Isopod Boss Eye
Isopod Boss Eye
When it appears
- On the field the moment the Mansion map loads.
- The boss of Elysia. The spawner tries to drop a boss in every 600 seconds of run time, and it is blocked while a boss is already out or while you are extracting.
Numbers
| Health | 250 |
| Move speed | 2.75 |
| Push resistance | 1 |
| Damage reduction | 1 |
| Damage amplification | 1 |
| Loot chance | 0% |
| Experience given | 2500 |
| Damage threshold | 5 |
| Attack range | 4.5 |
- Push resistance 1: a hit staggers it the normal amount.
- Loot chance does not apply to a boss. A boss drops its own reward when the fight ends, not on this roll.
- Experience given also rises with the run's monster strength, by the same multiplier as its health.
- Damage threshold 5: inside the Magus Circle mansion only, every 5 damage it takes shakes an extra pickup loose. It does nothing in the four regions.
- Attack range is overwritten the moment it spawns: a ranged monster is given the whole visible screen as its range.
Special drop
On top of its usual pickups, this monster can drop an ingredient when it dies in one particular way.
| Drops | |
| When | It dies while it is frozen. |
| Chance | 100% |
| How many | 1 |
What its tier means
- Boss. Runs a scripted fight of its own instead of joining the wave. Stun, freeze, chill, polymorph and knockback do not stick to it, and touching it costs the same as touching an elite.
- Ranged. Shoots from a distance. The game widens its reach to the whole screen the moment it spawns, so the attack range below is only the value it ships with.
- Elite. The tough version. It is the only kind that rolls for a chest when it dies, the run's damage bonus against elites is what applies to it, and elite crit chance and elite crit damage are added on top of the normal ones. Touching it costs more than touching a common monster. Run stats: Damage against Elites, Crit Chance against Elites, Crit Damage against Elites.
Attacks
Contact
Touching it costs you one point of health, plus whatever the run's Heavy Hitters bonus adds, because it is a boss. A monster that is frozen, stunned or polymorphed cannot hurt you by contact.
Immunities and behaviour
| Flying | Ignores the ground: it floats straight at you over anything in the way. |
| Coward | Backs off once you get close instead of pressing in. |
| Artwork faces right | Only an art setting: its picture is drawn facing right, so the game mirrors it. |
Phases
Once its health drops under half it moves into its second phase and both of its attack routines come half again as fast.
| Seconds between attacks, first phase | 10 |
| Seconds between attacks, second phase | 6.67 |
Attack pattern
| Projectile speed | 50 |
How its health scales
In Mirna: the run's monster strength starts at 1 and moves +0.5 every 300 s; +0.25 every 150 s; +0.1 every 120 s; +0.1 every 60 s; +0.1 on reaching stage 3 of the roster; +0.25 on reaching stage 4 of the roster; x5 on reaching stage 5 of the roster.
In Yawm, Elysia, Yomori: the run's monster strength starts at 1 and moves +0.5 every 300 s; +0.25 every 150 s; +0.1 every 120 s; +0.1 every 60 s; x5 on reaching stage 4 of the roster.
Where two of these steps land on the same second, only one of them fires: the region's own page shows which.
In Mirna, the first boss fight also adds 20, as long as the first death scene has not played and you have died fewer than 2 times.
Once the multiplier is above 1, this enemy spawns with its base health multiplied by it: 250 health at 1, and a multiplier of 2 makes it 500, 5 makes it 1250. The experience it gives is multiplied the same way.
Other things change this monster on top of that. Hard mode gives it 2 times its health and 1.25 times its speed. The energized run modifier gives every monster 1.25 times its speed. While you are extracting, every monster moves 1.15 times as fast. Each time a region's roster runs past its last stage, every monster except bosses gets +0.25 to its speed multiplier, up to 2 times its speed.