Because let's face it, the boss fights are half the fun.
DARK REFLECTION
Sinister Unoriginal Warrior
TYPE: Fiend
WEAK TO: Varies
RESISTANT TO: Varies
Dark Reflection looks like a knight with no eyes, an extra tall height modifier, a helm and armor suit (and shield) that seem to be coated in a shiny mirror-like, uh, coat... thing. At least, that's what he looks like at first. The arena you fight Dark Reflection in is a 14x14 square with no traps at all, and a small 2x2 tower on the north end.
At the outset of the battle, he'll mimic one Knight's gear, with one condition; the main colors on the armor will be inverted. He'll use any one of the mimicked Knight's weapons; specifically, the charge attack of said weapon. What's more, he'll be able to begin said charge attack after only half a second of windup time! Dark Reflection behaves much like a Mecha Knight in this phase, but he's able to dash every 8 seconds like a Knight, so if he can't shield, he'll try to dodge. Every so often, if a party has multiple knights, Dark Reflection will start mimicking a different Knight. His gear determines his damage and status resistances; if he's mimicking the guy in full Volcanic Demo, now is probably not the time to break out your Magma Driver.
If he ends up copying a Catalyzer, Dark Reflection will try to activate any charge that lands with regular shots.
Now, this may seem simple. He only uses charge attacks? "Then I'll dance around him with my Dread Venom Striker and Polaris and make mince meat out of him," you may say. However, this is only the extent of his strategy until he reaches four-fifths of his HP. After that, he'll revert to his original form, jump to the tower, and start firing projectiles of various damage and status types, as well as large Normal-damage bombshells, at you. He can't be hit with your gun here; the only way to hit him is to shield-bump the bombshells, knocking them back toward him in a deadly game of tennis. Dark Reflection will happily reflect the bombshells back at you, but after enough reflects he'll be hit; beware, as a bombshell that successfully hits a Knight or hits the south wall will explode, dealing out heavy Normal Damage and Stun. (It'll take more bombshells in a larger party, but this is offset by more people to reflect the bombshells.)
(DEVS! Optional, but extra fun: Make the BGM change while a bombshell is being reflected; depending on whether it hits a Knight or Dark Reflection, you can also add a jingle at the end of the bombshell's flight. Yes, this was heavily inspired by the Phantom Ganon fights in Wind Waker.)
After you beat him in enough rounds of Bombshell Tennis to get him to three-fifths of his health, Dark Reflection will return to the fray, mimic another Knight, and begin utilizing Copies. Dark Reflection can make a Copy of himself at no cost to him but a short amount of windup time for the attack; this Copy can do everything Dark Reflection can up to this point, but only has as much HP as the other enemies in the area.
Also, at exactly half his health, Dark Reflection will gain the ability to cloak for a short time; you can break this cloak with damage, just like Recon and Ghostmane cloaks.
At two-fifths of his health, it's another game of Bombshell Tennis. But this round, every other Bombshell, he'll be sure there's a Copy running around before throwing said Bombshell. So you need to kill (or freeze-lock) the Copy very quickly in a solo run. Alternatively, bring teammates along with crowd control or Knockback.
At one-fifth of his health, Dark Reflection will enter his penultimate phase. His mimicking ability will also mimic the Battle Sprite of the target, always managing to use a fully-leveled basic attack regardless of the Knight's sprite. Expect a Meteoric Firebolt from mimic Drakon, Disintegration Ray from mimic Seraphinx, and Vengeful Quills from mimic Maskeraith. He'll also be able to create two Copies at once!
Once he's down to one hit point, he'll stop taking damage (any overkill damage will act as if it hadn't been overkill). Dark Reflection will leap back onto the tower. All his copies will vanish. You guessed it: Bombshell Tennis, Match Point! He'll exclusively toss glowing bombshells that have a higher speed and double the attack power and explosion radius, and he'll still manage more successful reflects, but one hit will cause him to fall off the tower, off the edge of the map. After he falls out of sight, you'll see an explosion, and some shards of glass will bounce against the side of the level.
CAP'N FRANKENFEMUR
Electrical Experimental Cutthroat Captain
TYPE: Undead
WEAK TO: Elemental
RESISTANT TO: Shadow
IMMUNE TO: Curse
Wait! He's electrified! Shouldn't he be immune to Shock? I'll get to that in a minute. Cap'n Frankenfemur!
Take a Frankenzom- they're the electric Zombies- and make it a little bigger. Now slap a stereotypical pirate hat on top- think Captain Hook, but deader and electrical-er. Speaking of hooks, one of Frankenfemur's hands is a hook. Instead of an eye patch, the Cap'n has a "Helm-Mounted" Display with a Shock theme to it. There's also an electrified iron earring hanging precariously from the left side of the bolt through his head, a large blue longcoat with electrified buttons, and did I mention he doesn't have normal zombie hands? One is a hook and the other is a robot arm. No peg legs. Frankenfemur needs his legs. For now.
Basically, you're fighting an electrical cyborg zombie pirate. Sound fun? It gets better; Frankenfemur's general "I'm-gonna-steal-yer-stuff" attitude leads him to fire cannons at Knights in the levels leading up to him. These'll probably deal large amounts of electrical damage. Said levels should also be chock-full of the Frankorsairs I'll be talking about later.
