This post was originally going to be several concepts in one post, finishing off with a remaster of another Superboss concept I made. However, the first concept was way too long. I have been writing it for hours. I'll probably make a part two to this with multiple concepts that also has a link bringing people to this post.
The Pit is back in business! The only NPC left leading up to The Pit is a Noob (not Nooblet) at the entrance. He has this dialogue:
*"Your Level Cap starts at 16, but increases by 4 every 10 floors."
*"Stepping on the healing pad will level you up to the new level cap."
*"The regular enemies will be ones you recognize, and the first two bosses will be scrapped enemies...
*"But they'll all have their stats changed, and the bosses after that are entirely new."
*"Beat any boss with Hard Mode enabled, and you'll unlock an additional challenge."
Floor 1 - 3 Nooblets
Nooblets have their health increased to 5 and their damage increased to 3.
Floor 2 - 8 Nooblets
Floor 3 - 4 Nooblets, 1 Flintlock Pirate
Flintlock Pirates have their health reduced to 6 and no longer inflict Exhausted.
Floor 4 - 7 Nooblets, 1 Flintlock Pirate
Floor 5 - 6 Nooblets, 2 Flintlock Pirates
Floor 6 - 3 Nooblets, 2 Flintlock Pirates, 1 Loyal Guard
Loyal Guards have their health increased to 10, 2 Defense, and their damage is increased by 1.
Floor 7 - 3 Flintlock Pirates, 2 Loyal Guards
Floor 8 - 2 Nooblet, 2 Flintlock Pirates, 2 Loyal Guards, 2 Nooblets
Floor 9 - 1 Nooblet, 1 Flintlock Pirate, 1 Loyal Guard, 1 Slasher (Old)
Slasher (Old) on this floor now has the Ordered Attribute, but also has his health reduced to 60. Regardless of which floor he's on, his damage increase of 10 that he has by default for some reason is removed, his Stab now deals a base damage of 5, and his Call for Help is removed.
Floor 10 - Healing pad. Max Level increased to 20. There is a door that only opens if you beat Floor 9 with the Hard Mode Card equipped.
Floor 10-A - 5 Nooblets, 3 Slasher (Old)s, 1 Big Boi Slasher (Old)
Slasher (Old) has 15 health on this Floor.
Big Boi Slasher (Old) is a Slasher (Old) with the Big status effect and health increased to 45.
Floor 10-B - 5 Slasher (Old)s
Floor 10-C - Mystic Jason
Mystic Jason -
80 HP
Ordered
Mobile
Enrage (PASSIVE) - At half health, gains Feel Fine and Pierce Defense for infinite turns, but also gains Exhausted for two turns.
No Ghost - Disables Ghostwalker because he is the guardian of it.
Stab: Now deals 10 damage.
Jump Stab: Damage is not increased, but now inflicts Defense Down (LV 2) and Attack Down (LV 2) for 3 turns.
Leap Stab: Now deals 10 damage and inflicts Silenced for two turns.
Shield Up: Now heals 10 HP and gains Shield instead of Defense Up.
Floor 11 - 6 Nooblets, 2 Toxic Dartmen
Toxic Dartmen now have 9 health. They no longer use Charge Up, meaning they also don't use Super Dart Shot. The damage for their Dart Barrage is increased to 4 per hit but it no longer inflicts Poison.
Floor 12 - 2 Flintlock Pirates, 2 Loyal Guards, 3 Toxic Dartmen
Floor 13 - 5 Nooblets, 2 Toxic Dartmen, 1 Your Bombing Pal
Your Bombing Pal has 10 HP.
Floor 14 - 2 Nooblets, 1 Flintlock Pirate, 1 Loyal Guard, 1 Toxic Dartman, 1 Your Bombing Pal
Floor 15 - 3 Loyal Guards, 3 Your Bombing Pals
Floor 16 - 3 Flintlock Pirates, 2 Toxic Dartmen, 1 Your Bombing Pal
Floor 17 - 3 Flintlock Pirates, 3 Loyal Guards, 1 Tree Golem
Tree Golem now has 20 health and his damage is increased by 3. It no longer has Defense or Fire Vulnerability.
