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(Created page with "{{stub}} {{ArmorInfoBox |title = Siphon |image = 250px |caption = Screenshot from Chapter One |armor = |health = 40,000 |healthdelay = |energy = |energyregen = |speed = |mass = |tribesgold = |xp = |mastery = |icon = }} '''Siphon''' is the boss for Chapter One and has three attacks. The first attack fires multiple Seeker Orbs that follow the player and explode on contact. The Seeker Orbs have 100 health and can be detonated by shooting...") |
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|title = Siphon | |title = Siphon | ||
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'''Siphon''' is | '''Siphon''' is a boss in Deadzone: Rogue. | ||
Siphon has one glowing eye, acting as its weakpoint. Additionally, it has two shields to its sides that will block bullets{{Verify}}. | |||
Siphon has three seperate attacks. First, it will raise its shields to either side of it, firing a barrage of Seeker Orbs that move toward the player. Each Seeker Orb explodes upon reaching the player or taking damage. Second, it will face downward before spinning, firing three lasers in different directions and changing angles. This "Laser Spin" deals 50 damage on Adventure difficulty{{Verify}}. Lastly, Siphon will charge a laser that is then fired directly at the player. This "Plasma Snipe" deals 80 damage on Adventure difficulty{{Verify}}. | |||
Once Siphon drops to specific amounts of HP{{Verify}}, it will spawn a wave of enemies and turn invincible, including [[Deadzone: Rogue/Enemies/Melee Phalanx|Melee Phalanxes]], [[Deadzone: Rogue/Enemies/Guardian Bot|Guardian Bots]], and [[Deadzone: Rogue/Enemies/Assault Bot|Assault Bots]]{{Verify}}. All enemies near Siphon must be destroyed for Siphon to become vulnerable to damage again{{Verify}}. Siphon won't use its Plasma Snipe attack until it does this at least once{{Verify}}. | |||
Siphon appears at the end of Security Level 9, acting as the final boss for Chapter One. | |||
== Strategy == | |||
* Strafing around the edge of the arena will allow the player to avoid the majority of damage during this fight, as well as the death pit in the centre of the arena. | |||
* Seeker Orbs move slower than the player on Adventure difficulty and can thus be ignored. On higher difficulties, however, they must be destroyed. | |||
* The Laser Spin moves too quickly to be dodged reliably. However, it deals low damage and hits the player infrequently, meaning it can be ignored safely. | |||
* The Plasma Snipe deals its damage over time rather than immediately. Exit the beam quickly to mitigate damage. | |||
[[Category:Deadzone Rogue]] | [[Category:Deadzone Rogue]] | ||
[[Category:Deadzone Rogue/Enemies]] | [[Category:Deadzone Rogue/Enemies]] |
Revision as of 13:10, 19 February 2025
Siphon is a boss in Deadzone: Rogue.
Siphon has one glowing eye, acting as its weakpoint. Additionally, it has two shields to its sides that will block bullets[verification needed].
Siphon has three seperate attacks. First, it will raise its shields to either side of it, firing a barrage of Seeker Orbs that move toward the player. Each Seeker Orb explodes upon reaching the player or taking damage. Second, it will face downward before spinning, firing three lasers in different directions and changing angles. This "Laser Spin" deals 50 damage on Adventure difficulty[verification needed]. Lastly, Siphon will charge a laser that is then fired directly at the player. This "Plasma Snipe" deals 80 damage on Adventure difficulty[verification needed].
Once Siphon drops to specific amounts of HP[verification needed], it will spawn a wave of enemies and turn invincible, including Melee Phalanxes, Guardian Bots, and Assault Bots[verification needed]. All enemies near Siphon must be destroyed for Siphon to become vulnerable to damage again[verification needed]. Siphon won't use its Plasma Snipe attack until it does this at least once[verification needed].
Siphon appears at the end of Security Level 9, acting as the final boss for Chapter One.
Strategy
- Strafing around the edge of the arena will allow the player to avoid the majority of damage during this fight, as well as the death pit in the centre of the arena.
- Seeker Orbs move slower than the player on Adventure difficulty and can thus be ignored. On higher difficulties, however, they must be destroyed.
- The Laser Spin moves too quickly to be dodged reliably. However, it deals low damage and hits the player infrequently, meaning it can be ignored safely.
- The Plasma Snipe deals its damage over time rather than immediately. Exit the beam quickly to mitigate damage.