Boss modes is a 50 minute gauntlet of bosses spawning every 5 minutes. It only when you have eliminated the final boss that the game will finish.
The outlaws can dictate the difficulty of the mode by voting for modifiers at the beginning.
There are camos/decals/si's/classes that are specific to this mode that can be unlocked through a combination of modifiers. (This will be updated 15/04/2025)
At the start, an item cache will be dropped off by in Balaad at around 2.10.
Traditionally, players have generally based at Armory but the meta has shifted towards Baalad. It is always encouraged for the outlaws to experiment different set up's for boss modes (such as meat hill, ce hill, mayor hill and etc).
The bosses and waves are as followed:
Waves(m) | Bosses | LSS Timer | Abilities | Notable Mobs | Strategy |
---|---|---|---|---|---|
0 | Hunters + Raisuli | ||||
5 | Metasis (2) | 4.55 | Flying | Immusillus + Fliers | |
10 | Arachathid (2) | 9.55 | Cliff Walk/Charge | Scorpios, Horrors, Gourmands and Yetis | |
15 | Thanatos | 14.55 | Snatch/Darkness | Gargantuans, Acid Vores, Dilphosaurs, Cursed, and Gourmands | |
20 | Minerva (2) | 19.45 | Jump | Yetis, Livid and Gourmands | |
25 | Maws (Two Electric, and Two Standard) | 24.45 | Cliff Walk | Lacertis, Dilophosaur, Immusillus, Gourmands | |
30 | Ares | 29.45 | Charge/Howl | Hunters, Barons (IL will surge after initial wave of T1's) | |
35 | Kratos | 34.45 | Jump | Cursed, Livids, Scorpios, Barons and Gourmauds | |
Silvan | Jump | ||||
40 | Infernus | 39.45 | Creep | Gourmands, Livid and invisible units, (Wraiths, Krills, Stalker) | |
Wraithlord | Invisible/Charge Frenzy/33% Dodge chance for all invisible units on field | ||||
Grostesque | |||||
45 | Cacumen | 44.45 | Cliff Walk | Hunters, Yetis, Gourmands, Scorpios and Archviles. Variety of T1's (IL will exceed limit) | |
Darreus(3) | Cliff Walk | ||||
50 | Magnus | 49.55 (varies) | Cliff Walk/Stun Spit | Scorpios, Barons,ArchVile | |
AWER is a modified run that requires Weather, Banana, and Rifle modifiers to be voted on in it's majority. The game mode unlocks AW Variant for Rifle-men and the Emergency Response Variant for Medics. You have to be playing that specific MOS in to order unlock the variant specific to them.
Specter = VT
Jav = GR
PL = PL Auras (On med)
Ghost = AW Rifleman
Rifleman = Standard
(TBA)
People tend to fuck around with the SI's they choose for this run. The SI's you choose as base rifleman should enhance your damage output unless you are a support rifleman. Under no circumstances should a DPS oriented Rifleman choose a battle buddy. Only if you are a support rifleman.
Priority Build for DPS should always include putting points into Marksmanship. There is no point in having burst fire if you no skills in marksmanship. It is a waste of time. Focusing on your overall damage output should come first.
If you are a kiting rifle, put points into flares first than build based on what will improve your survivability. Ensure you pick SI's that assist in you in tanking mobs or outrunning them.
Recommended SI's for Rifleman that enhance damage output are as followed in an AW/ER
Medic's also play a crucial role in this run and what rankset you choose greatly enhances the survivability of the team, and provides vision for mobs that may cause your untimely end.
Recommended setup for Medics