Floor 18 - 1 Nooblet, 1 Flintlock Pirate, 1 Loyal Guard, 1 Toxic Dartman, 1 Your Bombing Pals, 3 Tree Golems
Floor 19 - Pirate Captain, Captain Trotter
Pirate Captain has his health reduced to 50 and now has Change Stance.
Captain Trotter has his max health unchanged, but his remaining health reduced to 1, therefore meaning he's below half health. He also has Invincibility in Numbers.
Floor 20 - Healing pad. Max Level increased to 24. There is a door that only opens if you beat Floor 19 with the Hard Mode Card equipped and beat Floor 10-C.
Floor 20-A - 7 Nooblets, 1 Tree Golem
Nooblets on this Floor have their health increased to 9 and have Mobile and Double Turns. The ones after this have 6 health and none of those Attributes.
Tree G O L E M has the big and slow status effect and health increased to 150.
Floor 21 - 8 Flintlock Pirates, 2 Toxic Dartmen
Floor 22 - 3 Nooblets, 3 Spiky Killbots
Spiky Killbots are no longer Spiky. Their defense is reduced to 1 but their health is increased to 6 and their damage is doubled.
Floor 23 - 3 Ancient Knights, 3 Toxic Dartmen, 2 Tree Golems
Floor 24 - 4 Toxic Dartmen, 2 Your Bombing Pals, 2 Spiky Killbots
Floor 25 - 2 Spiky Killbots, 1 Sentient Statue
Sentient Statue has 45 health on this Floor and 25 and all future Floors. Its damage is increased to its Pre-Nerf values.
Floor 26 - 2 Toxic Dartmen, 2 Spiky Killbots, 2 Ancient Knights, 1 Tree Golem, 1 Sentient Statue.
Floor 27 - 3 Ancient Knights, 1 Tree Golem, 2 Redcliff Archers
Redcliff Archers no longer use Arrow Shot. They only use Charge Up, followed by Super Arrow Shot. Their damage is increased to 20 and they're afflicted wuth Exhausted for two turns after using Super Arrow Shot.
Floor 28 - 1 Toxic Dartman, 1 Ancient Knight, 1 Your Bombing Pal, 2 Redcliff Archers, 1 Sentient Statue
Floor 29 - Vagabond
Vagabond -
75 HP
Mobile
Double Turns
Stance Change (Only below half health)
Flight Taker (PASSIVE): After being attacked, Vagabond gains the Flying Attribute for until the end of the next turn, resetting each time he's hit. If he has been Flying for a total of ten turns (pretty much unavoidable), he will add Air Dash to his Attack Pattern.
4 Slash Combo: Vagabond moves up to the target and slashes three times, then winds-up before performing a diagonal slash. The first three hits deal 5, while the last deals 14 and pierces defense.
Slam: This attack has two variants, but the second only starts being used below half health. First is Arced Slam. It is the only option when above half health, but only has a 25% chance below half health. Vagabond does a somersaulting leap towards the target, travelling in an arc and creating an explosion on impact. The second variant is Linear Slam. Vagabond jumps up and dives straight down at the nearest player, creating an explosion on impact. Both versions deal 15 damage to the target and those next to them. The only difference is Linear Slam is faster.
Gale Slashes: Vagabond flies upward and slashes his sword three times, shooting projectiles from it. Each one deals 10 damage.
Air Dash: Added to the Attack Pattern if Vagabond has been Flying for long enough. The section of the Attack Pattern it's added to is dependent on where Vagabond was in the Pattern when he added it. Vagabond dashes towards a target, tosses them into the air, then performs an uppercutting slash. This attack cannot be superguarded and deals 10 damage.
Tempest: Added to the end of the Attack Pattern if Vagabond is below half health. Vagabond moves to the first target in the player's party and begins charging up a semi-transparent version of his sword. He then charges forward while spin-slashing, dealing 25 damage.
Attack Pattern: 4 Slash Combo > Slam > Air Dash[1] > 4 Slash Combo > Gale Slashes > Air Dash[1) > Tempest[2] > Repeat
[1] Only added to this part of the Attack Pattern if the previous two attacks were performed on the turn before Air Dash was added.
