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Ball Survivors field manual

BESTIARY

Two maps, eight enemies, four bosses. Each one exists to break a different way of playing. Here is what each does, and what to do about it.

A floor of cold glass and a swarm made of it. Four new enemies, two new bosses, and three old faces in new bodies. The CHARGER stays behind on ABYSS.

OLD FACES, NEW GLASS

THE BOSSES

Not a big copy of a normal enemy this time. Each has attacks nothing else on the map uses. One every 5:00. Which comes first is random, then they take turns, with no last one.

MONOLITH, an OBSIDIAN boss
5:00 or 10:00, then every 10:00

MONOLITH

A standing slab of glass that walks you down, walls you in, then slams.

  • Marks appear on a ring around you, and 1.1 seconds later a ring of glass walls rises there, with two gaps left open. They stand for about five seconds.
  • Then it slams, twice. A shock ring rolls out faster than you can run. Only a wall or an artifact between you and the MONOLITH stops it.
  • So the walls it built are your cover. Keep one between you and it when the ring comes, then use the gaps to get out.
Health
100x of a normal enemy at that minute
Size
5.6x
Shock ring
2x your speed Cannot be outrun, only blocked
KALEIDOSCOPE, an OBSIDIAN boss
5:00 or 10:00, then every 10:00

KALEIDOSCOPE

A spinning glass star that splits into mirrors. Only one of them is real.

  • It flashes and splits into four copies of itself, five once it is under half health. They circle you for nine seconds, then fold back into one.
  • Every copy fires: a three-shot fan every two seconds, and every third volley a ring of eight. A mirror's shot hurts exactly as much as the real one's.
  • The real one spins the other way from all the mirrors, and the mirrors are slightly dimmer and see-through. Find it, hold the right thumb on it. A mirror breaks in one hit, but only the real one has the health bar.
Health
72x of a normal enemy at that minute
Size
4.4x
Bodies
4, then 5 Five under half health. Nine seconds per split.

RANKS

Not new enemies. Both of these are the ones you already met, rescaled. Nothing in here behaves in a way the roster has not already told you about.

ELITE

Not a separate enemy. Any of the four can roll elite from 1:15 onward, up to about 8% of spawns by 8:00.

NORMAL
ELITE
  • It behaves exactly like the normal version. An elite charger still plants and strobes, an elite spitter still stops to shoot. Nothing new is added, so nothing new is needed.
  • Hold the right thumb on it. At 6x health your ball drifts onto whatever spawns closer and it never quite dies.
  • It is SLOWER than its base type and worth 5x on both XP and souls, so kiting one while you clear the wave pays for itself twice over.
First possible
1:15
Share of spawns
up to 8% ramps in by about 8:00
Health
6x
Contact damage
1.5x
Speed
0.85x Elites are SLOWER than normal
XP / souls
5x Multiplies both

BOSS

Not a fifth creature. It is a CHARGER or a SPITTER you already know at four times the size, and one lands every 5:00 for as long as you last. There is no final boss and no last one.

5:00CHARGER
10:00SPITTER
15:00CHARGER
  • Same behaviour as the enemy it is built from, with one big change. The boss charger closes on you slower, but it dashes three times in a row, faster and further than a normal charger, and aims at you again before each dash. Its wind-up is shorter than a normal charger's too. Step off every lane, not just the first. It only sits still after the third.
  • Hold the right thumb on it. Your ball shoots whatever is nearest, and that is never the health bar you need to move.
  • Every normal counter still works. PULSE knocks it out of a wind-up and now shoves you clear as it fires, and the wrecks still eat a boss spitter's shots. A committed dash still ignores your Chill Field.
  • The two bosses do not weigh the same. At 15:00 a charger boss has up to about 2,700 health and a spitter boss up to about 6,000. Which one you meet at 5:00 is random each run, and after that they take turns, so the same boss never comes twice in a row.
  • Bosses still hit as hard as they always did, so they hit far harder than the crowd around them now does.
When
Every 5:00 First at 5:00. The schedule has no end.
Which
CHARGER or SPITTER Random at 5:00, then they take turns
Health
60x
Contact damage
18 14 for the SPITTER boss
Dash damage
45 CHARGER boss. Three dashes in a row at 3.7x your speed.
Shot damage
24 SPITTER boss
Size
4x
XP / souls
40x Multiplies both. A kill bursts into 40 XP orbs.

MORE PAGES COMING

Not written yet

Every card in the level-up pool. The drifting wrecks and what they block. The Survivors roster, stat by stat.

Current as of build 14. See what changed →