Difference between revisions of "Genie King"

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* The Genie King is a stationary boss, meaning that he can only be fought in one or several specific areas in the map. In this boss fight's case, the Genie King has a specific starting spot and will later teleports to either one of 5 other spots whenever a health breakpoint is reached.
 
* The Genie King is a stationary boss, meaning that he can only be fought in one or several specific areas in the map. In this boss fight's case, the Genie King has a specific starting spot and will later teleports to either one of 5 other spots whenever a health breakpoint is reached.
 
* The Genie King boss fight cycles through two types of phases - a damage phase and immunity phase. Every time a quarter of the boss' max HP is lowered, a health breakpoint has been reached and the Genie King will teleport on another spot, entering his immunity phase (indicated with a bubble shield). Multiple Wind Lords ''(see below)'' will spawn around the map to sustain the Genie King's immunity, they will need to be defeated for the boss to re-enter the damage phase. Once another quarter of HP has been taken away, the process begins again.  
 
* The Genie King boss fight cycles through two types of phases - a damage phase and immunity phase. Every time a quarter of the boss' max HP is lowered, a health breakpoint has been reached and the Genie King will teleport on another spot, entering his immunity phase (indicated with a bubble shield). Multiple Wind Lords ''(see below)'' will spawn around the map to sustain the Genie King's immunity, they will need to be defeated for the boss to re-enter the damage phase. Once another quarter of HP has been taken away, the process begins again.  
* The Genie King's attack pattern generally revolves around spitting his elemental projectiles twice before and after firing his eyebeams. If any heroes are too close to the boss, the Genie King will use his close combat attacks. Regular elemental combo logic does not apply with these attacks.
+
* The Genie King's attack pattern generally revolves around spitting his elemental projectiles twice before and after firing his eyebeams. If any heroes are too close to the boss, the Genie King will use his close combat attacks.
 
* The Genie King is untargetable by defenses and immune to defense damage/crowd control effects. The boss also has no damage reduction resistance.
 
* The Genie King is untargetable by defenses and immune to defense damage/crowd control effects. The boss also has no damage reduction resistance.
 
* The Genie King does not have the ability to damage any core or defenses.
 
* The Genie King does not have the ability to damage any core or defenses.
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One of the Genie King main means of attack, these eyebeams has map-wide targeting coverage along with aimbot-level of tracking targeted players when they're within the boss' line-of-sight.  The eyebeams are able to pierce through Reflect Beams but can be blocked by terrain. Each eyebeam attack last for 5 seconds <br/>
 
One of the Genie King main means of attack, these eyebeams has map-wide targeting coverage along with aimbot-level of tracking targeted players when they're within the boss' line-of-sight.  The eyebeams are able to pierce through Reflect Beams but can be blocked by terrain. Each eyebeam attack last for 5 seconds <br/>
  
There are 5 types of eyebeams, each inflicting a crippling debuff. Most of the time the Genie King will utilize two types of eyebeams at the same time (one from each eye) - if there's only one player both eyebeams will be focused on the direction of that player and if there's two players or more, the eyebeam will be fired in two different directions dependent on the location of both targeted players. Note that the different debuffs' crippling effects (excluding duration) are able to be stacked with each other.
+
There are 5 types of eyebeams, each inflicting a crippling debuff. Most of the time the Genie King will utilize two types of eyebeams at the same time (one from each eye) - if there's only one player both eyebeams will be focused on the direction of that player and if there's two players or more, the eyebeam will be fired in two different directions dependent on the location of both targeted players. Note that the different debuffs' crippling effects (excluding duration) are able to be stacked with each other and conventional elemental combo logic does not apply with these attacks.
  
 
* '''Sundering Eyebeams. <span style="color:#fc0fc0">(Pink Laser)</span>''' - Inflicts a debuff that makes the affected hero take more damage. The debuff last for about 2 second but can be continuously overlapped if the hero is still being struck by the laser. In addition to the that, the effect of the debuff will increasingly ramp up as long as the hero is still being continuously struck by the laser (even more so if there's two sundering beams).  
 