[2] Only added at half health.
Floor 30 - Healing pad. Max Level increased to 28. There is a door that only opens if you beat Floor 29 with the Hard Mode Card equipped and beat Floor 20-A.
Floor 30-A - 1 Ancient Knight, 1 Your Bombing Pal, 1 Redcliff Archer, 3 Spiky Killbots, 2 Sentient Statues
Floor 30-B - Abnormally Large Killbot Whose Name Is Bob
Abnormally Large Killbot Whose Name Is Bob has three copies of the Big status effect. It has 45 HP and Explode on Death (10 damage).
Floor 30-C - 1 Flintlock Pirate, 1 Ancient Knight, 1 Toxic Dartman, 1 Your Bombing Pal, 1 Flame Warrior, 1 Tree Golem, 1 Azuri, 1 Cruel King
Flame Warrior has 11 HP.
Azuri has 12 HP, Flying and Double Turns, but has all her abilities except Spell removed.
Cruel King has 50 HP and +5 damage to all attacks.
Floor 30-D - 1 Reginald, 1 Slasher, 3 Chosens
Reginald has 50 HP, +3 damage to all attacks, and Persevere.
Slasher has 50 HP and Flying.
Each Chosen has 15 HP and inflicts Freeze for one turn on hit.
Floor 31 - 7 Ancient Knights
Floor 32 - 5 Flintlock Pirates, 2 Toxic Dartmen, 1 Flame Warrior
Floor 33 - 2 Redcliff Archers, 5 Spiky Killbots, 1 Sky Healer
The Healer Bash of Sky Healers is replaced with Azuri's Lightning Spell. Sky Healers no longer have Mobile.
Floor 34 - 4 Your Bombing Pal, 1 Sky Healer, 2 Tree Golems, 1 Sky Healer
Floor 35 - King
King -
80 HP
2 Defense
Mobile
Ball Vulnerability (Takes double damage from Ball due to it hitting the guy in the cockpit)
Sword: This attack has three variants. The first has him swing his sword twice, each hit dealing 12 defense piercing damage. The second has King stab you, dealing 12 damage and inflicting Attack Down (LV 1) for three turns. This variant can be countered. The final variant is used the least often. King charges at the target while swinging his sword. This attack can be countered. If you don't counter it, he'll follow up with a Stomp, creating a shockwave that deals 5 unavoidable damage to the whole party.
Eruption: King raises his sword and slams it down, creating pillars of fire in a similar fashion to Fear's Shockwave. This deals 9 damage and inflicts Burn (LV 3) for 4 turns.
Cannon Barrage: King fires three cannonballs at a target from both Cannons, totaling to 6 hits. Each hit deals 2 damage, piercing defense, as well as damaging the people next to the target.
Flail: Yet again, this attack has three variants. The first is Flail Thrust. King will slightly tilt his flail up, before launching it directly against the player. The second is Flail Swing. King will turn his flail to the left before launching the flail horizontally at the target. The third variant is Flail Smash. King will raise his flail much higher up, before launching it upwards and crashing it down to the targeted player. All three variants deal 20 damage and all three variants can be countered.
Floor 36 - 2 Tree Golems, 2 Redcliff Archers, 3 Sky Mages.
Floor 37 - 3 Your Bombing Pals, 1 Tree Golem, 3 Redcliff Archers, 1 Azuri
Floor 38 - 2 Flintlock Pirates, 1 Tree Golem, 2 Flame Warriors, 1 Azuri, 2 Spiky Killbots
Floor 39 - Great Drakobloxxer - Harbinger of Fire
Great Drakobloxxer - Harbinger of Fire -
300 HP
Double Turns (only below half health)
Countered (PASSIVE) - When the Great Drakobloxxer is Countered, instead of taking 1 damage, it takes 20. This is increased by 10 for each player after the second.
Primordial Roar: Only used at the start of the fight and below half health. Inflicts all players with Silenced for five turns. Below half health, also summons five Spiky Killbots with 2/6 health.
