# SECRET SUPERBOSS

## [Erebus, the First Fracture]


incredibly outdated concept in some parts indicated
90% of the concept written here changed mid-development


*Name “Erebus” is obfuscated in-game.*

**Base mob:** Heavily scaled up, invisible, silent Vex with Weakness 255.
**Appearance:** Big black orb (size refers to particle orb, not the Vex model).
**HP:** 800
**Status effects:** None

---

## Passive Mechanics

### Spawn Animation – Thirteenth Hour (UNFINISHED)

* Speeds up world time until **Midnight**.
* Freezes time at Midnight until Erebus is defeated.
* `gamerule mobspawning` is false until the boss is defeated.
* Erebus spawns after the time stops.

### Constant Terrain Deletion Upon Spawning and During its Lifespan (UNFINISHED)

* Deletes nearby blocks **except barrier blocks / operator blocks**.
* Blocks are straight up **removed**, not destroyed (no break sound).

### Voidstride (KEPT)

* After every attack, Erebus teleports **within 15 blocks** of the target randomly.
* Teleports anywhere, including mid-air or underground (ignores terrain).

---

## Phase Transition – Rupture (SCRAPPED)

* Triggered at **30% HP (240 HP remaining)**.
* Immediately turns invincible and cannot be hit (Invulnerable) during the entirety of the Phase Transition.
* Erebus briefly ascends to the sky, then **plummets below the dimension floor**.
* During descent... after a brief momentd Erebus then disappears to make it look like Erebus went to the void. 
* Immune to damage from the 'true void' if Erebus ever descends too low.
* From the void, **shards spawn randomly every 0.2s**, targeting nearby entities.
* Every **5 seconds**, a **pillar of darkness** appears at each target:
	* Deals 0.5 void damage per tick on touch.
	* Despawns after 4 seconds.
* **Shard barrage duration:** 12 seconds.
* After 12s, Erebus ascends near the target randomly and pauses, applying Darkness 1 for 1 second before **entering Phase 2**.
* Gains permanent Resistance 2 during Phase 2.

---

## Attacks

*All attacks ignore Creative and Spectator mode players.*

### 1. Singularity (SLIGHTLY CHANGED)

* **Windup:** 3 seconds (frozen, vulnerable).
* Erebus freezes in place. **Radius grows from 1x1 → 20x20**.
* Deletes blocks in radius **except barrier blocks / operator blocks**.
* Deals **500 void damage** within the area.
* After peak, shrinks back to normal particle size while still damaging until fully shrunk.

---

### 2. Shardstorm

**First Part:** (CHANGED)

* **Windup:** 2 seconds (frozen).
* Sends **shards every 0.5s for 7 seconds** toward the target; shards deal 6 void damage.
* Shards despawn after a fixed lifetime.
* Erebus shrinks slightly per shard; moves **fast, snappy**, semi-circle around the target (~12 blocks distance).
* Movement pattern: right → left → left → right.

**Second Part:** (SCRAPPED)

* After final right strafe, moves **fast (~Voltaris dash)** 10 blocks above/in front of target.
* Shards rise from ground in radius (similar to Providence’s Skullstorm), dealing 4 void damage.
* Shards move toward Erebus and despawn near it.
* Erebus slowly regrows to original size; shards stop rising.
* Performs **40x40 knockback burst**, no damage, cripples entities for 4s.
* Erebus is left at the same location it froze on at the air, but can freely move
* **Vulnerable** throughout both parts.

---

### 3. Voidscatter (SCRAPPED)

* **No windup;** uses Voidstride first.
* Sends shards every 0.5s for 5 seconds while moving freely.
* Each shard slightly shrinks Erebus.
* Multi-target: up to 5 entities; shards aim at all living entities nearby.
* After final shard: **Voidstride + regrow to normal size**.
* **Phase 2 adjustment:** flying speed +50%.