* '''Sundering Eyebeams. <span style="color:#fc0fc0">(Pink Laser)</span>''' - Inflicts a debuff that makes the affected hero take more damage. The debuff last for about 2 second but can be continuously overlapped if the hero is still being struck by the laser. In addition to the that, the effect of the debuff will increasingly ramp up as long as the hero is still being continuously struck by the laser (even more so if there's two sundering beams).  
  
* '''Burning Eyebeams. <span style="color:#ff4d02">(Orange Laser)</span>''' - Inflicts a burn debuff that makes the affected hero take 5 damage ticks for 5 seconds. The duration of the effect will be overlapped if the hero is still being hit by the beam or a Burning Spit.   
+
* '''Burning Eyebeams. <span style="color:#ff4d02">(Orange Laser)</span>''' - Inflicts a burn debuff that makes the affected hero take 1 damage tick per second over the course of 5 seconds. The duration of the effect can be extended if the hero is still being hit by the beam or a Burning Spit.   
* '''Poisoning Eyebeams. <span style="color:#4cbb17">(Green Laser)</span>''' - Inflicts a poisoned debuff makes the affected hero take 5 damage ticks for 5 seconds. The duration of the effect will be overlapped if the hero is still being hit by the beam or a Poisoning Spit.  
+
* '''Poisoning Eyebeams. <span style="color:#4cbb17">(Green Laser)</span>''' - Inflicts a poisoned debuff makes the affected hero take 1 damage tick per second over the course of 5 seconds. The duration of the effect can be extended if the hero is still being hit by the beam or a Poisoning Spit.  
 
* '''Slowing Eyebeams. <span style="color:#04bade">(Blue Laser)</span>''' - Inflicts a debuffs that slows the affected hero's movement speed for a few seconds.
 
* '''Slowing Eyebeams. <span style="color:#04bade">(Blue Laser)</span>''' - Inflicts a debuffs that slows the affected hero's movement speed for a few seconds.
 
* '''Electrocuting Eyebeams. <span style="color:#d0efff">(Light Blue Laser)</span>''' - Has a chance to electrocute a hero for about 2 seconds.
 
* '''Electrocuting Eyebeams. <span style="color:#d0efff">(Light Blue Laser)</span>''' - Has a chance to electrocute a hero for about 2 seconds.
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|colspan="3"|'''Disclaimer: to reduce the memory of these gifs, the duration of the eyebeam attacks has been drastically cut.'''
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|colspan="3"|'''Disclaimer: to reduce the memory of these gifs, the duration of the eyebeam attacks presented here has been drastically cut.'''
 
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Another of the Genie King's main means of attack. These elemental spits will try to home on to targeted heroes to the point of being capable of outright changing direction to reach the target. The number of spits fired by the boss is dependent on how many players are present in the map. These projectiles are able to be reflected by Reflect Beams and can also be blocked by terrain.   
 
Another of the Genie King's main means of attack. These elemental spits will try to home on to targeted heroes to the point of being capable of outright changing direction to reach the target. The number of spits fired by the boss is dependent on how many players are present in the map. These projectiles are able to be reflected by Reflect Beams and can also be blocked by terrain.   
  
Like eyebeams, there are 5 types of elemental spits, each having the ability to inflict a crippling debuff. Note that the different debuffs' crippling effects (excluding duration) are able to be stacked with each other.
+
Like eyebeams, there are 5 types of elemental spits, each having the ability to inflict a crippling debuff. Note that the different debuffs' crippling effects (excluding duration) are able to be stacked with each other and conventional elemental combo logic does not apply with these attacks.
  
 
* '''Stunning Spit''' - An earth projectile that stuns a hero for 2 seconds.
 
