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Details: Exact or approximate stats, preferably outside Siege since that game mode has increased health for nearly all Bosses. also approximate Details regarding Nyx's Stats, including how many factory minions it can have at a time. Also, can (regular) Celestials still spawn outside of Siege?
- Not to be confused with the Rogue Celestial, which is a similar Boss but does not appear in Siege, or Ragnarok and Kronos, both being the possible final Bosses of the game modes, all having multiple layers for bodies.
- “The world tremors as the celestials are reborn anew!”
The Celestial is one of the Bosses found in Arras.io. There are five possible variants of it, with all of them being found mainly in Siege, first appearing on the 13th wave, and otherwise spawn very rarely in other Game Modes. Due to every variant having multiple strong weapons and high health, the Celestial variants are tied on being considered as the 3rd strongest Bosses in the game.
- 1 Design
- 2 Technical
- 3 Strategy
- 4 Trivia
- 5 Gallery
- 6 Footnotes
All five Celestials have three Polygon layers. The top layer is a pentagon, the middle being a heptagon and the bottom being a nonagon. The pentagon, heptagon and nonagon layers also have five, seven, and nine weapons equally spaced to their sides, respectively. Every single one has Trappers Auto Turrets for the nonagon layer.
The Purple Blue Celestial, also known with its name Paladin, has Swarmer turrets for its top layer, unique Pentagon-shaped drone spawners for the middle layer, and Trapper auto turrets for its bottom layer.
The Light Red Celestial, also known with its name Zaphkiel, has Skimmer turrets firing missiles in similar appearance to Elite Skimmer’s missiles for its top layer, Overlord spawner turrets for the middle layer, and Trapper auto turrets for its bottom layer.
All Celestial variants have very high health and extremely powerful weapons. While each Celestial has differing weapons from each other, they all use their Trapper auto turrets as their main defensive weapons. Despite taking the appearance of auto turrets, they do not seem to directly face and target players, and rather act more similarly to an auto-firing and auto-spinning Tri-Trapper.
It is possible, however, that these are actually more like auto-turrets that do not aim at players unless the controller left clicks. This is supported by the architect’s turrets not turning unless the mouse is left clicking in it’s turn radius. This is also supported by the fact the turrets “sway” when the base spins.
All of Celestials’ adjacent layers tend to spin on different directions, with the topmost and bottommost layer of most Celestials spinning clockwise, while the middle one spins counterclockwise.
A Celestial spawning or about to spawn has an accompanying unique notification: “The world tremors as the celestials are reborn anew!”
Paladin’s Swarmer Hives act similarly to the playable Swarmer’s, but unlike the latter, Paladin’s version quickly loses speed and stays immobile in place, spawning Hive Drones until they despawn or are destroyed. Both the Hives and Drones appear to be stronger than Swarmer’s.
The Pentagon drones it spawns are quite slow, but has a fairly high health, and deals fairly high damage when colliding with.
Paladin has the slowest movement speed of the four typical Celestial variants.
Freyja’s Auto-4 turrets fire bullets that travel at a fairly fast speed, allowing to reach some distance. They also have decent Reload.
Its Cruiser turrets fire Swarm Drones that also move at fast speed, allowing them to travel some distance before despawning or hitting something. The turrets seem to have the same Reload.
Freyja appears to have the fastest movement speed of the four typical Celestial variants, although still slow compared to other entities in the game.
Zaphkiel’s Skimmer turrets fire Missiles in shaped likeliness of Elite Skimmer’s hyper missiles, albeit smaller. These missiles travel rather quickly, leaving a trail of bullets on its way. The missiles deal high, potentially lethal damage upon direct hit on a tank, while the bullets deal lower damage, although their numbers can easily chip away health.
Its drones seem to act somewhat similar to Nest Keeper’s drones, being on decent number and stat properties.
Theia’s Twister turrets fire Missiles, known as
“Hyper Twister Missiles” now Hyperspinner Missiles, with four equally spaced cannons. Unlike Paladin’s Hives, these missiles do not become immobile and continues moving until they despawn or have been destroyed. These missiles deal high damage upon direct hit against a tank, while the bullets can slowly chip away health when continuously hitting tanks.
Its Square drones seem to act very similar or identical to Summoner’s drones. They have low health and deal low damage individually, but they come in large numbers that can easily overwhelm tanks.
Nyx's Rocketeer Rockets act like the player's version except they seek out their target like Ragnarok's Gunner cruisers. They have descent damage like Zaphkiel's skimmer missiles, while being accelerated to high speed.
It's spawner minions are extremely strong and dangerous. They come in huge numbers and every single one of them have very high health, even with several annihilators. Bullet damage of minions are also fatal, instantly overwhelming any tank and surrounding from all sides.
