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|boss game modes? = Stop the Bomb<br>Ultra Boss Mode
 
|boss game modes? = Stop the Bomb<br>Ultra Boss Mode
 
|boss spawn locations? =
 
|boss spawn locations? =
|spawn message? = We have liftoff!
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|spawn message? = We have liftoff! (Ultra Boss Mode)
 
|specials? =
 
|specials? =
 
|boss ammunition? = Missiles (20), Bullets
 
|boss ammunition? = Missiles (20), Bullets
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|game ends when killed? = No
 
|game ends when killed? = No
 
|intro =}}
 
|intro =}}
The ICBM is a boss that can spawn in the Stop the Bomb gamemode as the main enemy, or as an Ultra Boss in {{f|Ultra Boss Mode}}. Created by Fall Out Wave.
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The ICBM is a boss that can spawn in the {{f|Stop the Bomb}} gamemode as the main enemy, or as an Ultra Boss in {{f|Ultra Boss Mode}}. Created by Fall Out Wave.
 
== Description ==
 
== Description ==
The ICBM's main body is made of 2 differently sized squares that are a very pale grey, almost bordering on white. There is a dark grey trapezoid that connects these two squares together, and another dark grey trapezoid at the rear of the large square, serving as a thruster. There are 2 trapezoids on the side of the large square and a very thin hexagon on top of the same square, which are meant to evoke stabilisers. There is also a nuclear symbol on the smaller square.
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The ICBM's main body is made of 2 differently sized squares that are a very pale grey, bordering on white. The larger square is the same size as a [[Summoner]]. There is a dark grey trapezoid that connects these two squares together, and another dark grey trapezoid at the rear of the large square, serving as a thruster. There are 2 trapezoids on the side of the large square and a very thin hexagon on top of the same square, which are meant to evoke stabilisers. There is also a nuclear symbol on the smaller square.
   
 
The ICBM's main weapon is its 5 [[Predator]] barrels mounted on the front of it. These fire like a Predator, but with more Bullet Speed and Reload. The thruster at its rear is always shooting many small pellets that provide recoil for the ICBM, similar to a ram-build [[Sprayer]]. Those pellets do no damage, but have high knockback and high Bullet Penetration, leading to a Tank who is behind the ICBM to be launched away very quickly. 2 parallelograms on the central trapezoid are actually hatches, and they open to reveal larger versions of the {{f|Missiler|Missiler's}} missile launchers. They launch Missiles that have 1000 health each, and the ICBM can have 20 missiles active at once. The ICBM also takes no damage from ramming.
 
The ICBM's main weapon is its 5 [[Predator]] barrels mounted on the front of it. These fire like a Predator, but with more Bullet Speed and Reload. The thruster at its rear is always shooting many small pellets that provide recoil for the ICBM, similar to a ram-build [[Sprayer]]. Those pellets do no damage, but have high knockback and high Bullet Penetration, leading to a Tank who is behind the ICBM to be launched away very quickly. 2 parallelograms on the central trapezoid are actually hatches, and they open to reveal larger versions of the {{f|Missiler|Missiler's}} missile launchers. They launch Missiles that have 1000 health each, and the ICBM can have 20 missiles active at once. The ICBM also takes no damage from ramming.
 
==Behaviour==
 
==Behaviour==
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[[File:ICBM Launch.png|thumb|200x200|A just-launched ICBM attacking a Marked in Stop the Bomb.]]
In Stop the Bomb, (WIP)
 
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In Stop the Bomb, the first ICBM is launched in 10 minutes, and an ICBM is launched every 3 minutes after the last ICBM is destroyed. The ICBM will only chase after {{f|Stop the Bomb#The Marked|the Marked}}. In Ultra Boss Mode, it will simply chase after a single, random target in range, changing targets if it does not land a hit on the current target for 30 seconds. In both game modes, the ICBM will simultaneously unleashes its attacks on all nearby tanks while chasing, mainly focusing on the targeted tank. If it can ram into the targeted tank, it will.
 
In Ultra Boss Mode, it will simply chase after a single, random target while simultaneously unleashing its attacks on all nearby tanks, mainly focusing on the targeted tank. If it can ram into the targeted tank, it will.
 
   
 
In both game modes, the ICBM has 3 phases. Phase 1 is full health, Phase 2 is 60% health, and Phase 3 is 30% health.
 