* '''Stunning Spit''' - An earth projectile that stuns a hero for 2 seconds.
* '''Burning Spit''' - A fire projectile that inflicts a burn debuff that makes the affected hero take 5 damage ticks for 5 seconds. The duration of the effect will be overlapped if the hero is hit by another burning spit or a Burning Eyebeam.
+
* '''Burning Spit''' - A fire projectile that inflicts a burn debuff that makes the affected hero take 1 damage tick per second over the course of 5 seconds. The duration of the effect can be extended if the hero is hit by another burning spit or a Burning Eyebeam.
* '''Poisoning Spit''' - A poison projectile that inflicts a poisoned debuff that makes the affected hero take 5 damage ticks for 5 seconds. The duration of the effect will be overlapped if the hero is hit by another poisoning spit or a Poisoning Eyebeam.
+
* '''Poisoning Spit''' - A poison projectile that inflicts a poisoned debuff that makes the affected hero take 1 damage tick per second over the course of 5 seconds. The duration of the effect can be extended if the hero is hit by another poisoning spit or a Poisoning Eyebeam.
 
* '''Freezing Spit''' - An icy projectile that freezes a hero for 2 seconds.
 
* '''Freezing Spit''' - An icy projectile that freezes a hero for 2 seconds.
 
* '''Electrocuting Spit''' - An electrical projectile that electrocutes a hero for 2 seconds.
 
* '''Electrocuting Spit''' - An electrical projectile that electrocutes a hero for 2 seconds.

Revision as of 00:48, 11 March 2024

Genie King
Genie King.png
Information
Enemy Types Boss
Lane Type Stationary
Appearances Tornado Highlands Map Banner.png

Tornado Highlands Expeditions 6th wave

Schedule Icon Icon GenieKing.png

An supernatural creature able to manipulate the elements, the Genie King is a boss only encountered in Tornado Highlands within Expeditions gamemode.

Credits to this image from the Protobot Database for a good amount of info that this article uses.

Behavior and Mechanics

  • The Genie King is a stationary boss, meaning that he can only be fought in one or several specific areas in the map. In this boss fight's case, the Genie King has a specific starting spot and will later teleports to either one of 5 other spots whenever a health breakpoint is reached.
  • The Genie King boss fight cycles through two types of phases - a damage phase and immunity phase. Every time a quarter of the boss' max HP is lowered, a health breakpoint has been reached and the Genie King will teleport on another spot, entering his immunity phase (indicated with a bubble shield). Multiple Wind Lords (see below) will spawn around the map to sustain the Genie King's immunity, they will need to be defeated for the boss to re-enter the damage phase. Once another quarter of HP has been taken away, the process begins again.
  • The Genie King's attack pattern generally revolves around spitting his elemental projectiles twice before and after firing his eyebeams. If any heroes are too close to the boss, the Genie King will use his close combat attacks.
  • The Genie King is untargetable by defenses and immune to defense damage/crowd control effects. The boss also has no damage reduction resistance.
  • The Genie King does not have the ability to damage any core or defenses.
Wind Lords

Wind Lords are a variant of Windshaper that acts as minions to the Genie King during his immunity phase.

  • They are completely stationary at various specific spots in the map acting as conduits to sustain the boss' immunity shield.
  • Visually, Wind Lords are identical to Cyclone Shapers/Tornado Forgers with the exception of being smaller in size. However, they are still bigger than regular windshapers.
  • Wind Lords have a much faster tornado casting rate than all the other types of Windshapers.
  • They are immune to defense damage and crowd control effects.
  • The number of Wind Lords spawned in each immunity phase will depend on how many players are present in the map. 3 Wind Lords with a single player, 5 Wind Lords with two players, 7 Wind Lords with three players and ??? Wind Lord with all four players.


Close-combat Attacks

The Genie King has two types of close combat attack should a hero ends up too close to him - a higher-damage bite attack that deals a slight knockback and two variants of lower-damage tongue sweeps attacks that has the capability of knocking heroes far off the map.

Genie King Bite Attack.gif
Bite attack.

Genie King 1st Tongue Attack.gif
Tongue Sweep (First variant).

Genie King 2nd Tongue Attack.gif
Tongue Sweep (Second variant).

