The Thing that you shouldn't know about impossible bosses.

Share, discuss, and learn useful information for beating Impossible Bosses.
Noob
Posts: 12
Joined: February 18th, 2016, 7:43 am

The Thing that you shouldn't know about impossible bosses.

Postby Reservoir » June 17th, 2017, 9:25 am

I write about boss skill casting and their cooldown.
Normally all boss will cast their spell after 3 seconds pass. With 1.5 attack cooldown, it's about 2 attacks per spell's turn.
In 1 spell's turn, the boss can cast multiple spells but will never attack in between.
In 1 spell's turn, the boss will cast all pre-turn spell then 1 timing spell then all post-turn spell.
Pre-turn mean the boss will cast this spell before any other spell and usually will not disable other spells.
Post-turn mean the boss will cast this spell after any other non-pre-turn spell and usually will not disable other spells.
Timing spell will disable other spell but usually not disable post-turn spell. Timing spell will be cast as soon as possible but some spell has some requirement for it to be cast and only put on cooldown when cast(Gravelord never cast renewal when HP > 90%).
If there is no timing spell queueing for this turn boss will cast a random spell. Some random spell has their own cooldown too.
Boss will cast ability from top to bottom.
Weirdly enough that all the spell will have 1 turn less on their cooldown when the fight start.

Firelord

a. Random teleport every 3 spell's turn. It's a pre-turn spell.
1. Magma Burst every 6-8 turn.
2. Hellfire every 6-7 turn. It has 5-7 turn when starting.
3. ellios every 8-10 turn. It delays the next spell cast for 3 seconds.

Ancient

-. Flourish delay the next spell cast for 2 seconds.
a. Spirit Merge will cast every 0 turns. It's a pre-turn spell.
b. Turn Tree into Big Tree will cast every 12 turns. It's a pre-turn spell.
c. Summon Trees will cast every 3 turns, 2 turns on hard+ difficulty, 1 turn on hard+ difficulty and boss enter phase-2. Only cast if there are less than 16 trees in the arena.
1. Rejuvenate will cast every 9 turns, 13 turns on normal+ difficulty.
2. Omega Burst will cast every 7-9 turn. Start with 8 turns.
3. Spore Cloud will cast every 6 turns.
4. Ancient Blast will cast every 8-9 turn. Starting with 8 turns. Reduce 1 turn cooldown of Nature Grasp.
5. Root will cast every 8-9 turn. Start with 9. Reduce 3 turn cooldown of Nature Grasp.
a. Nature Grasp will cast every 2-4 turn, 1-2 turn on hard+ difficulty. Never cast after Spore Cloud, Omega Crush, Flourish, Wrath. It's a post-turn spell.
b. Spirit Cast will cast every 2 turns. It's a post-turn spell.

Vale
Vortex and Tornados share the same cooldown.

1. Vortex will cast every 12 turns, Normal 16, hard+ 11
a. Submerge will cast every 2-3 turn. Only cast when someone near him. It's a pre-turn spell
2. Deluge will cast every 8-9 turn. Starting with 7
3. Tidal Wave will cast every 21-22 turn. Starting with 22
4. Twister will cast every 14-16 turn. Starting with 15
5. Water Aspect will cast every 6-7 turn. Starting with 6.
6. Overflow will cast every 8-9 turn. Starting with 9.
a. Mana Orb will cast every 3 turns, Hard+ 2 turn. Never cast after Tidal Wave, Twister, Water Aspect, Overflow. It's post-turn spell.
b. Tornados will cast every 3 turns. It's post-turn spell.

Succubus
Demon Portal, Phase and Fire Dance share the same cooldown.
Demon call and Love Song share the same cooldown.

a. Set Imp on fire will never cast, normal 4 turns, Hard+ 2 turn. Only count cooldown when entering phase-3. Will only cast if there is a lot of imp on the field, else put this spell on cooldown. It's pre-turn spell.
b. Demon Portal will cast every 2-3 turn, there is 20% chance to be 1 turn. Starting with 2. It's a pre-turn spell.
c. Swap Charmed Demon weapon every 3 turns. It's pre-turn spell.
1. Demon Call will cast every 7 turns, Normal+ 6 turn. Starting with 6 turns. Never cast when a lot of imps on the arena.
d. Spawn Heart will cast every 3 turns. will not count cooldown if demon call is cast. It's a pre-turn spell.
2. Love Song will cast every 7 turns. Only cast when someone is entranced.
3. Bewitch will cast every 11-13 turn. Starting with 12 turns.
a. Imp Leader will never cast, normal 6 turns, hard+ 4 turns. It's post-turn spell.
b. Imps will cast every 2 turns. If Imp Leader alive or phase-4 will cast every 0 turns. It's post-turn spell.
c. Entrance will cast every 5-7 turn. Starting with 6. It's post-turn spell.
d. Fire Dance will cast every 1-2 turn. Starting with 2. It's post-turn spell.
e. Phase will never cast, Normal+ 4 turn. It's post-turn spell.

Gravelord

-. Rend set the next spell cooldown to 1 second.
-. Vanquish will use Nether Warp regardless of its cooldown and put it on cooldown.
1. Gravelings will cast every 7-8 turn. Starting with 8.
2. Renewal will cast every 7-8 turn. Starting with 7.
3. Exile will cast every 8-10 turn. Starting with 9.
4. Pestilence will cast every 8-9 turn. Starting with 8.
a. Minor Gravelings will cast every 3 turns. It's post-turn spell.
b. Nether Warp will cast every 2 turns, Phase-3 3 turn.
c. Chain will cast every 4 turns, Normal+ 3 turn.

