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m (tested, untrue; damage is still reduced)
(→‎Notes: The DPS cap values have been moved in a table to include the values before A Farewell to Arms. Resourceful Rat's Lair and R&G Dept. values are missing.)
Tag: Visual edit
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Bosses are strong enemies found at the end of every floor in [[The Gungeon]]. Defeating a boss allows the player to advance to the next floor.
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'''Bosses''' are strong enemies found at the end of every floor in [[The Gungeon]]. Defeating a boss allows the player to advance to the next main floor.
   
 
Upon being killed, bosses drop a weapon or item of random quality, several [[Pickups#Hegemony Credits|Hegemony Credits]], and one to three pickups such as hearts, ammo, or keys. Bosses will always drop a gun if the player has not yet picked up a gun on the current floor. If a boss from one of the five main floors is defeated without getting hit, they will drop a [[Master Round]] as well. Clearing a boss without getting hit will also cause it to drop doubled Hegemony Credits.
 
Upon being killed, bosses drop a weapon or item of random quality, several [[Pickups#Hegemony Credits|Hegemony Credits]], and one to three pickups such as hearts, ammo, or keys. Bosses will always drop a gun if the player has not yet picked up a gun on the current floor. If a boss from one of the five main floors is defeated without getting hit, they will drop a [[Master Round]] as well. Clearing a boss without getting hit will also cause it to drop doubled Hegemony Credits.
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|style="text-align: center;" |[[File:AgunimTitleCard.png|300px|link=Agunim]]
 
|style="text-align: center;" |[[File:AgunimTitleCard.png|300px|link=Agunim]]
 
|-
 
|-
| style="text-align: center;"|[[Agunim|Cam Clarke as Agunim]]
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| style="text-align: center;"|[[Agunim|Agunim]]
 
|}
 
|}
   
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==Notes==
 
==Notes==
* When the player enters the past, they will lose their items and guns, but will keep blanks and armor.
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* When the player enters the past, they will lose their items and guns, but will keep blanks and armor.
  +
** When entering The Robot's past, armor will always be reset to 6.
** Certain items always carry over to the past, including [[Galactic Medal of Valor]] and [[Enraging Photo]].
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** Certain items always carry over to the past, including [[Galactic Medal of Valor]], [[Number 2]] and [[Enraging Photo]].
 
* Every boss has a DPS (damage per second) cap as a way of stopping players from dealing high amounts of damage over a short time, so guns with high fire rate or high damage can't destroy bosses in seconds.
 
* Every boss has a DPS (damage per second) cap as a way of stopping players from dealing high amounts of damage over a short time, so guns with high fire rate or high damage can't destroy bosses in seconds.
** The DPS cap of bosses varies per floor:
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**The DPS cap is applied across a 3-second window.
*** [[Keep of the Lead Lord]] and [[Oubliette]]: 30
 
*** [[Gungeon Proper]] and [[Abbey of the True Gun]]: 42
 
*** [[Black Powder Mine]]: 60
 
*** [[Hollow]]: 70
 
*** [[Forge]]: 78
 
*** [[Bullet Hell]]: 80
 
** The DPS cap is applied across a 3 second window.
 
 
** The most damage a single shot can deal is equal to triple the floor's DPS cap.
 
** The most damage a single shot can deal is equal to triple the floor's DPS cap.
 
** In [[Boss Rush]], bosses have no damage per second cap.
 
** In [[Boss Rush]], bosses have no damage per second cap.
 
** In [[The Cultist|co-op]], the DPS cap is increased by 70%.
 
** In [[The Cultist|co-op]], the DPS cap is increased by 70%.
** The damage per second cap is ignored by [[Glass Cannon]], [[Makeshift Cannon]], [[Yari Launcher]], [[Boxing Glove]]'s 3 star charged super punch, and [[High Kaliber]]'s souls.
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** The DPS cap is ignored by [[Glass Cannon]], [[Makeshift Cannon]], [[Yari Launcher]], [[Boxing Glove]]'s 3 star charged super punch, and [[High Kaliber]]'s souls.
** The damage per second cap is ignored if a weapon deals 1000 or more damage with a single projectile.
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** The DPS cap is ignored if a weapon deals 1000 or more damage with a single projectile.
  +
**The DPS cap varies per floor and was increased in the [[A Farewell to Arms Update]]:
   
