Hey brother. I'm the Brute, big brother Brute! And welcome to the and I'll be your temporary guide, friend, specially for this floating thing. Anyway, I've like you to continue to follow my words or just simply neglect me forever, but if I were you, I should be that guy.... so uhh, how do I start this.... ah ha! You can start by checking out our rules and manual on how to be respectful and edit respectively. Simple right?
At the start of each game, RED spawns. During RED's intermission, 1-4 RED team member(s) in the boss queue will be chosen as the boss with a massive health pool and powerful abilities.
If players do not wish to be selected as the boss, they can press the "O" keybind to toggle queuing.
When there are only 2 players left on the RED team, all players will be marked through walls and given a 10% movement speed increase (excluding Flankers), including the boss. The marking is hidden when cloaked as Agent.
If the timer runs out, RED team will claim their victory if there are more than two players left on the team, however the boss will win if there are less than three players left on RED team.
The control point will unlock at in 8-n minutes where n is the number of players left, with a minimum time of 2 minutes left in the round, and a maximum of 6.
This gamemode has a number of weapons that are disallowed from the gamemode for a specific reason. If a certain banned weapon was equipped, it will be switched to a stock weapon.
Class
Weapon
Reason of Ban
Flankers could outrun the boss due to its speed boost on hit attribute.
Shortstop was banned due to the 50% refill for all meters on hit bonus; which usually give Flankers some time to prepare the Sandman baseball to decelerate the boss and use the Witches Brew to retreat as fast as possible.
The Lupara DB was banned due to its knockback attribute dragging out the match against bosses who did not acknowledge the "Weighdown" ability, by knocking them far away from the Flanker and the ability to jump upwards with a shot.
This secondary weapon permitted Flankers an invulnerability effect and additional 25% speed boost to get any nearby med-kits and ammo crates or to completely lose the boss whose behind their trail.
The Friendly Fire Foiler is more of a vulnerability from bosses compared to rocket launchers.
Players can freely take no damage from blast jumps and have the mobility to directly hit the boss using the Market Gardener. If done right, it would make an unplayable experience for the boss.
Players can freely take no damage from blast jumps and have the mobility to directly hit the boss using the Shock and Awe. If done right, it would make an unplayable experience for the boss.
Players could set up sticky traps to deal massive damage to an unaware boss.
Annihilators could outrun the boss due to its faster speed boost at maximum souls. This has been antiquated as the Black Death was given a 10% slower move speed on wearer penalty.
Against bosses such as Bloxy Boy or First Mate would allow you to survive for annoyingly, long amounts of time by simply holding the fire button due to their low damage output. The boss revamp in The Update with Patches And Content further reduced the amount of damage bosses normally do, which would make this weapon unfair to fight against.
Whenever there's 2 players left in the round, a Brute would come out of their hiding place to consume the ROBAR in time and deal massive damage against the boss. Using the Biker's Blitz for this strategy pushes the Brute over the threshold for out-regenerating the damage the boss can do, allowing for effective invincibility.
Gain 33% of base health on kill upside would've been changed to a hit in Vs. Bosses. Because of this weapon, it makes an unplayable experience for the boss due to not being able to outdamage the healing the Brute received.
The 40% move speed when spun up and 30% move speed when firing upsides can be combined with the 55% speed on hit boost, which allowed Brute to outrun from the boss while dealing excessive amount of damage against them. This has been antiquated as the particular 55% speed on hit bonus was removed in Fit with Fitten.
The +200% damage from melee sources while active penalty would immediately take down the Brute due to the majority of bosses wielding a melee.
The +300% greater jump height bonus would give Brute a capability to access inaccessible places or gaps where the boss is unable to get through.
Syringe SMG increases the SuperCharge meter by 5% every hit. Every 20 shots maximized the SuperCharge meter thus making it really possible to get away from the boss by hitting them with 20 syringes (which usually takes 2 seconds if all syringes hit) and activating the SuperCharge you just gained as fast as possible. This could be paired with another Doctor to have an infinite SuperCharge duration, as long as the person shooting could hit 20 syringes before the 8 seconds were up.
These mediguns were replaced by the stock Medigun due to its invulnerability feature.
This weapon extends the original cloak duration by 40%, plus every hit grants more cloak time to the player, allowing them to prolong games by constantly cloaking away.
Agents can stand still and refill their cloak duration and hide away from the boss the entire game. Because being invisible also prevents the marked for death status from showing up during the last 2 players, this means that the Agent can be completely invisible from the boss, prolonging the game.
