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- mechanics of subterra bosses (all of them are immune to most cc unless specified):
- uther - has fixed damage reduction (think stoneskin aura), and killing his clones raises your team's ad/ap
- scylla - all damage is reduced to 1
- phase 1: invincible and only uses basic attacks
- phase 2: summons snake clones and can be damaged (1 at a time), but heals back to full at the end and revert to phase 1
- you can damage her while invincible with a few gimmicks, but none of them are worth
- delphos - reduces all healing/lifesteal to 0, and regularly summons meteors that damage everyone on the field, split evenly
- rams - summons 2 waves of scarabs and then hell's gate, then repeat; damages himself with each skill
- scarabs explode when killed for high damage, but not if killed by cc (muse and blaine are good here)
- don't use anything that slows him down, or he doesn't have enough time to kill himself
- rek - melee basic attacks and moves slow, but each basic attack deals 55% of his target's max health as holy damage (ignores resistances but not shields); not immune to knock back
- knock backs and melee summons both work against him well
- crabbie - only damage over time effects can hurt him; summons a box every so often (can be in front or behind him) that if destroyed grants your team damage immunity for a while
- don't bother with non-scaling poison effects like lufia's poison arrow or baggins past the low levels
- grunk - summons lava on ground that instantly kills any non-flying units, otherwise functions like normal non-awakened grunk
- gearz - has some armor/magic resist unlike other bosses
- passive places a debuff on a hero (prioritizes non-melee unit) that reduces healing and reflects damage
- skill attack deals 100% (probably) of its target's max health as holy damage (with splash aoe) if target is far away, otherwise it does nothing; targets the hero with the debuff
- ult stuns everyone and deals physical damage
- greeneye - has even higher AR/MR than gearz
- skill 1 places vines on all your units that are removed by moving (not necessarily teleport); does extremely high damage (probably 200% of max health) if not removed after a while
- skill 2 randomly entangles one unit with a vine that's targetable but has way too much health for a few seconds; entangled unit cannot move or attack (guaranteed death combined with skill 1 unless you have a way to move it)
- ult is just normal greeneye ult that heals more
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