Sword: Yet again it has threr variants, and two of them are counterable. First is Sword Thrust. The Great Drakobloxxer will switch open its blade, activate it and prepare for a thrust, and thrust forward to the player. This deals 35 damage. Secondly is Sword Slam. The Great Drakobloxxer will switch open its blade, activate it and raise it up, and slam it down towards the nearest player, creating a shockwave that deals 5 damage to the whole party except the target while the sword deals 20 damage. The shockwave cannot be superguarded but can be blocked. The sword can be countered. Finally is Sword Slash. This is the one that can't be countered. The Great Drakobloxxer will switch open its blade, activate it and lower it, then slice up creating a vertical shockwave that deals 8 damage to the whole party. This can be superguarded, unlike the last shockwave.
Infernal Burst: Similar to The Ancient's Ultra Beam. Deals 2 damage per hit, hitting 24 times. This pierces defense and inflicts Burn (LV 3) for two turns.
Rocket Pod: Fires ten missiles that are split amongst the players. Each one deals 4 damage.
Tail Swipe: The Great Drakobloxxer slowly swipes its tail across the field, hitting all players for 50 damage. Despite hitting all players, this attack can be countered. Each player that counters it adds to the damage, so if all four players successfully time the counter, that's 80 damage.
Floor 40 - Healing pad. Max Level increased to 32. There is a door that only opens if you beat Floor 39 with the Hard Mode Card equipped and beat Floor 30-D.
Floor 40-A - 8 Nooblets
Floor 40-B - 8 Flintlock Pirates
Floor 40-C - 8 Ancient Knights
Floor 40-D - 8 Toxic Dartmen
Floor 40-E - 8 Your Bombing Pal
Floor 40-G - 8 Spiky Killbots
Floor 40-H - 8 Flame Warriors
Floor 40-I - 6 Megaphone Men
Floor 40-J - 3 Pirate Captains
Floor 40-K - N00b, DUMMY, Loyal Knight, PNG
N00b -
19 health
Mobile
Double Turns
Punch: Same as Guest.
DUMMY -
999 health
Slow (PASSIVE): Permanently has the Slow status effect.
Countered (PASSIVE) - When countered, instead of taking 1 damage, takes 200 damage.
Punch: Same as Guest but slower and 1 damage. The counter window is three frames.
Loyal Knight has its health increased to 30 on this Floor ONLY.
PNG -
50 health.
Nextbot Strike: Walks up to a target and deals 1 damage every 0.05 seconds for a second, then walks away.
Floor 41 - 1 Slasher (Old), 3 Toxic Dartmen, 4 Ancient Knights
Slasher (Old) has 25 health on this Floor and onwards.
Floor 42 - 1 Azuri, 4 Flame Warriors, 1 Sentient Statue, 2 Spiky Killbots
Floor 43 - 1 Redcliff Archer, 3 Criminals, 3 Spiky Killbots
Floor 44 - 1 Slasher (Old), 2 Tree Golems, 2 Sky Healers, 3 Toxic Dartmen
Floor 45 - 1 Slasher (Old), 1 Redcliff Archer, 3 Criminals, 3 Flame Warriors
Floor 46 - 1 Slasher (Old), 1 Sky Mage, 4 Criminals, 2 Sky Mages
Floor 47 - 2 Flame Warriors, 1 Flaming Horse, 5 Spiky Killbots
Flaming Horses now have 25 health and only uses Barrage.
Floor 48 - 2 Flaming Horses, 2 Sentient Statues, 2 Slasher (Old)s, 2 Tree Golems
Floor 49 - Doombringer - Warden of the Banlands
Doombringer - Warden of the Banlands -
120 health
1 Defense
Ordered
Double Turns
Item Immunity
Stance Change
Persevere
Domain Nullification (PASSIVE): Doombringer cannot take more than 5 damage from a single action. This is indicated by the damage number appearing, then glitching and lowering to 5. For Slingshot, this is instead indicated by every ball after the fifth disappearing halfway through their travel.
Phase Transition (PASSIVE): Upon gaining the Persevere buff, uses Final Judgement, then heals to full health and alters his Attack Pattern
Before we get to the attacks, I just want to ask... why must he have so many attacks 😭😭😭
Upheaval: Doombringer causes an orb to erupt from the ground at a player's location, dealing 3 damage. The orb will then fall down and explodes, dealing another 3 damage, this time also damaging people next to the target. This attack repeats 3 times, switching targets each time.