  +
{| class="wikitable"
  +
!Floor
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![[A Farewell to Arms Update|A Farewell to Arms]]
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!Classic
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|-
 
![[Keep of the Lead Lord]]/[[Oubliette]]
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|30
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|25
  +
|-
 
![[Gungeon Proper]]/[[Abbey of the True Gun]]
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|42
  +
|35
  +
|-
 
![[Black Powder Mine]]
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|60
  +
|50
  +
|-
 
![[Hollow]]
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|70
  +
|58
  +
|-
 
![[Forge]]
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|78
  +
|65
  +
|-
 
![[Bullet Hell]]
  +
|80
  +
|70
  +
|}
  +
<br />
 
[[Category:Bosses]]
 
[[Category:Bosses]]

Revision as of 18:35, 1 November 2020

Bosses are strong enemies found at the end of every floor in The Gungeon. Defeating a boss allows the player to advance to the next main floor.

Upon being killed, bosses drop a weapon or item of random quality, several Hegemony Credits, and one to three pickups such as hearts, ammo, or keys. Bosses will always drop a gun if the player has not yet picked up a gun on the current floor. If a boss from one of the five main floors is defeated without getting hit, they will drop a Master Round as well. Clearing a boss without getting hit will also cause it to drop doubled Hegemony Credits.

Keep of the Lead Lord

Bullet King Gatling Gull Trigger Twins
Bullet King Gatling Gull Trigger Twins

Gungeon Proper

Ammoconda Beholster The Gorgun
Ammoconda Beholster The Gorgun

Black Powder Mine

Cannonbalrog Mine Flayer Treadnaught
Cannonbalrog Mine Flayer Treadnaught

Hollow

High Priest Kill Pillars Wallmonger
High Priest Kill Pillars Wallmonger

Forge

High Dragun
High Dragun


Secret Bosses

Black Powder Mine

Blockner
Blockner

Gungeon Proper, Black Powder Mine, and Hollow

Door Lord
Door Lord

Oubliette

Blobulord
Blobulord

Abbey of the True Gun

Old King
Old King

Resourceful Rat's Lair

Boss Resourceful Rat
Resourceful Rat

R&G Dept.

AgunimTitleCard
Agunim

Past Bosses

Black Stache Dr. Wolf's Monster
Black Stache Dr. Wolf's Monster
HS Absolution Interdimensional Horror
HS Absolution Interdimensional Horror
Agunim Cannon The Last Human
Agunim Cannon The Last Human

Bullet Hell

Lich
Lich

Notes

  • When the player enters the past, they will lose their items and guns, but will keep blanks and armor.
  • Every boss has a DPS (damage per second) cap as a way of stopping players from dealing high amounts of damage over a short time, so guns with high fire rate or high damage can't destroy bosses in seconds.
    • The DPS cap is applied across a 3-second window.
    • The most damage a single shot can deal is equal to triple the floor's DPS cap.
    • In Boss Rush, bosses have no damage per second cap.
    • In co-op, the DPS cap is increased by 70%.
    • The DPS cap is ignored by Glass Cannon, Makeshift Cannon, Yari Launcher, Boxing Glove's 3 star charged super punch, and High Kaliber's souls.
    • The DPS cap is ignored if a weapon deals 1000 or more damage with a single projectile.
    • The DPS cap varies per floor and was increased in the A Farewell to Arms Update:
Floor A Farewell to Arms Classic
Keep of the Lead Lord/Oubliette 30 25
Gungeon Proper/Abbey of the True Gun 42 35
Black Powder Mine 60 50
Hollow 70 58
Forge 78 65
Bullet Hell 80 70