- Strong Against: Unaware/slow tanks, All regular classes in battle - especially rammers, small teams.
- Weak Against: Large Armies of tanks, prepared Necromancers (outside Siege).
Against the Celestials
- While mainly focusing to destroy the Sanctuaries, the Celestials’ many weapons may still target individual tanks, so the player must still be careful when fighting them.
- Tanks with high penetration and damage can easily deal some damage, however this is quite dangerous as tanks with maxed out bullet stats have low max health. Focus-fire tanks with high FoV like the Streamliner or the Nailgun are heavily recommended. Triplet also works.
- Celestials should be fought as a group, rather than being fought alone. Their usage of traps, as well as their plethora of weapons, can easily make work of individual tanks. Attack them on one direction as much as possible, unless their drones have to be fend off.
- Melee build tanks should not be used against any of the Celestials due to their extremely high health and body damage. Additionally, their traps, as well as their other weapons, can defeat Smashers even before making contact with them.
- Factory drones can easily tear through the Celestials’ firepower, including the traps they shoot. They may be able to deal some decent damage or even a finishing blow against them. One Full Set of Factory Drones can easily burn through many of the bosses traps.
- While most of the Celestials’ attacks are lethal enough to even kill in one hit, the Healer’s ability is still useful to help keep their allies alive without having to return back and forth to the Sanctuaries.
- Destroyer branch tanks can be used to destroy the traps set by the Celestials, lessening their defenses.
- On later waves of Siege, having any of the Celestials alive once they begin attacking the Sanctuaries may make the other, lesser Bosses capable of surviving longer. This especially gets worse once all Bosses begin targeting the same Sanctuary, as the Celestial’s traps can provide defense to the otherwise weaker Bosses like Elite Crashers. As such, depending on the situation, the players should focus first on either killing most or all of the lesser Bosses, or outright attack and kill the Celestials.
- Also, the Sidewinder is great too, as its projectiles can reach through the Celestials. Use the Sidewinder’s high FoV to know where to hit them.
- Only outside Siege, the Underseer branch, particularly the Necromancer, can be used to finish off a Celestial once having acquired many drones. The player should pick the right moment to attack though, as despite the number of max drones they may have, a poorly planned attack can quickly destroy all drones without dealing much damage.
- Attack the Celestials in this order: Freyja, Zaphkiel, Nyx, Theia, Paladin.
- Paladin’s swarm hives, when directly hitting Sanctuaries, can easily destroy them in a short time. Added with the swarm drones capable of slowly sapping the player’s health, Paladin becomes a major threat upon entering the base and beginning its attacks. Paladin is extremely tanky. However, with being a tank, Paladin has very low movement speed, which makes Paladin not that much of a threat. This should be one of the last Celestials taken out due to it not posing too much of a threat, as though it is easily the strongest, Paladin is just too slow.
- Freyja’s fast bullets and drones can hit players even before the Boss itself reaches the base entrance. It is preferable to have a few Builder tanks to stop some, if not most of the projectiles. Freyja is actually relatively weak when it is the only Celestial on the battlefield. However, Freyja is an extremely strong support Celestial, and due to the high movement speed (allowing Freyja to catch up more quickly), it's very easy for Freyja to group up with another Celestial. Due to the weaker weaponry though, one can even fight Freyja without losing health if there a a Sanctuary that Freyja is attacking. This is one of the first Celestials one should to focus on defeating.
- With the highly resistant missiles shot by Zaphkiel, this Boss can quickly create a bullet storm, making it one of the harder Bosses to out-penetrate or defeat, as well as making it difficult to maneuver around without getting hit. Therefore, it should be focused on and killed first in most scenarios.
- Theia has many similarities with the Summoner but due to its extra usage of Twister-like missiles and traps, it is much harder to be defeated. Since the drones also come in large amount, crowd-control tanks like the Penta Shot may be used against them, while focus-firing tanks will directly deal against the Celestial itself. Theia should normally be in the middle of the order for which Celestials to defeat first.
- Nyx is very strong in Siege. The minions deal lethal body and bullet damage, but a lot of times they get attracted to a sanctuary, sometimes even a sanctuary that isn't being attacked by Nyx. Because of this, players have good cover and a whole layer of Nyx becomes defenseless. The Rocketeer turrets are problematic, as it can deal very high damage or possibly kill the tank it hits, and can one shot a tank with a glass build. However, they are not very numerous, and are slow at close range, making rocketeer missiles like semi-Zaphkiel missiles killing unaware tanks outside of sanctuary. However, traps of sanctuary provides good protection against it. Preferably, Nyx should be taken out first, since minions surrounding the sanctuary nullifies traps and deals near-fatal damage can kill tanks trying to escape from the sanctuary it is attacking
- Paladin somewhat moves slower than any other bosses in game, The reason why is unknown.
