A purple octagon that never moves, never stops spinning and never stops shooting. Nemesis has the biggest health pool, the most relentless fire and the biggest payout of any boss. It's surgio's own design and the hardest fight in the rotation.
Server defaults. Boss damage can be raised by up to 12% at spawn when one player is far ahead of the lobby.
| Health | 4,350 (the largest pool of any boss) |
| Body radius | 32 px |
| Contact damage to you | 20.2 per tick while touching, 30 ticks a second |
| Cannons | 8, one per side, always firing. 36 damage per bullet, 184 px/s, about 3.9 shots a second each (31.5 bullets a second in total) |
| Cannon reach | About 215 px from the centre |
| Spin | About 80° a second (120° a second enraged) |
| Drones | 8 triangles from four small corner barrels. 25 HP, 23 damage per hit, one new drone every 0.4 s until it has 8 |
| Movement | None. It stays where it spawned for its whole life |
| Signature move | Radial nova: starts when the nearest player is within 1,150 px |
| Nova wind-up | 0.7 s, yellow glow. The cannons go quiet during it |
| Nova | 20 bullets in an even ring (40 in two offset rings enraged), 36 damage, 430 px/s, reaching about 1,150 px |
| Nova cooldown | 5.5 to 7.5 s (about 2.9 to 3.9 s while enraged) |
| Healing | 0.1% of max health per second, only after 4 s without damage |
| Kill reward | 30,000 score to the killing hit, the most of any boss |
| How it spawns | Sixth in the boss rotation, after Wraithspire and before Leviathan |
Nemesis is a turret the size of a boss. It spawns somewhere on the map and stays on that spot until it dies. It doesn't chase and it doesn't wander. While it's alive it spins at about 80° a second and fires all eight cannons the whole time, whether anyone is near it or not. That's 31.5 bullets a second at 36 damage each, sprayed evenly in every direction as it turns.
The cannon bullets are slow. They move at 184 px/s and die after less than a second, so they only reach about 215 px from the centre. Inside that circle Nemesis is the most dangerous thing in the game. Outside it, the cannons can't touch you. Anything that drifts close, shapes included, gets shredded, so you'll usually find Nemesis sitting in a bare patch of ground.
Its eight drones reach further. They orbit the body and go for anything within about 400 px of themselves, which puts their reach at roughly 480 px from the centre. They're the reason standing just outside cannon range isn't safe.
The nova covers everything past that. When the nearest player is within 1,150 px, Nemesis charges for 0.7 seconds and then fires a ring of 20 bullets outward in every direction at 430 px/s. Those bullets carry the same 36 damage and fly about 1,150 px. There's no angle that avoids the nova. There are only gaps in it.
The nova wind-up is a yellow glow with a yellow ring closing in on the body over 0.7 seconds. The other tell is easy to miss: the cannons stop. Nemesis doesn't fire its normal eight-way stream while it's charging a nova. If the spray around it suddenly goes quiet, the ring is coming.
How to use the tell depends on your distance. The ring's bullets are evenly spaced, so the gaps between them grow the further out you are. At 180 px there's barely room for a tank between two bullets. At 500 px there's about 140 px of clear space in each gap, so slipping through is easy if you're already moving sideways. Don't try to outrun the ring. It expands at 430 px/s, faster than a level-45 tank can move. Pick a gap and step into it.
You can also make a gap. Nova bullets are fragile: any bullet you fire that meets one deletes it. A spray class facing the boss when the ring arrives can punch a hole in it at exactly the spot it's standing.
Nemesis gives you three rings to think about: cannons to about 215 px, drones to about 480 px, the nova to about 1,150 px. The fight is choosing which ring to stand in.
Past 1,150 px nothing it has reaches you and the nova never starts, because the nearest player is out of range. Only long-range snipers hit that far. Horizon needs two points of Bullet Speed, Apex needs three or four and Nightfall needs four. Nemesis can't close the distance, so a sniper with that range can take the biggest payout in the game without being shot at. It takes a while against 4,350 HP, so spend your other points on Bullet Damage and Reload.
Everyone else fights from the 500 to 1,100 px band: outside the drones, inside the nova. From there it's a rhythm fight. Shoot during the cannon phase, watch for the cannons going quiet, and sidestep into a gap when the ring arrives. At 500 px the ring takes a little over a second to reach you after it fires, which is plenty of time to see it and move.
Rammers shouldn't take this fight. You'd be driving into 31 bullets a second at 36 damage each.
Drone classes have it nearly as bad. Your drones have to cross the cannon stream to reach the body, and bullets deal double damage to drones, so a 36-damage cannon bullet deletes one of your drones outright. The ones that get through lose about 5.6 penetration per hit on its body. Even at maxed Drone Penetration, a drone lands two hits and dies.
Nemesis doesn't aim, so a group can't pull its attention anywhere. The cannons and the nova hit every direction equally. What a group changes is time: 4,350 HP goes a lot faster with three guns on it. Stand at different angles in the 500 to 1,100 px band so everyone has their own gap to step into, and don't cluster, because two tanks side by side need a gap twice as wide.
At 2,175 HP Nemesis enrages once. It pulses a shockwave that shoves everyone within 360 px and deals 12 damage, a red aura starts pulsing around it, and a nova follows within half a second.
For the next 60 seconds three things change. It spins at about 120° a second, so the cannon stream sweeps faster. The cannons don't fire any faster, they just cover the circle more often. The nova cooldown runs 1.9 times faster, so a ring comes every 3 to 4 seconds. And every nova is two rings of 20, offset by half a step. That halves the gaps. With 40 bullets there's only room for a tank between them from about 360 px out, and at 500 px the gap is about 60 px. That's still passable, but you have to be moving already.
The hazards arrive as well. Every 3 seconds, four solid damaging zones erupt within 130 px of the nearest player. Against Nemesis that's the part that kills people: a hazard lands in the gap you were stepping into, you stop, and the ring hits. Keep a second gap in mind.
A sniper beyond 1,150 px doesn't care about the nova, but the hazards still land around whoever Nemesis targets, and it targets the nearest player within 1,600 px. Past 1,600 px you're out of its sight entirely. The enrage ends after 60 seconds and never comes back.
Other bosses: Warden · Conjurer · Bulwark · Juggernaut · Wraithspire · Leviathan