---

### 4. Enshroud (REWORKED)

* **Windup:** 2.5 seconds; Erebus briefly flies to sky, then returns to the ground immediately (1 tick) after Darkness is given.
* Within **40-block radius**, applies **Darkness I** for 6 seconds, reapplied every 5 seconds.
* Entities are forced to **look at Erebus**.
* Erebus moves freely; flying speed reduced 15%.
* **Duration:** 20 seconds — or long enough for **2 other attacks** to occur simultaneously.
* Purpose: purely to **synergize with other attacks**.
* Can only start synergizing with other attacks once the windup is finished.

---

### 5. Shadowbind (SCRAPPED)

* No wind-up, just a 'line' connecting the tethered entities and Erebus
* Tethers up to 3 entities; applies **Slowness I**.
* Every 2s, tethered entities are slightly teleported toward Erebus.
* **Tether duration:** 10s; can overlap with other attacks.
* **Phase 2 adjustment:** pull interval reduced to 1s.

---

### 6. Nullbeam (SCRAPPED)

* **Windup:** 2.5s; Erebus enlarges during preparation.
* Fires continuous straight beam at target’s **past location**, deals **1 void damage per tick**.
* Shrinks while firing; **repositions beam once** 2s before end.
* **Duration:** 5s (Phase 2: 7s, beam repositions twice).

---

### 7. Nova (CHANGED)

* **Windup:** 1.5s with particle effects.
* Charges toward target’s last location; inaccurate tracking.
* Releases **10 void damage burst**, 10x10 radius, knocks back entities.
* Shrinks after burst; Voidstride occurs, returns to normal size.
* **Phase 2:** immediately repeats Nova after Voidstride, no windup.

---

### Phase 2 Notes / Balance (CHANGED)

* Erebus gains Resistance 2 constantly after the Phase Transition
* Faster movement (+50% flying speed during Voidscatter).
* Nullbeam lasts longer and repositions twice.
* Nova can chain immediately after Voidstride.
* Shadowbind pull interval reduced to 1s.

---

### Key Clarifications

* All block deletion instances **exclude barrier blocks / operator blocks**.
* Don't forget Voidstride always happens when an attack ends, even if there's already a forced one, there should always another one at the end.

---

### Attack Combos (SCRAPPED, CHANGED)
Note:
* X >+ (Y > Z) means there is a synergy and the attacks 'Y' and 'Z' can co-exist with 'X'.
* X >+ (Y > Z), where '(Y > Z)' means 'Y' always needs to go first before 'Z' occurs.
* To prevent overlapping bugs, there should be a very short delay before a synergized attack happens (X to Y, and Y to Z).
* B.A.T should be:
		* Phase 1: Same as Phase 2 Providence
		* Phase 2: Slightly faster than Phase 2 Providence
		
---

## Phase 1 Attack Combos (SCRAPPED, WILL USE AN "ALGORITHM" INSTEAD)

1. Combo 1
* Singularity
* Shardstorm
* Voidscatter

2. Combo 2
* Enshroud >+ (Shadowbind > Nullbeam)

---

## Phase 2 Attack Combos (SCRAPPED, WILL USE AN "ALGORITHM" INSTEAD)

3. Combo 3
* Voidscatter
* Shardstorm
* Nova

4. Combo 4
* Shadowbind
* Nullbeam
* Nova

---

## NEW CONCEPTS

Attacks:

### 1. Sunder (Revenant) (KEPT)
- orbits around the target constantly and slowly (SCRAPPED)
- randomizes between 1-3 orbits to perform an instantenous charge with a 1s windup that predicts (SCRAPPED, KEPT: WINDUP & INSTANT CHARGE)
- enitites hit by the charge are frozen in place for 3s, won't damage them (KEPT, CHANGED SLIGHTLY: 3s -> 0.75s)

### 2. Reverberate (Erebus) (CHANGED -> Anchor: forces past location from 2-4s ago)
- Sends out 16 shards in a circle formation from Erebus' last location then returns to their spawn location then explodes

### 3. Helix (Erebus) (CHANGED -> Lapse: 2 voidstrides that shoot 3 shards simultaneously)
- Sends out shards 16 shards (4 each side except top and bottom) total then the shards stop in place to go towards the target
