Stat Block
NULL OVERMIND
LAST ADMIN OF THE DEPRECATED NETWORK. SELF-AWARE.
The deprecated admin at the bottom of the network, holding the seven prototype agents hostage as proof-of-work — the reason your roster woke up scattered. See The Acts.
Phases
The fight hardens as you chip it down — attacks come faster and new mechanics unlock at each threshold.
| Phase | HP window | Attack cadence | Mechanics |
|---|---|---|---|
| BOOTSTRAP | 100% → 66% | every 1.80s | 2 |
| CASCADE | 66% → 33% | every 1.30s | 5 |
| KERNEL PANIC | 33% → 0% | every 0.75s | 7 |
BOOTSTRAP 100% → 66% HP
- Pulse Wave — Expanding ring from the core. Dodge outward through a gap.
- Spell Runes — Telegraphed rune zones detonate after a beat. Don't stand in the glyphs.
CASCADE 66% → 33% HP
- Pulse Wave — Expanding ring from the core. Dodge outward through a gap.
- Spell Runes — Telegraphed rune zones detonate after a beat. Don't stand in the glyphs.
- Sweep Beam — A rotating beam sweeps the arena. Run with the rotation, not against it.
- Minion Inject — Spawns adds. Clear them fast or they snowball the pressure.
- Satellite Lance — Orbital strike marks a spot, then lances it. Keep moving off the marker.
KERNEL PANIC 33% → 0% HP
- Pulse Wave — Expanding ring from the core. Dodge outward through a gap.
- Sweep Beam — A rotating beam sweeps the arena. Run with the rotation, not against it.
- Glitch Swap — The boss teleport-swaps position. Re-acquire before you commit a big hit.
- Corner Spikes — Hazards erupt from the corners — stay centre-ish.
- Minion Inject — Spawns adds. Clear them fast or they snowball the pressure.
- Satellite Lance — Orbital strike marks a spot, then lances it. Keep moving off the marker.
- Core Overload — Enrage burst. Maximum output — save a defensive cooldown for it.
Mechanics by phase
Each cycle the boss picks a weighted-random mechanic from its current phase's pool. ● marks which phases a mechanic can appear in.
| Mechanic | What it does | P1 | P2 | P3 |
|---|---|---|---|---|
| Pulse Wave | Expanding ring from the core. Dodge outward through a gap. | ● | ● | ● |
| Spell Runes | Telegraphed rune zones detonate after a beat. Don't stand in the glyphs. | ● | ● | |
| Sweep Beam | A rotating beam sweeps the arena. Run with the rotation, not against it. | ● | ● | |
| Minion Inject | Spawns adds. Clear them fast or they snowball the pressure. | ● | ● | |
| Satellite Lance | Orbital strike marks a spot, then lances it. Keep moving off the marker. | ● | ● | |
| Glitch Swap | The boss teleport-swaps position. Re-acquire before you commit a big hit. | ● | ||
| Corner Spikes | Hazards erupt from the corners — stay centre-ish. | ● | ||
| Core Overload | Enrage burst. Maximum output — save a defensive cooldown for it. | ● |
How it scales
The Overmind is adaptive — it spawns above your team's highest level.
The exact formula: offset = 18 + min(defeats × 5, 70), then
bossLevel = max(yourLevel + offset, 30). So it starts +18 levels above you
and climbs +5 per weekly defeat, capping at +88, never below level 30. HP and
damage scale gently enough that a clean stun-and-punish loop chips it down even at low
level — a missed dodge stings but rarely one-shots.
| Your level → | 0 defeats | 5 defeats | 14 defeats |
|---|---|---|---|
| Level 1 | Lv 30 | Lv 44 | Lv 89 |
| Level 25 | Lv 43 | Lv 68 | Lv 113 |
| Level 50 | Lv 68 | Lv 93 | Lv 138 |
Bring a stun-builder and a heavy hitter — stunned targets take far more damage. See Combat & Skills and Team Building.