- Each layer of the five lesser Celestials’ body gains two sides each layer.
- The Celestials originally came from the Arras.io boss contest.
- All of the five lesser Celestials’ weapons follow the pattern of shooting turrets on the top, drone spawners or drone spawning turrets in the middle, and trap turrets on the bottom.
- In the early days of siege before sanctuaries were added, the easiest way to take one down was to spawn in it, and therefore making it take massive damage. However, this bug was patched after sanctuaries were added to siege.
- Upon killing a player, the Celestials show that they spawn with 1,000,000 score, twice as much as the Rogue palisade.
- Though they were originally exclusive to the boss event, an update made it so the Celestials may now spawn in other game modes, very rarely.
- This is further made intentional with the introduction of the Rogue Celestial, who can only spawn in game modes other than FFA, Maze, and Siege.
- There was a chance Celestials could cause servers to crash due to their size, pulling down server and client speeds. This has been already fixed.
- Unlike all of the other bosses, the Celestials have a unique message before spawning. Before spawning, the message “The world tremors as the Celestials are reborn anew!” will show up.
- Each of the Celestial’s names appear to be based off various fictional, mythological or religious symbols.
- The word “Paladin” refers to one of the 12 knights of Charlemagne’s court.
- Freyja is a Norse mythology goddess associated with love, fertility, wealth, battle and death.
- Zaphkiel is an archangel whose name means “God’s knowledge”.
- Theia in Greek mythology is a Titaness of sight and the goddess who endowed gold, silver and gems of their value.
- Nyx in Greek mythology was a female personification of night but also a great cosmogonical figure that was feared by Zeus.
- In a Dictionary, The word 'Celestial' Means positioned in or relating to the sky, or outer space as observed in astronomy, belonging or relating to heaven, or supremely good.
- There used to be a bug where Celestials had way higher reload than they were supposed to. This especially made Paladin and Zaphkiel nearly impossible to defeat as their Skimmer/Swarmer missiles were coming out at an extremely fast rate, making them capable of destroying Sanctuaries in few seconds. This has already been fixed.
- An update nerfed most of the Celestials’ aspects, with the most notable one being Paladin’s swarm hives quickly losing speed on a halt after being fired, acting more like a trap rather than a bullet. Another update eventually buffed them again slightly, but retained most behaviors they received from the nerf. Another update buffed them again to accommodate the reworked Siege mode.
- The existence and eventual addition of Theia was revealed first in a datamining effort before being officially added in the game alongside Ragnarok.
- Each of the Celestial’s main colors appear to be based off of the games colors of polygons.
- Each of the Celestials were released on separate dates across the COVID-19 Pandemic.
- Freyja, Paladin, and Zaphkiel were added on May 9th, 2020, the same day siege was added as a limited time event.
- Theia was added on June 5th, 2021 the same day both siege was heavily reworked and Ragnarok was added.
- Nyx was added on September 2nd, 2021 as the Final Celestial variant.
- According to one of the developers, the original Celestial concept they had in mind was that they are involved in some lore, wherein there were once five Celestials: an Egg, a Square, a Triangle, a Pentagon, and a Green (Shiny) Celestial. It was until the Egg one went on and “devoured the modes outside of siege”. Strangely, each of the Celestial’s main colors that tend to match with the polygons makes them represent the Celestial type they stand for.
- Ragnarok was formerly considered as a Celestial, until an update on June 9th, 2021 changed it, distinguishing it as a separate Boss type. However, it could be possibly called an Eternal because it has 4 layers similar to Kronos.
- Similar to the Ragnarok, Alviss also used to be classified as a Celestial, until more Rogue Celestials have been added.
- Paladin’s Drones used to be squares, however they were changed to Pentagons later, to better fit them as the Pentagon Celestial.
- If the player dies to one of these drones, they can see that the drones are still called "sunchips", even though the name was intended for square drones.
- Before the buff, Nyx had 15 minions. After the October 1 2021 update, it is unknown if that number changed.
Nyx is currently the only Celestial (and Boss in extension) to use a weapon based off a removed tank, due to the removal of Rocketeer in Arras.io. However it is not the only boss to use a weapon of a class that isn't in the game, as Tyr uses Productionist turrets.
|Elite Crashers • Rogue Palisade • Elite Skimmer • Summoner • Nest Keeper • Celestials • Rogue Celestials • Ragnarok • Kronos • Legionary Crasher|