User:The Epicness9000/Every Extend Bosses

NOTE: Adding images for the bosses is okay. Making nicknames for minibosses and the bosses of Every Extend Extra Extreme is also okay, as well as cleaning up and organizing the page.

All images are to be added soon.

These bosses are from the Every Extend series and often fire normal bullets. Some can instead fire Crashers, Necromancer Drones, or rarely, Minions. Said enemies will also spawn frequently during the fight.

All main bosses may spawn in fortresses. Some must spawn in fortresses, while others can roam the map. If a boss of one of these is to spawn in a fortress, the fortress will be eerily empty except for Polygons, with not even turrets to protect them. After a few seconds of entering the fortress, the screen will fade to black and the name of the boss will appear for a moment before it fades to normal again and the fight begins.

EVERY EXTEND BOSSES

Every Extend bosses have their phases named. The same phase names were carried over to this page.

Mini-Boss

Slowly rotates. Attacks by shooting in four directions.

AKR I-C-E

Must spawn in a fortress. Has 100x health of an Alpha Pentagon. Moves on to the next phase every third of its health.

Phase 1: Spread Sword

Fires pulses of bullets. One shot is five bullets fired in a 60° cone.

Phase 2: Reflectors

Fires "beams" of bullets that can reflect once off surfaces with infinite penetration before the first hit (to compensate, tanks can only be hit by the same bullet once).

Phase 3: Keep U Movin

Constantly spins, firing either "pulses" of bullet beams or "blasts" of reflector bullets in a 165° cone.

Death

Drifts and spins slowly, while exploding. After five seconds, it will be destroyed in a large explosion and drop a huge amount of Experience Orbs.

Kw Motor

May roam the map. Equipped with three separate entities called Graham Berries until the last phase. Has 200x the health of an Alpha Pentagon. Every fourth of its health lost, with will progress to the next phase.

Phase 1: Celestial Rotater [sic]

Spins at a moderate speed. Fires waves of bullets either in sets of six spirals or in an alternating field. The Graham Berries will always face away from the core of the Motor.

Phase 2: Triple Phase Induction

Spins more slowly. Similar to Celestial Rotater, but the Graham Berries will turn to and fire at the closest player.

Phase 3: Quial With Graham Battery

Similar to the previous phase, but the Graham Berries separate from the Motor. They orbit the Motor equidistant from one another. The Berries can be stunned for a moment if they take enough damage.

Phase 4: Yakappachi

The Graham Berries are destroyed and drop a few Experience Orbs. The Motor will spin quickly, releasing large spirals of normal bullets and the occasional Reflector bullet. All three barrels use the same pattern and attack in sync.

Death

The Motor spins faster and faster before becoming a gray blur and eventually popping like a disc. The moment it pops, many Experience Orbs will be shot out in all directions into a large radius. Being near the Kw Motor when it pops is not a danger, but touching it as it increases speed will deal large knockback, but no damage.

AB-A Hedron

Must spawn in a fortress. The fortress will be completely empty before it spawns. To beat this boss, either enough HP lost or being hit by a single bullet that has hit the required number of entities before hitting the Hedron will suffice to move on to the next phase. Has 500x the health of an Alpha Pentagon. Will trap players inside once the fight starts. If all players in the fortress are killed, it will stop attacking and start regenerating slowly, and the fortress doors will open for new players to come in to challenge it.

Every time it moves on to the next phase, it will drop escalating amounts of Experience Orbs.

"I was..."

Phase 1: Tri-Force

Required Entities for Phase Jump: 5

Attacks like two Tri-Trappers stacked on top of one another and rotating in opposite directions, but with invisible barrels and bullets instead of traps.

"I was waiting..."

Phase 2: Emissive

Required Entities: 10

Either fires "whips" of bullets (by quickly firing slow-moving bullets first before firing faster-moving bullets in the same directions) or lasers of reflector bullets. Both are fired in large obtuse angles.

"I was waiting you..."

Phase 3: Pincer Attack

Required Entities: 15

All enemies in the Fortress die and release experience orbs. The spawn is now modified: Enemies will always spawn from the sides and drift slowly to the to the to the other side before dying instantly upon touching the wall. The enemies will not change speed or direction, but squares hit by Necromancer Drones will attack players, and Minions will engage players that come near.

The Hedron will only fire reflector beams from Emissive.

"I was waiting you to beat me!"

Phase 4: Colosseum

Required Entities: 20

All enemies die again. The Hedron will throw a ring, shoot two beams of enemies, and move to the ring, before repeating the process. Enemy spawn is modified again: Sixteen Drone Hives will appear and spawn the enemies toward the center. These Drone Hives cannot be hit or controlled by any means.

"This is it! Here last [sic] fight!"

Phase 5: The Seven I Luv [sic] U

Required Entities: 50

The Hedron, now just a white cube, projects seven unhittable copies. The Drone Hives disappear. Enemies now only spawn from the Hedron and its copies. The copies fire enemies in a spiral pattern, while the Hedron itself fires enemies at high speeds toward players in escelating amounts.

Ending

"So nice fight. Let me see next time!"

The Hedron flies to the camera and eventually disappears in a flash of light. The fortress fades away.

TBA...