An orange hexagon that walks straight at you, then winds up and charges. Juggernaut is the boss that tests your movement more than your aim, and the one that punishes panic hardest.
Server defaults. Boss damage can be raised by up to 12% at spawn when one player is far ahead of the lobby.
| Health | 3,300 (the smallest pool of any boss) |
| Body radius | 32 px |
| Contact damage to you | 19.3 per tick while touching, 30 ticks a second |
| Guns | One forward cannon plus four rear thrusters. 34.5 damage per bullet, 533 px/s, reaching about 530 px. Only the front one fires at you |
| Movement | Walks straight at the nearest player at 143 px/s (174 px/s enraged). Wanders at 102 px/s with nobody near |
| Notices you at | 1,600 px |
| Signature move | Charge: starts when you're within 780 px |
| Charge wind-up | 0.9 s, orange glow. It keeps turning to face you the whole time |
| Charge | 950 px/s for up to 0.55 s, about 520 px. Stops early if it touches any player or the arena edge |
| Slam (end of every charge) | 12 damage and a knockback shove to everyone within 240 px (360 px enraged) |
| Trail | Solid hazards dropped behind the charge every 0.07 s, 9 damage per hit, 1.1 s life |
| Charge cooldown | 3.5 to 5 s after the slam (about 1.8 to 2.6 s while enraged) |
| Healing | 0.1% of max health per second, only after 4 s without damage |
| Kill reward | 27,000 score to the killing hit |
| How it spawns | Fourth in the boss rotation, after Bulwark |
Juggernaut is the only boss that wants to touch you. The kiters hold a distance and the fortresses stand still. Juggernaut's standoff distance is zero: it walks straight at the nearest player and keeps walking. Its body hits for 19.3 per tick of contact, and contact damage lands 30 times a second. Bosses are also built to barely move when something hits them, so when you collide with it, you're the one who gets thrown.
Its walking speed is 143 px/s. That's faster than it sounds. Every level slows your tank a little, and a level-45 tank on a class with normal speed and no points in Movement Speed tops out around 134 px/s. That tank cannot walk away from Juggernaut. One point of Movement Speed fixes that at normal speed. You need four to outwalk it while it's enraged.
The charge is the kill move. When you're within 780 px and it's off cooldown, it stops, glows orange for 0.9 seconds while turning to follow you, then launches at 950 px/s. The charge runs about 520 px unless it hits a player or the arena edge first. Whichever way it ends, it slams: everyone within 240 px takes 12 damage and gets shoved away hard, harder the closer they were. Behind it, the whole charge path is lined with hazards that hit for 9 and last just over a second.
It has a gun as well. The forward cannon hits for 34.5 and reaches about 530 px. The four rear barrels fire backwards, away from you, which is what they're for: they're the thrusters in its silhouette.
The charge tell is the most important one in the boss roster, because the charge itself is too fast to react to. Watch for three things at once:
It aims at where you are at launch. It doesn't lead. So the dodge is to be moving sideways when the ring closes and to keep moving afterwards. A tank that's still moving is not where the charge is going. A tank that sidestepped early and stopped gets tracked and hit anyway.
Then there's the part people forget. If the charge misses, it doesn't stop beside you. It runs its full length and slams wherever it ends, often a couple of hundred px past you. The slam reaches 240 px. If you dodged by a hair and stopped, you're probably still inside it. Keep going until it has slammed.
Stay between 550 and 780 px if you can. Past about 530 px its cannon can't reach you, and a charge launched from that far stops short of you. The slam at the end can still clip you for 12 and a shove unless you're right out near 780 px, but that's a nudge, not a hit. Walk backwards while you shoot, sidestep each charge late, and punish the slam: after every charge there's a 3.5 to 5 second gap before the next one. That gap is when you do most of your damage.
Juggernaut has the smallest health pool of any boss, 3,300, and bullets stop on the boss rather than passing through, so raw damage per second decides this fight. Bullet Damage and Reload first. Then put at least one point, better four, into Movement Speed, because a tank that can't outwalk it is fighting on its terms.
Fast classes are comfortable here. Vector, Afterburner and Interceptor all move well above normal speed, so the walking phase never catches them. The snipers do well for a different reason: Horizon, and Nightfall with a point or two of Bullet Speed, can start hitting it from beyond 780 px, before it's close enough to charge at all, and keep hitting it as it walks in.
Traps are solid to bosses. A Juggernaut charging into a trap wall is stopped by it and slams there, short of you, and it takes trap damage on the way. Snare, Trisnare and Megasnare can lay a line between themselves and the boss and let it run into it. It's the one boss the trap line counters outright.
The charge ends on the first player it touches, not just its target. The slam hits everyone around that point. So spread out. Two players standing together both eat the same slam. Keep more than 300 px between players and one charge can only ever catch one of you.
At 1,650 HP Juggernaut enrages once. The enrage itself is a slam: everyone within 360 px takes 12 damage and a shove. Then a pulsing red aura, and the next charge starts within half a second.
For the next 60 seconds it's a different fight. It walks at 174 px/s, so a tank with fewer than four Movement Speed points can't get away on foot. Charges come every 1.8 to 2.6 seconds instead of 3.5 to 5. Every slam reaches 360 px and shoves harder. The gap you were using to deal damage is roughly halved.
Hazard zones start erupting around whoever it's targeting: four at a time, every 3 seconds, within 130 px of you, 10 damage each, lasting 5.5 seconds. They're solid. Combined with the trail, this is how a dodge fails in the enrage: you sidestep into a hazard you didn't see, it stops you dead, and the charge arrives.
If you're low when it enrages, leave. It walks faster than you now, so leave early, not at 20% health. The enrage ends after 60 seconds and never repeats, so coming back later is a real option.
Other bosses: Warden · Conjurer · Bulwark · Wraithspire · Nemesis · Leviathan