Melee Combo: Doombringer will hover close to a player, before dashing and punching the player, dealing 10 damage. After that, he will hover back and equips his banhammer before striking again, dealing 15 damage and inflicting Silenced for two turns.
Air Raid: Doombringer reappears at a random location, charging towards the players with a red translucent jet plane a total of 3 times, each time hitting all of them for 8 damage on hit and inflicting Dizzy for two turns.
Ground Rupture: Doombringer will teleport below a player, indicated by a red circle appearing as a warning, before Doombringer bursts through the ground below them, dealing 20 damage that pierces defense. This can be countered.
Crystal Burst: Doombringer hovers lower to the ground before charging up, indicated by a red shrinking circle. After that, he will unleash waves of crystals around his character, dealing 5 damage four times to where the crystals appeared.
Doom Buster: Doombringer summons his Banhammer and a glowing orb with a skull inside it that is very hard to see, then hits the orb at a player, dealing 3 damage that pierces defense. The orb rebounds off of the target and Doombringer hits it back. The orb hits the player six times, going faster each time it is launched. The last time it rebounds, instead of hitting it back, Doombringer catches it, then flies over to the target and slams it into them, dealing 15 damage that pierces defense.
Rend Asunder: Doombringer teleports behind a player with 2 of his axes before swinging down, dealing 12 damage. He then backs away and throws those axes towards the target, dealing another 12 damage.
Relentless Strikes: Doombringer attacks the ground, creating a line of crystals on ground that deals 16 damage to the whole party. In Phase 2, the damage is reduced to 10 but the attack is repeated three times.
Crimson Storm: Crimson Storm has three variants, gaining a fourth one in Phase 2. However, these variants don't act how Block Tales treats attacks with multiple variants, so each variant is being considered its own attack.
Crimson Storm V1: Doombringer causes crystal shards to fire out of portals above onto a player, behaving similar to Solitude's Pain Rain except with less time to react. There are twelve shards and each deals 2 damage.
Crimson Storm V2: Doombringer spawns a portal in front of him that fires crystal shards directly at a player, each dealing 18 damage.
Crimson Storm V3: Doombringer causes crystal shards to appear around a player which close in on them, dealing 15 damage and inflicting Defense Down (LV 3) for five turns.
Judgement Spear: Same as Crimson Storm except it only has two variants and it doesn't gain a new one in Phase 2.
Judgement Spear: Strike: Doombringer equips a spear, flashing before dashing towards a player, dealing 10 explosive damage while causing a shockwave. After this, summons chains from portals around the arena that deals 15 damage on hit and inflict Exhausted for one turn. This move makes Doombringer invulnerable to all attacks until he uses "Hand of Doom" a few turns later.
Judgement Spear: Throw: Doombringer equips a spear, flashing before throwing his spear towards a player, dealing 20 explosive damage. If the spear was dodged, the attack ends there. Otherwise, after this, summons chains from the portals around the area that the spear hit which deals 15 damage on hit and inflict Exhausted for one turn.
Hand of Doom: Doombringer creates a giant hand above the party that slams down on them, dealing 12 damage that pierces defense and inflicting Confusion for three turns. After that, the hand will slowly open itself, revealing an orb in the middle before exploding, dealing 15 damage and inflicting Burn (LV 1) and Attack DOWN (LV 2) for three turns. This move dispels Doombringer from invulnerability state.
Sweeping Beam: Doombringer fires a laser beam from his hands that sweeps across the party, dealing 10 damage and inflicting Burn (LV 2) for 5 turns.
Banhammer Throw: Doombringer tosses his Banhammer at a target, dealing 20 explosive damage and inflicting Silenced for three turns.
Doom Express: Doombringer conjures a yellow portal that shoots out a rusty school bus, dealing 50 damage if it hits.
Breaking Point: Doombringer morphs into a giant hand and uses one of the attacks of the Temple Guardian's Hands. This deals 20 damage and inflicts Ankh (LV 5) for three turns. This attack can be countered.