Spiral King

1. Star Crush will cast every 7 turns.
2. Anomally will cast every 8-9 turn. Starting with 9. Only cast if no black hole.
3. Spiral Nova will cast every 5-6 turn. Starting with 6.
4. Gravity Flux will cast every 11-12 turn. Starting with 11. Will not cast if Super Nova is present.
a. Super Nova will cast every 4 turns, Hard+ 3 turn. If it's active delay this cooldown for 10 turns. It's post-turn spell.

Dream
All Nightmare share the same cooldown. Final Nightmare will put this spell on cooldown and reduce the cooldown by 3.
In a nightmare, the cooldown still continues.
This boss is weird it can cast somethings like this in 1 turn. Terror Fiend => Eternal Rest => Panic => Mindrot. That 4 spell that will cause the boss to stop in 1 turn.

1. 3+ people Nightmare will cast every 3 turns.
2. 2+ people Nightmare will cast every 3 turns. Only cast if 3 people alive.
3. 1+ people Nightmare will cast every 5 turns.
4. Rest will cast every 0 turns.
a. Terror Fiend will cast every 6 turns. It's pre-turn spell.
b. Fiend will cast every 5 turns. Didn't disable other skill. It's pre-turn spell. Never cast after Terror Fiend.
5. Eternal Rest will cast every 12 turns. Disable random spell but didn't disable timing spell.
6. Panic will cast every 3-4 turn. Starting with 4. It's pre-turn spell.
7. Mindrot will cast every 5-7 turn. Starting with 6.
8. Horrify will cast every 6-8 turn. Starting with 7.

Phantom
Phantom's Soul Ritual and Dragon's Soul Ritual share the same cooldown.
Phantom's SoulStone and Dragon's SoulStone share the same cooldown.
Phantom's Ether and Dragon's Stone Guard share the same cooldown.
Phantom's Ether Bind and Dragon's Ether Bind share the same cooldown.
Phantom's Pera and Dragon's Havoc share the same cooldown.

1. Soul Ritual will cast every 17-19 turn. Starting with 18 turns. Reset this spell cooldown if countered.(Counter for what?)
2. Ether will cast every 6-7 turn. Starting with 7 turns.
3. Wake will cast every 1-2 turn. Starting with 2 turns.
4. Ether Bind will cast every 5 turns.
5. Pera will cast every 4 turns.
a. Ring Formation SoulStoneV will cast every 12-14 turn. Starting with 13. This spell casting text is the same as SoulStoneV. Put SoulStone and SoulStoneV on cooldown. It's post-turn spell.
b. SoulStoneV will cast every 5-6 turn. Starting with 5 turns. Reduce next spell cooldown by 2 seconds. It's post-turn spell.
c. SoulStone will cast every 2 turns. Only cast after a random spell. It's post-turn spell.

Dragon
Ruin have higher priority than havoc. So havoc didn't cast every 3 spell cast like you think.

1. Ruin will cast every 4 turns. Only cast on phase-5.
2. Havoc will cast every 3 turns.
3. Stone Guard will cast every 3 turns. If countered set the cooldown to 6 turns.
4. Soul Ritual will cast every 7-8 turn. Starting with 8 turns.
5. Ether Bind will cast every 11-12 turn. Starting with 11 turns.
a. SoulStone will cast every 2 turns. It's post-turn spell.

Advertisement

 

Semi-Noob
Posts: 28
Joined: March 3rd, 2017, 1:45 pm

Re: The Thing that you shouldn't know about impossible bosse

Postby Dugong » June 19th, 2017, 5:51 am

I'm pretty wow-ed, yo.

That's some serious dedication to IB and a lot of theory behind the practice.

Thank you very much :D

Noob
Posts: 12
Joined: February 18th, 2016, 7:43 am

Update some information that you shouldn't know

Postby Reservoir » July 24th, 2017, 5:15 am

This is from what I observe may not accurate so don't blame me if you die because of your prediction wrong.
Ice Queen
1. Hidden Frost every 12 turns. 7 turns on normal+. Only cast when there are 12 or more ices on the field.
2. Shatter every 6 turns. only cast when there are 16 or more ices on the field. ignore cooldown if there are 32 or more ices on the field.
3. Cold Sap every 5-7 turns.
4. Blizzard Nova every 7 turns.
5. Blizzard every 5 turns. Only cast after phase-1.

Noob
Posts: 12
Joined: February 18th, 2016, 7:43 am

More update about Ice Queen.

Postby Reservoir » July 24th, 2017, 5:34 am

a. Summon Ice Troll every 4 turns. On normal+, use every 3 turns. Will summon 2 trolls if on hard+ difficulty and the boss' hp lower than 50%. It's a post-turn spell.

Noob
Posts: 7
Joined: June 5th, 2019, 12:30 pm
Location: USA

The Thing that you shouldnt know about impossible bosses

Postby EddieSCig » June 7th, 2019, 12:49 am

Another thing to keep in mind is that in most scenarios the bull will attempt to come in down wind of you... Even if you set up on him with the wind in your face

Return to Strategy

Who is online

Users browsing this forum: No registered users and 1 guest