In both game modes, the ICBM has 3 phases. Phase 1 is full health, Phase 2 is 60% health, and Phase 3 is 30% health.
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WIP
 
WIP
 
==Rewards==
 
==Rewards==
In Stop the Bomb, the player who did the final shot to the ICBM
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In Stop the Bomb, there are no rewards for destroying an ICBM.
   
 
In Ultra Boss Mode, the player who did the final shot to the ICBM receives 100,000 XP. Players who did 5,000+ damage get 25,000 XP. Everyone else who helped (did 1000+ damage) gets 5,000 XP. Also, 1 damage dealt = 1 XP.
 
In Ultra Boss Mode, the player who did the final shot to the ICBM receives 100,000 XP. Players who did 5,000+ damage get 25,000 XP. Everyone else who helped (did 1000+ damage) gets 5,000 XP. Also, 1 damage dealt = 1 XP.

Revision as of 17:11, 12 July 2019

The ICBM is a boss that can spawn in the Stop the Bomb gamemode as the main enemy, or as an Ultra Boss in Ultra Boss Mode. Created by Fall Out Wave.

Description

The ICBM's main body is made of 2 differently sized squares that are a very pale grey, bordering on white. The larger square is the same size as a Summoner. There is a dark grey trapezoid that connects these two squares together, and another dark grey trapezoid at the rear of the large square, serving as a thruster. There are 2 trapezoids on the side of the large square and a very thin hexagon on top of the same square, which are meant to evoke stabilisers. There is also a nuclear symbol on the smaller square.

The ICBM's main weapon is its 5 Predator barrels mounted on the front of it. These fire like a Predator, but with more Bullet Speed and Reload. The thruster at its rear is always shooting many small pellets that provide recoil for the ICBM, similar to a ram-build Sprayer. Those pellets do no damage, but have high knockback and high Bullet Penetration, leading to a Tank who is behind the ICBM to be launched away very quickly. 2 parallelograms on the central trapezoid are actually hatches, and they open to reveal larger versions of the Missiler's missile launchers. They launch Missiles that have 1000 health each, and the ICBM can have 20 missiles active at once. The ICBM also takes no damage from ramming.

Behaviour

ICBM Launch

A just-launched ICBM attacking a Marked in Stop the Bomb.

In Stop the Bomb, the first ICBM is launched in 10 minutes, and an ICBM is launched every 3 minutes after the last ICBM is destroyed. The ICBM will only chase after the Marked. In Ultra Boss Mode, it will simply chase after a single, random target in range, changing targets if it does not land a hit on the current target for 30 seconds. In both game modes, the ICBM will simultaneously unleashes its attacks on all nearby tanks while chasing, mainly focusing on the targeted tank. If it can ram into the targeted tank, it will.

In both game modes, the ICBM has 3 phases. Phase 1 is full health, Phase 2 is 60% health, and Phase 3 is 30% health.

Attacks

Phase 1

  • Missile Launch: Spawns Missiles, at a rate of 2 per second. This is constantly active unless otherwise stated.
  • Flare: Targets tanks with its barrels and shoots at them like a normal Predator would. The ICBM's missiles will target the tank that is being shot at.
  • Barrier: Requires the ICBM to have all 20 missiles to perform. All missiles start flying in a protective formation around the ICBM, shielding its front and sides. The ICBM is invulnerable in this state and tanks will have to destroy all missiles in order to damage the ICBM, while still having to endure its 5-round Predator fire. The ICBM will not spawn more missiles however, and will only resume spawning when all 20 missiles are destroyed.
  • Barrage: The missile launchers retract into the ICBM's body and it stops spawning normal missiles, but instead its 5 barrels start pumping out Crashers that have 100 health each. Lasts anywhere from 10 seconds to 1 minute.
  • Overload: The Predator barrels retract into the ICBM's body, and the missile launchers fire 3 times as fast. The missile count during this attack is temporarily raised to an unlimited amount. Lasts anywhere from 10 seconds to 1 minute.

Phase 2

WIP

Death animation

WIP

Rewards

In Stop the Bomb, there are no rewards for destroying an ICBM.

In Ultra Boss Mode, the player who did the final shot to the ICBM receives 100,000 XP. Players who did 5,000+ damage get 25,000 XP. Everyone else who helped (did 1000+ damage) gets 5,000 XP. Also, 1 damage dealt = 1 XP.

Trivia

  • This boss began as a boss variant of the Missiler, with an entirely different design.