back, before suddenly swinging forwards and slamming it into the ground. Any nearby Knights are damaged and knocked back, this attack also creates several walls similar to the ones made by Maulos's mace swings (only made out of stone instead of ice) randomly throughout the arena (and like Maulos's ones, they can be destroyed with a few hits.)
Striker Head (more snakelike, with larger Fangs & Eyes than the other heads) - A holographic 'Snake eye' appears above a Knight and the Striker head bares his fangs in preparation to strike, after 6-8 seconds he bites the marked Knight with lightning speed, doing a lot of damage and inflicting Poison. This attack cannot be dodged, and does enough damage to destroy most shields. In order to avoid it the targeted knight must move to the opposite side of the arena, so that the pillar in the middle is between him and Striker, which causes Striker to cancel the attack.
Flora Head (wears a headband made of Vines with a gold disc set in the middle) - The head's eyes begin to glow bright green as numerous Spine Cones begin to sprout out from the ground throughout the arena before detonating similarly to the player versions (though his inflict Poison). These Spine Cones are not effected by the "deep breath" attack (see above)
Thorny Head (has a crest of dozen of porcupine-like spines) - Launches a wave of 5 spikes, followed by a wave of 3 spikes before finishing with another 5-spike wave. There is a delay between each wave of spikes appearing and said spikes actually being launched (similar to the Phantom's charge attack). All 3 waves can inflict Poison.
WILD HEADS:
Guardian Head (Grey-ish green, with more metallic scales) - Summons several spirits that orbit around each 'active' head (2-3 each), these spirits fire 1 bullet every few seconds, similar to a T1 Gun Puppy, and can be destroyed by hitting them with the respawning pots (which also means they can interfere with your attempts to knock out the head they're orbiting)
Plague Head (pale green, with white markings in the shape of bones) - Summons a large swarm of flies that randomly moves around the arena, damaging and poisoning anyone caught in it. While it doesn't actively seek out Knights, it will move in their direction if they're just outside its AoE.
Spirit Head (glowing eyes, ghostly aura) - Fires 2 waves of Spectral Howlitzer heads (similar to a Howlitzer head, but ghostly & does Elemental rather than Shadow), each wave consisting of 1 Spectral Head per Knight in the party
So for example if there is only 1 Knight in the party, the Spirit Head will fire a Spectral Head, and then fire a second one when the first one is destroyed (from either hitting or failing to hit.)
If there are 4 Knights in the party, the Spirit Head will fire 4 Spectral Heads (each one targeting a different Knight), spitting out the second 4 as they are destroyed/dodged.
Hydro Head (blue-ish green & has Fins) - Creates around 5 'Whirlpool bombs' at random points in the Arena. They are similar to the Vortex bombs but have a smaller AoE, and are Blue rather than Green/Purple. While difficult (if not impossible) to escape from they don't do that much damage (the only T3 shield that would actually risk breaking from them is Swiftstrike) The Whirlpool bombs are not effected by the "deep breath" attack (see above)
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Phase 2:
After all his minor heads have been defeated, Ouro's main head bursts out of the water at the top side of the arena. Ouro's main head does massive Normal damage, has the same 80% damage reduction if not knocked out that the minor heads do & has the following attacks/abilities:
- Withdrawing back underwater, only to appear on a different side of the arena a few seconds later. When he gets to around 10% health, he moves back to the top side and stays there (otherwise his death animation wouldn't make much sense.)
- A 3-hit combo consisting of slamming his head into the left part of the top platform, the right part of the top platform, and finally the middle part of the top platform. Each slam does massive damage to any Knight directly under it, and any Knight near it takes moderate damage and is knocked back.
(If the Main head is on the left or right side of the arena, then this combo will essentially be him hitting platform to the left of him, then the platform to the right of him, and finally the bridge connecting those two platforms instead.)
- Breathes a Stream of Acid into the air, causing chunks of acidic rubble to rain down from the ceiling, damaging and poisoning Knights who get hit by them. These persist for a few seconds after hitting the ground before finally dissolving into nothing.
- The same ability that the "Striker" head from Phase 1 uses. The only difference is that if you put the Pillar between yourself and him then he'll actually try to hit you anyway and hit the pillar, which causes rubble to fall on him, knocking him out
- Does a left-to-right sweep while firing a constant stream of 4 bullets in a "\V/" shape, meaning the Knights have to try and stay between the bullet streams as he moves (if you've ever played a Shoot-em-up at any point, you should know what I'm talking about.)
On death Ouro slumps onto the arena, and the Knights walk up over his head and along his body to reach the Lift.
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Alt. Phasing:
An alternate set of phases could be to fight 4 of the Minor heads, fight the Main head for a bit, fight the other 4 Minor heads and then finish off the Main head.