Vs. Bosses is a fundamentally large game-mode, meaning it has it's own page.
While other gamemodes are largely similar to the main game, Vs. Bosses is so largely unique that I've given it it's own page to detail it's many changes.
Note that Vs. Bosses specific weapon balances will be clarified on their respective class's page. The weapon ban list will reflect weapon rebalances made here.
Global Boss Mechanics
All bosses now have a loadout of weaponry to complement their melee weapon
All bosses gain a new secondary ability that has a cooldown between use, activated by pressing R with their melee weapon equipped
All bosses have reduced melee damage
Boss Scare no longer reduces movement speed for the duration of it's effect
Boss spawning changed - Up to 3 bosses spawn at once
Boss count no longer randomized, instead STRICTLY based on server size
Boss melee damage is based on boss-countÂ
Weighdown - Now an ability activated by crouching and looking down. Has a 25 second cooldown and disables all knockback for 5 seconds
Fastfall now creates a stomping effect when the boss lands, damaging nearby enemies but putting the boss into an animation briefly. This ability has a 15 second cooldown.
Bosses are no longer pre-determined; the player's Boss is determined by their Class, with the exception of maps that force special bosses (such as the Retro maps, Lakeside, and Pirate Bay). Classes with no associated Boss will be chosen at random.
Main Boss
The first boss selected in a given round is the Main Boss!
Main Bosses have more health and their secondary bosses have less health
Main Bosses have a secondary Rage ability, which is usually a mechanic that summons dead players for the Boss's team, although may be different
Main Bosses have a glowing right hand to make them more visually distinct
The music in a given round is determined by the Main Boss
Associated class: Brute
Will rank up worn Strange Miniguns, Shotguns, and Fists
Joseph Fitten
Health: 1x
Speed: 1x
Fist: Deals 45 base damage. Increases by 20 for each ally Boss and by 20 if the Main Boss.
Minigun: Has 100 reserve ammo. Refilled on Rage, no other changes.
Shotgun: Has 6 reserve ammo. Refilled on Rage, -25% damage penalty.
Ability: Shout out loud, putting you into an animation with 75% damage resistance and backstab/Market Garden immunity. When the yell is over, all ally Bosses in a nearby radius and yourself gain 15 seconds of 33% damage resistance. 45s cooldown.
Rage: Refill your weapon ammo and scare all nearby players for up to 8 seconds.
Main Boss Ability: Summon up to 6 Purple Team members! Purple Team members are chosen from dead players and use their class. Purple Team players use their class's stock weapons, have a 50% damage resistance, can take health and ammo packs, and have a global 25% damage penalty. Will not summon more than half of the current dead players.
Purple Doctors have -75% healing on their Medigun, no SuperCharges and can only heal other Team members, and not bosses.
Purple Mechanics cannot upgrade their Sentry Gun past level 1 without the help of Mad Mechanic. Dispensers can only give health to other Team members, but can provide reserve ammo to bosses, albeit at a 90% reduced rate.
Purple "Light Classes" (Flanker, Mechanic, Agent, Marksman) have only a 15% damage resistance.
Associated class: Brute
Will rank up worn Strange Miniguns, Shotguns, and Fists
Bloxy Boy
Health: 0.75x
Speed: 1.25x
Super-Jump is replaced with a Triple Jump that does not inflict self-damage.
Sandman: Deals 20 damage. Increases by 5 for each other boss, and by 10 if the Main Boss. Has a Baseball, which inflicts slow on hit and highlights the enemy in the same way as the Cold Shoulder.
Baseball Launcher: Fires 1 baseball every 0.7 seconds that does 75 base damage and reverse damage fall-off. Has 20 ammo with no reserve. Ball does not slow or flinch players. Moonshots will crit.
Batarang: Works identically to the default, except it recharges 33% slower and only crits targets who are affected by the Sandman's slow.
Ability: Chug some Bloxy Cola, driving you BONKers! While active, you move a whopping 33% faster and deal an impressive 30 additional damage with your melee! However, you are locked into your melee and have a 25% damage vulnerability while active. 80s cooldown.
Rage: Refill your weapon ammo and gain 20 stored Baseballs for your Sandman! Gives you SuperCharge for 6 seconds.
Main Boss Ability: Summon up to 4 Sidekicks! Sidekicks are Flankers wielding a Sandman (which only does 25 damage regardless of boss count) and a Soda Popper with a 33% damage penalty and have 300 health each with 33% damage resistance. Will not summon more than 25% of the current dead players.