This weapon was banned due to the famous trick that Annihilators can blast jump using the Shock and Awe's explosion, deploying the Parabomber's parachute and charging at the boss to deal massive damage and to avoid any fall damage. This has since been antiquated, as the Shock and Awe now deals self damage, preventing this trick from being used without a health cost.
When the boss revamp in The Update with Patches And Content released, it reduced the amount of damage bosses dealt. Players took this to their advantage and combined this with the Battalion's Backup, making an unplayable experience for the boss.
Tweaks[]
In Vs. Bosses, most classes and weapons are distinctively balanced to make the gamemode more diverse and enjoyable.
Classes[]
Class
Changes
Flanker can switch weapons 50% faster.
Flanker can fire 15% faster.
All of the rocket launchers and shotguns deal mini-crit damage as long as the boss is launched airborne, regardless of any necessary explosions.
Removed damage fall-off on all rocket launchers.
Self-damage when rocket jumping is reduced by 50%
Surviving a hit with any of the banners will fill the banner's rage meter instantly.
Arsonist is given a 15% movement speed attribute.
Airblasting gives the boss an extra 4% rage each time the boss is successfully knocked back.
All grenade launchers have a 100% critical hit rate.
All shields protects the user against one boss attack, after which the shield will not protect another attack.
Revving up any minigun slows the Brute by 17%.
Mechanic is given a 5% movement speed attribute.
Sentry guns have a knockback attribute against bosses.
Dispensers are transferred to level 3 upon deployment.
Hauling buildings do not slow the builder down.
The mechanic cannot place down any teleporters in any of the maps. This unables him to do telefrags that can be used by Mechanic, which is one of the more common ways to kill bosses instantly.
Building time is changed to redeploying time, redeploying speed also stacks.
All crossbows have a 100% critical hit rate.
Added +50% damage bonus for all crossbows.
Doctor's ranged weapons increases the SuperCharge meter by 5% on each hit, while melee weapons increases the meter by 10% on a successful hit.
Marksman is given a 5% movement speed attribute.
All sniper rifles (except for Poacher's Pride) highlight the boss based on damage. Highlighted bosses take all damage except for knives, market gardeners, and cabers, as crits, and they can be seen through walls. (up to 7 seconds with 900 damage dealt)
All revolvers deal mini-crit damage.
Deals 10% of the boss' maximum health (with a minimum of 300) as a critical hit damage on a successful backstab.
Upon a successful backstab, it alerts everyone in the server, including the boss.
All melee weapons (except knives) have a 100% critical hit rate.
All pistols (except for Conventional) and knives deal mini-crit damage.
Changed: SuperCharge rate is increased by 25% and lasts 50% longer.
Added: 2x varying bonus damage multiplier on both bodyshots and headshots.
Added: 2x varying bonus damage multiplier on both bodyshots and headshots.
Added: 1.5x varying bonus damage multiplier on both bodyshots and headshots.
Added: +50% damage bonus.
Changed: Reserve ammo is doubled.
Added: 2x varying bonus damage multiplier on both bodyshots and headshots.
Added: 3x varying bonus damage multiplier on both bodyshots and headshots.
Added: All mini crits are turned into full crits.
Added: 2x varying bonus damage multiplier on both bodyshots and headshots.
Added: 2x varying bonus damage multiplier on both bodyshots and headshots.
Added: 2x varying bonus damage multiplier on both bodyshots and headshots.
Added: All mini crits are turned into full crits.
Added: 2x varying bonus damage multiplier on both bodyshots and headshots.
Added: 100% critical hit rate.
Added: Reduces the boss' rage by 8%
Changed: Coated enemies take critical hits.
Added: Razorback protects the user against one boss attack, after which the backpack will be removed.
Changed: Launches the user much higher than usual.
Changed: On hit against walls: Lose 45 health.
Changed: Deals crits while disguised.
Changed: On Hit: 33% refill for primary meter.
Changed: Gains 60 health upon a successful backstab, overhealing up to the maximum of 250.
Changed: +100% cloak on a successful backstab.
Changed: Gain a speed boost on a successful backstab.
Changed: Disguise no longer consumes a full cloak bar, only consuming 60%
Added: Protects the user against one boss attack.
Added: 42% damage resistance from bosses while cloaking.
Added: 90% damage resistance from other damage sources while cloaked.
Added: Decloaking will reset the cloaking meter to 40% if below that amount.
Changed: Reduce fall damage and blast damage by 90%
Boss Abilities[]
The Boss' health pool is proportionate to the amount of players in the server; the Boss also has numerous abilities available to every single one, including:
Superjump: Holding down M2 while pointing at least 60 degrees upwards will allow you to charge a superjump, letting go will unleash a very powerful leap, useful for making the way towards hard-to-reach spots. Damage taken will decrease the recharge time, and the strength and type of each jump varies with every boss.