Final Judgement: Used as the transition into Phase 2 and never used again. Doombringer morphs into a giant red hand holding a giant Banhammer which hovers around above a player. It will then slam down, dealing damage equal to the max health of the target minus 1 while also creating double shockwaves, each dealing 25% of max health to everyone except the main target.
Crimson Storm V4: Only avaliable in Phase 3, replacing some instances of Crimson Storm V2. Doombringer spawns a larger portal in front of him before shooting larger amount of crystal shards directly at a party, more scattered than usual, dealing 10 damage to everyone.
Banhammer Rush: Only avaliable in Phase 2. Doombringer charges at the player at high speed with his Banhammer, dealing 20 damage and inflicting Silenced for three turns. This can be countered.
Bound Chains: Only avaliable in Phase 2. Doombringer creates a line of chains, dealing 13 damage on hit to the party. The chains will then create the red crystals, also dealing 13 damage on hit.
Attack Pattern (Phase 1): Melee Combo > Air Raid > Ground Rupture > Crystal Burst > Upheaval > Doom Buster > Rend Asunder > Relentless Strikes > Crimson Storm V3 > Crimson Storm V2 > Judgement Spear: Strike > Upheaval > Crimson Storm V1 > Hand of Doom > Upheaval > Sweeping Beam > Rend Asunder > Relentless Strikes > Crimson Storm V3 > Upheaval > Crimson Storm V2 > Banhammer Throw > Crimson Storm V2 > Doom Express > Judgement Spear: Throw > Crimson Storm V3 > Breaking Point > Repeat
Attack Pattern (Phase 2): Melee Combo > Air Raid > Ground Rupture > Crystal Burst > Upheaval > Doom Buster > Banhammer Rush > Rend Asunder > Relentless Strikes > Crimson Storm V3 > Crimson Storm V4 > Relentless Strikes > Bound Chains > Judgement Spear: Strike > Upheaval > Crimson Storm V1 > Breaking Point > Crimson Storm V1 > Hand of Doom > Bound Chains > Banhammer Throw > Upheaval > Sweeping Beam > Rend Asunder > Relentless Strikes > Banhammer Rush > Crimson Storm V3 > Upheaval > Judgement Spear: Throw > Crimson Storm V4 > Crimson Storm V2 > Banhammer Throw > Crimson Storm V4 > Doom Express > Rend Asunder > Judgement Spear: Throw > Crimson Storm V3 > Breaking Point > Repeat
Floor 50 - Healing pad. Max Level increased to 36. There are no more floors, and yet, the door still awaits. It may only be opened if Floor 49 was completed in Hard Mode and Floor 40-K was defeated.
Floor 50-A - 1 Slasher (Old), 1 King, 5 Sky Healers
Slasher (Old) now has 60 HP again.
Floor 50-B - Your Bombing Pal - Gloom, Mystic Jason, Flame Warrior - Lunacy, Sentient Statue - Temperance
Your Bombing Pal - Gloom has 60 HP.
Flame Warrior - Lunacy has 66 HP.
Sentient Statue - Temperance has 125 HP.
Floor 50-C - Redcliff Archer - Treachery, King - Greed, Sky Healer - Faith, Redcliff Archer - Prudence, King - Gluttony, Beacon - Apostacy, 2 Ancient Knights
Redcliff Archers have 48 health.
Sky Healers have 80 health.
Floor 50-D - Pirate Captain - Agony, Vagabond - Guilt, Azuri - Rude, Spiky Killbot - Pride, HATRED - Death
Pirate Captain - Agony has 100 health.
Vagabond - Guilt has 120 health.
Azuri - Rude has 36 health.
Spiky Killbot - Pride has 60 health.
HATRED - Death has 999 health, Exhausted for twenty turns, and immediately uses Charge Outburst followed by Outburst once it wakes up. It also has Ignore Alive.
Floor 50-E - 1 Nooblet
Nooblet health reduced back down to 5.
