* 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. Regular elemental combo logic does not apply with these 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.
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 otherand 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).
* '''Burning Eyebeams. <span style="color:#ff4d02">(Orange Laser)</span>''' - Inflicts a burn debuff that makes the affected hero take 5 1 damage ticks for tick per second over the course of 5 seconds. The duration of the effect will can be overlapped 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 1 damage ticks for tick per second over the course of 5 seconds. The duration of the effect will can be overlapped 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.
* '''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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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 otherand 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 5 1 damage ticks for tick per second over the course of 5 seconds. The duration of the effect will can be overlapped 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 1 damage ticks for tick per second over the course of 5 seconds. The duration of the effect will can be overlapped 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.