(Cherubim) Boss Behaviour
(Set 1, Attack 1: Lion 1) | Cherubim summons a zone indicator around him, pulls all players toward himself and begins spinning, either clockwise or counterclockwise. Three swords spawn small squares that players must maneuver around to avoid damage. Cherubim also releases a shockwave that players must jump over to avoid damage; a sound cue signals when to jump.
(Set 1, Attack 2: Ox 1) | Cherubim teleports to a corner and pulls all players to the corner furthest to him. Then he summons two fire walls so and a red beam behind the players so players are forced to run towards Cherubim. Cherubim also unleashes golden feathers from himself and blue fireballs from the sides of the arena. Periodically, a smaller blue beam comes from behind Cherubim to sweep the arena that players must dodge by crouching or jumping; a high-pitched noise cues the player to crouch, while a low-pitched noise cues the player to jump, or they can just check the height of the beam themselves. Three sets of beams from behind the player close in quickly killing anything it touches.
(Set 1, Attack 3: Eagle 1) | Cherubim targets a player then dashes at them and stopping when he hits a wall, leaving a trail of fire in his path. Upon making contact with a wall, five bursts of blue fireballs in all directions from the point of impact. After completing four dashes, Cherubim teleports to a targeted player and charges up a blast before releasing it, after which the sequence repeats once more.
(Set 2, Attack 1: Lion 2) | Cherubim teleports to the centre, summons a zone indicator around him and pulls all players toward himself, then starts spinning while moving in a random direction, firing shots both from himself and along the direction of travel. Orange squares rotate around Cherubim, which players must weave in and out of to avoid damage.
(Set 2, Attack 2: Ox 2) | Cherubim leaps into the air and slams down his hammer, causing tremors that pulse outward from the point of impact. He then fires shots in a circle around himself, along with a blue shot aimed at the aggro'd player. This sequence occurs twice.
(Set 2, Attack 3: Eagle 2) | Cherubim slams down his hammer, releasing a shockwave that players can jump over to avoid damage, while shots are fired in an alternating clock-like pattern. Hammers fall from the sky and, on impact, spawn five small blue fireballs. After a short duration, Cherubim flies above the arena, targets a player and after a while dives into them dealing high damage.
100% (Phase 1) | Cherubim spawns two virtues then begins teleporting to one of four cardinal directions. After teleporting, Cherubim shoots a burst of blue fireballs from himself in a spiral pattern, these fireballs return back to Cherubim after a while. Cherubim also begins charging an explosion that goes off when he teleports away. The virtues target the player closest to Cherubim with their virtue beams. When they shoot a beam, a burst of star projectiles come out from the virtue and the beam position. Dragging the virtue beams on Cherubim will cause his shield to weaken after the third (3rd) hit.
100% to 60% (Phase 2) | Cherubim selects an attack at random from the Set 1 attack pool and repeats this process until his health reaches 60%.
60% (Phase 3: Cherubic Dimension) | Cherubim pulls all players into the Cherubic Dimension, a dark area, where players must move in and out of the light squares to avoid damage. Daggers are fired outward from the center of the blackhole throughout the phase.
60% to 20% (Phase 4) | Cherubim selects an attack at random from the Set 2 attack pool and repeats this process until his health reaches 20%.
20% to 0% (Phase 5: Final Verses) | Cherubim crashes to a wall, completely exploding it, then emerges as a giant from inside the crater. He then traps all players within a ring of fire created by three spinning orbs that gradually shrinks over time. Book traps appear on the floor and deal damage on contact, requiring players to dodge them alongside blue shots fired from the spinning orbs. Cherubim targets the players with a small explosion that goes off quickly. Players must also jump and crouch to dodge beams originating from the front of the dungeon; unlike in earlier phases, no sound cues are given for these beams. However, this attack is synced with the music meaning having music turned on might help you identify the attacks. The small explosions fire at every second beat and a beam comes every fourth beat.