Fastfall: Crouching while mid-air will have the boss' falling speed rapidly increase. Anyone unfortunate enough to be in the way of their descent will get stomped.
Weighdown: Crouching gives a 100% resistance to any source of knockback.
Stomp: Landing on an enemy player's head from a great enough height or while fastfalling will instantly kill them.
Rage: Build up 'rage' by taking and dishing out damage, with any compression blast also increasing the meter by 4%. 1900 damage is required to fill up the rage. Once the meter is full, press E to stun nearby players and unleash a special ability, which varies across numerous types of bosses. The rage lasts up to 5 seconds, depending on the player's distance from the boss, slowing affects players by up to 20%.
Rage cannot be activated if there are less than three RED players left.
Falling Immunity: The boss cannot take fall damage. Upon reaching a killbox by falling off the map, the boss is automatically teleported to their previous spawning location, taking a 1000 damage penalty.
Speed Acceleration: The boss starts with the maximum speed of a Doctor (20 studs/second; 320 hammer units/sec) and increases to Flanker's speed (25 studs/second; 400 hammer units/sec) when their health drops below 50%.
High Health: Every boss has a great amount of health. They can be increased depending on participated RED players.
The basic formula for calculating every bosses' health is [(460+n)×n]1.075 while Bloxy Boy's health formula is [(460+n)×n]1.024; n value represents number of RED players.
Bosses[]
Main Bosses[]
Joseph Fitten is one of the twelve bosses in Vs. Bosses. He is the long-standing CEO of Fitten Co. and brings nothing more than his fist to battle. And by the looks of him, he's quite old.
Stuns all players within 60 studs, stun duration changes depending on the player's distance from the boss.
Removes 50% health from any buildings within its range and disables them for a while.
He is based on the Team Fortress 2 character, Saxton Hale.
Mad Mechanic is one of twelve bosses in Vs. Bosses. Wielding a Golden Wrench and the moral-compass of a bottle of bleach, Mad Mechanic is a frightening sight to behold.
Released on: May 31, 2016, re-appeared on August 22, 2018
Rage: Spawns a level 1 sentry, which can be upgraded and repaired.
Mad Mechanic has a 100% chance of saying his original counterpart's rare voicelines.
He is very loosely based on the Team Fortress 2 Freak character, Vagineer.
Bloxy Boy is one of the twelve bosses in Vs. Bosses. He wields the Sandman as a so-called superhero and treats his enemies like they're a punching bag.
Released on: May 25, 2016, re-appeared on August 23, 2019
Rage: Gain a 10 seconds SuperCharge invulnerability and stuns nearby enemies.
Stuns all players within 60 studs, stun duration changes depending on the player's distance from the boss.
Removes 50% health from any buildings within its range and disables them for a while.
Receives 20 baseballs for the Sandman.
Bloxy Boy is be able to double and triple jump.
He is very loosely based on the Freak Fortress 2 character, Bonk Boy.
Unfortunate Son is one of the twelve bosses in Vs. Bosses. He uses his fist to disembowel players, as evidence on targets being turned into gibs. His enemies may find Unfortunate Son unpredictable or distressing due to his cannibalistic behavior.
Released on: May 31, 2016, re-appeared on August 23, 2019
He is very loosely based on the Team Fortress 2 Freak character, Painis Cupcake.
Brutal Marksman is one of the twelve bosses in Vs. Bosses. He wields a Machete as his combat weapon. The Brutal Marksman was once a dead man, now he's alive to give a violence opportunity on his enemies.
Released on: May 25, 2016, re-appeared on February 8, 2021
Rage: Stuns every player in a 5 stud radius, exploding them afterwards.
He is very loosely based on the Team Fortress 2 Freak character, Seeldier.
The Pirates are one of the twelve bosses in Vs. Bosses. They wield a cutlass and hook, respectively, as their weapons. The Pirate Captain and First Mate were looking for treasure, but found trouble instead.
Pirate Captain stuns all enemies within 60 studs. The stun duration changes depending on the player's distance from the boss and resurrects up to 3 dead RED players as Deckhands.
First Mate stuns all enemies within 60 studs. The stun duration changes depending on the player's distance from the boss.
King Abrax is one of the twelve bosses in Vs. Bosses. They wield a staff as their weapon. They were locked in an ancient temple for centuries, and have awoken from their slumber to take the RED team on.
Rage: Stuns all enemies within 60 studs. The stun duration changes depending on the player's distance from the boss.
Refills ammo for the Original.
They are based on the classic Noob and Guest, respectively.