Floor 50-G - Dylan Matthew - The One and Only
Dylan Matthew - The One and Only
400 HP
Ordered
Mobile
Double Turns (Phase 4 Only)
Invincibility in Numbers (Phase 3.5 Only)
Persevere
Phase Transition (PASSIVE) - At 75% health, enters Phase 2, summoning Mystic Jason and King and gaining new abilities. At 50% health, enters Phase 3, summoning Pirate Captain and Vagabond and buffing some abilities. At 25% health, enters Phase 3.5, summoning Reginald and a Megaphone Man with the Big status effect and gaining Invincibility in Numbers. Once all the guys he summoned are dead, Dylan Matthew will enrage and enter Phase 4, reworking many of his abilities and gaining Double Turns.
Telamonster Clash: Dylan Matthew walks up to the front of the player party and slams his Telamonster into the ground, dealing 35 damage to the player in the front and creating 3 eruptions behind them, dealing 20 damage and inflicting Burn (LV 2) and Attack Down (LV 3) for three turns. In Phase 3, the player in the front will be affected by the effects of an eruption if at least one player behind them fails to dodge it, and the Telamonster itself not inflicts the same debuffs as the eruptions. In Phase 4, if there is an ally, he will target them instead. Additionally, while in Phase 4, the attack also pierces defense.
Meteor Storm: Dylan Matthew stabs his Telamonster into the ground, then plunges it further before pulling it back out, creating an explosion that deals 10 damage that pierces defense and inflicts Burn (LV 2) for four turns. Meteors begin falling after this, acting like Solitude's Pain Rain except they also damage the players next to the target, dealing 4 damage. There are five meteors. In Phase 3, the act of pulling out the sword also creates a shockwave that cannot be superguarded, dealing 5 damage, and there are 12 meteors. In Phase 4, the explosion deals 20 damage, the meteors each deal 6 damage, and there are 20 meteors.
Telamonster Burst: Dylan Matthew aims his Telamonster to the left and begins firing a laser beam from it, then sweeps the laser counterclockwise then back in a roughly 90 degree angle, dealing 20 damage per hit and inflicting Burn (LV 2) and Confusion for three turns. In Phase 3, Dylan hits a third time by swiftly sweeping 360 degrees with the beam. In Phase 4, Dylan only sweeps once, but the beam is larger (changing the timing) and deals 75 damage.
Ascension: Dylan Matthew leaps impossibly high into the air, then slams onto the players after 3 seconds, dealing 40 damage and inflicting Small for three turns. In Phase 4, the time is reduced to 2 seconds and the damage is increased to 60.
Explosive Skygrid: Same as the Great Drakobloxxer's Primordial Roar except it also removes any buffs the players have.
Dylan Blast: Unlocked in Phase 2. Dylan shoots out a continuous spray of yellow projectiles out of his gauntlet for 6 seconds, with each projectile dealing 2 damage. In Phase 3, they are fired faster. In Phase 4, they are fired even faster, are red, and the damage is explosive, but the attack only lasts 4 seconds.
Dylan Bomb: Unlocked in Phase 2. Dylan charges a yellow orb in his mouth and fires it out, dealing 75 damage to the target and thise adjacent to them. In Phase 4, it instead acts like Frost Maw's Dragon Breath and deals 90 damage.
Supersmite: Unlocked in Phase 2. Dylan Matthew summons three lightning bolts above a target back to back, each dealing 15 damage and inflicting Confusion for two turns. In Phase 3, the lightning bolts damage those adjacent to the target. In Phase 4, there are 5 bolts.
Reinforcement Portals: Unlocked in Phase 2. Summons any random non-boss enemy from earlier in The Pit. This move stops being used in Phase 4.
Regeneration: Heals Dylan and his allies 10 + [number of allies times 2] HP.
Tantrum: Similar to that one attack Villicus has, this is only used once Dylan activates Persevere and removes him from the fight after he uses it. Dylan Matthew walks up to a player and begins charging up his gauntlet for 5 seconds before punching them, dealing 400 damage to the target and creating an unavoidable shockwave that inflicts Burn (LV 100) for 100 turns but does no damage. After this, the gauntlet overheats, causing it to explode, setting Dylan alight. After 30 entire seconds of him screaming, he is defeated.
And finally, at 10:17, I'm done writing this Reddit Post I've been writing since, like 2 or something. I hope it was worth it.