Boss Behaviour
(Set 1, Attack 1) | Raphael exalts his sword, dashes toward the targeted player, and strikes his blade into the floor, which summons twelve lines of flames in all directions, dealing heavy damage on contact.
(Set 1, Attack 2) | Raphael ascends into the sky, marks a player, and launches two meteors that create small flame circles on impact. He then dives toward the marked player, summoning eight lines of flames in all directions that deal heavy damage on contact.
(Set 1, Attack 3) | Raphael jumps back and summons a line of flames forward, dealing heavy damage on contact.
(Set 1, Attack 4) | Raphael dashes toward a player and swings his sword, dealing damage before dashing backwards again.
(Set 2, Attack 1) | Raphael summons slow-rotating laser beams around the arena that damage and stun players on contact. He also scatters mines across the arena floor that explode and deal damage.
(Set 2, Attack 2) | Raphael drives crimson swords into the floor, dividing the arena into multiple sections with barriers of black blocks. Random sections will contain crimson swords that land from the sky which deal AoE damage to any players who stand in them. Raphael then rolls twice toward the player, summoning projectiles that accelerate as he rolls. After the rolls, the lines dividing the arena disappear and the pattern repeats three times.
(Set 3, Attack 1) | Raphael marks a player, leaps into the air, and dives down on the target. Each time Raphael hits the ground, he summons five waves of mines in all directions. He repeats this three times.
(Set 3, Attack 2) | Raphael dashes ahead of the player and upon landing, releases eight lines of flames in all directions. He repeats this four times.
(Set 3, Attack 3) | Raphael targets a player while placing four tridents around him. After a brief delay, both the tridents and Raphael fire alternating waves of projectiles in four directions, which switch from cardinal to diagonal every shot. Raphael then repeats the pattern with another set of four tridents, firing three alternating waves of projectiles this time.
100% to 75% (Phase 1) | Raphael cycles through his Set 1 attacks in order to damage the player.
75% (Phase 2: Memorise) | Raphael becomes invulnerable and teleports all players to the center. Abilities are disabled as a six-block zone is created. Portals appear behind the zone indicator and summon beams across the zone three times. Players must memorise and avoid the beams, or they will take damage. This repeats three times.
75% to 50% (Phase 3) | Raphael cycles through his Set 2 attacks in order to damage the player.
50% (Phase 4: Bell) | Raphael becomes invulnerable and transports all players to a dome arena. After a short delay, he fires six constant rotating streams of projectiles and releases eighteen bouncing boxes four times, each being fired as a bell rings. After the attack ends, players are returned to the main arena.
50% to 15% (Phase 5) | Raphael cycles through his Set 3 attacks in order to damage the player.
15% to 0% (Phase 6: Desperation) | Raphael becomes invulnerable and teleports players to the the centre. He slowly drains health over time, meaning players do not need to damage him. Waves of black rings move inward, requiring players to jump over them to avoid damage. An invulnerable entity with eyes spawns every few seconds and explodes after a delay, dealing damage. Clusters of soul flames also appear, firing six projectiles in all directions before disappearing. This phase continues until Raphael dies.