Boss Modifiers: Big, Strong, & Slow
 
 
 
In a mission against a Massive Health Booster boss.

Every time one of my teams goes up to a boss in a team mission, or in a Dynacamp, one of the biggest questions is: what type of damage does this boss do? This question is frequently a make or break question: a projectile damage boss is far easier to deal with than a radiation damage boss, and a "big, strong, and slow" boss is no comparison to a critical hit boss.

Surprisingly, many people don't know that it is the color of the bosses Aura that dictates the type of boss. Know the Aura, and you know the meaning, plain and simple. This little guide contains a list of all known boss damage modifiers, the aura color, and what it means in battle.

Bosses are meant to be a challenge, but their sheer importance in the Rubi-Kan economy and in character development makes an unfinished boss a massive disappointment. Hopefully, knowing what those Auras mean will help make it easier.

 
 

 
   01 - 02 - 03 - 04 - 05 - 06 - 07 - 08 - 09 - 10 - 11 - 12  
125 - 5,000,000 80
Undetermined Yellow Aura

Yellow glow

1 - 400
Damage
Modifier
Agg/Def
Modifier
Initiative
Debuff
RunSpeed
Debuff
NanoInit
Debuff
Taunt
Modifier
 
 

  Variable by profession Variable          
Melee Damagex1

OR

Projectile Damagex1            
 
 

  Calms Charms Snares Roots Soothes Blindness  

Calms
100%
 

Charms
100%
Snares
0%
Roots
0%
Soothes
0%
Blindness
0%
Divest & Plunder Debuff (NanoSkills) Debuff (Offensive) Debuff (Initiative) Fears  
Divests & Plunders
0%
NanoSkill Debuffs
0%
Offensive Debuffs
0%
Initiative Debuffs
0%
Fears
95%