A boss uses Slam, Dash or Leap and two ranged patterns from zones, beams, fan shots and rings. Read the ground shape: leave circles, cross charge/beam lanes sideways and use gaps between projectiles. Below half HP it becomes faster and can chain another attack after 0.3 s, so do not stop to loot after only one dodge.

Boss warnings and dodge windows

Each boss selects four attacks: Slam plus Dash or Leap, and two ranged patterns. Below half HP it enrages: faster movement, most melee windups ×0.8, and occasional 0.3-second follow-up attacks. The table lists the available patterns, not seven attacks on every boss.

Scroll sideways to read every column.

Possible attackBefore enrage → enraged / timingResult / next action
Slam0.85 s; radius 96 + boss radiusLeave the circle around the boss.
Dash0.75 s; 330 world units / 0.32 sCross the aim line sideways during windup.
Leap0.5 + 0.65 s; radius 82Leave your marked old position.
Falling zones4 → 6; 1.05 s + 0.12 s per zone; radius 50Keep walking out of the next circle; check overlapping markers.
Beam fan3 → 5 beams; 1 s; length 400 / width 26Move into a gap perpendicular to the marked lanes.
Projectile fan7 → 9 shots; 0.5 sUse gaps between shots; retreating on the center line follows the fan.
Projectile ring14 → 18 shots; 0.7 sMaintain separation and pass through a gap after the release.

Close range, far range and the next hit

Bosses alternate close and far movement modes rather than staying purely melee or ranged. Keep a wide escape route and attack when its warning commits to an old position. Walls may shield shots but also block your attacks or trap you. Arceus in Judgment is a separate invincible pursuer: do not apply an ordinary boss kill plan to it.

Try the explained example

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