The ROBLOX Staff are one of the twelve bosses in Vs. Bosses. They see you attempting to infiltrate their headquarters, and are on their way to stop you.
Joke bosses are infrequent bosses that are depicted as characters originating from well-known game franchises, films, YouTube media and meme references. There are a total of 13 playable joke bosses in the game that have a 1 in 200 chance of being chosen as the boss in any given round, with the exception of Brody Foxx, COD of Duty, Freddy Fazbear, and Morshu. A majority of the assets used are taken from the Roblox Catalog and the Toolbox/Creator Marketplace.
Brody Foxx is one of the thirteen joke bosses in Vs. Bosses.
If there are only two people left on RED team, RED team will gain guaranteed critical hits. Many Brutes use this to their advantage by equipping any minigun and the ROBAR to tank more damage. When crits are gained, simply come out of wherever players were hiding, eat the ROBAR and start firing. It is possible to deal thousands of damage before the ROBAR buff runs out and dying, possibly winning the match or at least heavily pushing the favor to the last remaining player.
This strategy actually works even without critical hits. Doing it in a large open space where everyone else can attack the boss can actually be very effective, as the user will have to distract the boss for a while because of the constant healing effect from the ROBAR buff, which will allow other teammates to escape, heal, reload and attack.
Additionally, teaming up a Doctor with the SuperCharge, an Annihilator/Trooper that blasts the boss away or other players that grabs the boss' attention, such as an Agent backstabbing.
As a Marksman, if the user is using the Razorback and the boss is nearly catching up, use the Machete to knockback the boss and tank a hit with the Razorback.
When playing as the Mechanic, always look at the boss' rage meter. If the boss has a heavily fortified base, the boss might use their rage on it and eliminate you, along with any teammates in the base.
Remember that market gardening, and using the caber only deal 5% of the bosses health. If there are not enough players in the server those attacks will deal less damage, so make sure you only attempt these types of attacks in big servers where the boss has more health.
Knockback can be a good and bad thing depending on your team. Knocking back the boss can help your team survive for much longer but also allows the boss to soak up more damage to make a push with rage. Plus if anybody is unlucky enough to be behind the boss and you start airblasting or spamming rockets, that teammate will likely die because of the knockback.
Additionally, if you see any class that can deal thousands to the boss do not deal any knockback or crits towards the boss unless that person is about to die. You want your team to deal damage in order to win.
Trivia[]
Initially when Vs. Bosses was re-released, players weren't able to obtain funds in the game until later updates.
Players might get amount of queue points via amount of damage they dealt to the boss to increase their chance of becoming a boss. Queue points were officially removed on August 24, 2019 in favor of players being randomly selected to become bosses after 16 seconds.[1]
Once the player becomes a boss, their queue points get reset back to 0.
Classic Roblox maps have the fall damage system disabled.
Sometime in late December 2020, the private server links for the Vs. Bosses servers expired, making the mode unplayable. This was fixed on February 8, 2021.
There was a bug that causes frequent lag spikes. After a period of time (5-15 seconds), when someone dies in Arena/Vs. Bosses, the game would try to revive this player, but it will fail, causing a massive lag spike to every player in the server. The scoreboard would display players that are dead as "alive" as the result of this attempt to revive the player. This lag switch bug was exploited by some players when pressing the reset button on Roblox's menu, but then the reset button was blocked altogether by a game patch.
The Vaccinator is not banned, although it's generally very bad since it does not have a melee resistance. The only upsides it has is it's 67% supercharge rate and when supercharged, it will give 2.5 seconds of critical hits to the patient and the healer per charge used, for a total of 10 seconds of critical hits, which the Medigun already has due to having a 25% longer supercharge.
Killing the boss as the Annihilator or Trooper with the Shock and Awe or Market Gardener respectively while blast jumping shows a backstab in the killfeed, possibly meaning this action was "copy-pasted" from the backstab from Agent.
Additionally, the announcement in the chat that occurs when hitting the boss with the Shock and Awe while blast jumping says that "The boss was Caber'd" instead of "Shock and Awe'd". This is because the Shock and Awe was called the Caber as the chat announcement was remain unchanged.
Because this action shows a backstab in the kill feed, it is possible to play the rare backstab animations from market gardens or cabers.
Users wearing a strange cosmetic for Annihilator or Trooper holding the Backstabs strange part will track the "backstab".
Developers have special weapons that allow them to turn into bosses in standard games.[2]
The placeholder icon was taken from a free Roblox decal called, FOR VS.
Bugs[]
When joining a Vs. Bosses server, the boss UI will be colored green instead of purple. Though this can easily be fixed by opening the leaderboard.[3]