So! Ye want to fight Cap'n Frankenfemur, do ye? DO YE? Well, firs' things first, you scallywags 'ave gotta hear about the place ye be scrappin' at. It's Frankenfemur's ship, of course! A GOOD pirate captain never gets up close an' personal unless someone's boardin' his ship. What? Ye say you've never heard o' that rule? IT SHOULD BE COMMON SENSE! CAPTAINS 'AVE GOT PIRATES UNDER YER COMMAND! THAT'S WHAT BEIN' A CAPTAIN MEANS!
Now, Frankenfemur's ship be made o' metal; in fact, it's hardly a ship at all. More like a metal flyin' boat. Ye'll find it docked, o' course. It be 16 squares long an' 8 squares wide; the bow o' the ship (that's the front for those o' ye who wouldn' know a ship if it kicked ye in the face) be facin' to the west. The decks on the bow and stern (that's the back, landlubbers!) be elevated a bit o'er the rest o' the ship; ye can't get up on them except by a few two-space-wide stairs. Up on the decks, there be respawnin' Shockin' Howlitzers at some point- but more on 'em later.
Right off the bat, ye'll hear Frankenfemur shout at ye a bit.
Cap'n Frankenfemur: "SO! Ye've the audacity to set foot on me ship? Then yer gonna be as dead as I am!"
An' after this, he'll be runnin' around like a lunatic. Frankenfemur carries two electric Striker swords. He be dual wieldin', like Vaelyn, but deader and pirate-er. His basic attack is actually two attacks that track, cause Normal/Shadow damage, and can Shock (that's takin' advantage o' the lack of invinciframes, swabbies!). He can also breathe out electric breath like those sissy landlubbers in Power Complex: Haunted Passage, but he's got the amazin' super power o' turnin' his head durin' the breath attack. I mean, it's really pretty easy! Sheesh, ye'd think the LOST SOULS OF ALMIRE would catch on, but nope, the smartest zombie around happens to be the Cap'n. An' his leap attack? The Cap'n SPINS WHILE HE LEAPS.
An' then there's his Charged Spin. Remember the part about the Cap'n not bein' immune to Shock? Some o ye' smarter swashbucklers may 'ave guessed. When he gets shocked, he heals a bit and starts spinnin' wildly, like a Quicksilver, but with a bigger hitbox and a longer supercharge time (an' Shadow damage, acourse). An' he can shock 'imself by breathin' on his foot, kinda like a Quicksilver can supercharge itself. Oh, an' he retains the control necessary to NOT HIT HIS OWN ALLIES. Quicksilvers be too dumb fer that, an' that probably would be the source o' all the Quicksilver jokes ye'll hear from Ironclaw gremlins.
An' this ain't all ye fight! Nay! At three-fourths o' his health, Frankenfemur'll start bringin' in the other pirates. A Frankorsair is like a Frankenzom, but with a cutlass and pirate bandanna. Frankorsair attacks have a bit more range, and they got a bit o' trackin, too. An' their leap attacks come with sword slashes! However, like the landlubber Frankenzoms, Frankorsairs are dumb as bilge rats, and can't turn their heads. Oh well. Not many tactical genii among the undead!
Anyway, at three-fourths health, Cap'n Frankenfemur will have two respawning Frankorsairs and two respawning Shocking Howlitzers- one per deck. He'll also get a new attack. Cap'n will be able to switch to an electric laser musket. This has got a two-second windup time, but it fires quick an' hits hard! 'Ere's some advice: keep movin'.
At one-half health, Cap'n will start havin' the cannons fire on his own ship to get ye. That means, every so often, ye'll have big electric Shadow-damage explosives fallin' like Roarmulus missiles! He'll also get another attack: a wide double slash with extra damage, nasty reach, and a 180-degree arc.
An' then things get ugly when he's on 'is last quarter o' health. At this point, he'll call in an Alpha Voltail an' start ridin' on top of it like it be some kinda horse. From 'ere, he can launch any one of 'is attacks, with more attack power 'cause of the Voltail's ability; after a Leap Spin or Supercharge, the Voltail will blink back to 'im. In addition, the Voltail itself can use its bitin' attack, and the Cap'n be smart enough to swing or leap at ye while this be goin' on. Also, there'll be a coupla respawnin' Quicksilvers runnin' around now; if one of 'em heads supercharged toward the Cap'n, it'll automatically be deflected, sometimes toward a Knight. And finally, his newest attack at this point is LASER VISION. That Helm-Mounted Eye Patch Display ye heard about? He can use it now. It shoots an electric laser like a Retrode's, but the laser chases ye down and lasts longer (makin' more explosions, too).
Once 'e hits one fourth o' his health, the Cap'n will fall to the ground, tryin' to pick 'imself up like a Deadnaught, before falling apart in a pile o' bones.
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More bosses:
Krimson and Azulex, Gelatinous Alien Invader Twins
The Iron Beast, Automated Avaricious Battle Blimp
Just a quick question though, will the Vengeful/Virulent Quills of the Maskeraith hurt us on impact? Or will it poison and stick quills into us like a player maskeraith which means the next time we get attacked, we'll take quill damage?