Eyebeams

One of the Genie King main means of attack, these eyebeams has map-wide targeting coverage along with aimbot-level of tracking targeted players when they're within the boss' line-of-sight. The eyebeams are able to pierce through Reflect Beams but can be blocked by terrain. Each eyebeam attack last for 5 seconds

There are 5 types of eyebeams, each inflicting a crippling debuff. Most of the time the Genie King will utilize two types of eyebeams at the same time (one from each eye) - if there's only one player both eyebeams will be focused on the direction of that player and if there's two players or more, the eyebeam will be fired in two different directions dependent on the location of both targeted players. Note that the different debuffs' crippling effects (excluding duration) are able to be stacked with each other and conventional elemental combo logic does not apply with these attacks.

  • Sundering Eyebeams. (Pink Laser) - Inflicts a debuff that makes the affected hero take more damage. The debuff last for about 2 second but can be continuously overlapped if the hero is still being struck by the laser. In addition to the that, the effect of the debuff will increasingly ramp up as long as the hero is still being continuously struck by the laser (even more so if there's two sundering beams).
  • Burning Eyebeams. (Orange Laser) - Inflicts a burn debuff that makes the affected hero take 1 damage tick per second over the course of 5 seconds. The duration of the effect can be extended if the hero is still being hit by the beam or a Burning Spit.
  • Poisoning Eyebeams. (Green Laser) - Inflicts a poisoned debuff makes the affected hero take 1 damage tick per second over the course of 5 seconds. The duration of the effect can be extended if the hero is still being hit by the beam or a Poisoning Spit.
  • Slowing Eyebeams. (Blue Laser) - Inflicts a debuffs that slows the affected hero's movement speed for a few seconds.
  • Electrocuting Eyebeams. (Light Blue Laser) - Has a chance to electrocute a hero for about 2 seconds.


Disclaimer: to reduce the memory of these gifs, the duration of the eyebeam attacks presented here has been drastically cut.

Genie King Pink Eyebeam.gif
Sundering Eyebeams. (Pink Laser)

Genie King Fire Eyebeam.gif
Burning Eyebeams. (Orange Laser)

Genie King Poisonous Eyebeam.gif
Poisoning Eyebeams. (Green Laser)

Genie King Water Eyebeam.gif
Slowing Eyebeams. (Blue Laser)

Genie King Electric Eyebeam.gif
Electrocuting Eyebeams. (Light Blue Laser)

Spit Projectiles

Another of the Genie King's main means of attack. These elemental spits will try to home on to targeted heroes to the point of being capable of outright changing direction to reach the target. The number of spits fired by the boss is dependent on how many players are present in the map. These projectiles are able to be reflected by Reflect Beams and can also be blocked by terrain.

Like eyebeams, there are 5 types of elemental spits, each having the ability to inflict a crippling debuff. Note that the different debuffs' crippling effects (excluding duration) are able to be stacked with each other and conventional elemental combo logic does not apply with these attacks.

  • Stunning Spit - An earth projectile that stuns a hero for 2 seconds.
  • Burning Spit - A fire projectile that inflicts a burn debuff that makes the affected hero take 1 damage tick per second over the course of 5 seconds. The duration of the effect can be extended if the hero is hit by another burning spit or a Burning Eyebeam.
  • Poisoning Spit - A poison projectile that inflicts a poisoned debuff that makes the affected hero take 1 damage tick per second over the course of 5 seconds. The duration of the effect can be extended if the hero is hit by another poisoning spit or a Poisoning Eyebeam.
  • Freezing Spit - An icy projectile that freezes a hero for 2 seconds.
  • Electrocuting Spit - An electrical projectile that electrocutes a hero for 2 seconds.

Genie King Earth Spit.gif
Stunning Spit.

Genie King Fire Spit.gif
Burning Spit

Genie King Poisonous Spit.gif
Poisoning Spit.

Genie King Freezing Spit.gif
Freezing Spit.

Genie King Electric Spit.gif
Electrocuting Spit.

Strategy

History