$BOSSs are two identical big monsters in the middle of the arena. They attack in melee. They may cleave.
aurastep=200
Note - phase HP thresholds only require one $BOSS to hit the thresholds to begin the phase.
Phase 1 (100-50% HP)
$BOSSs have the following passive ability:
$ability1: Aura with 11*$aurastep radius. Other units in the aura (not the holder) gain +220% damage -20% for each $aurastep distance from the holder.
Phase 2 (50-0% HP)
$BOSSs gain the following ability:
$ability2: $BOSS charges the other $BOSS, catching any units in the way and pushing them along. $BOSSs cast $ability2 simultaneously on each other. Units compacted between $BOSSs when they hit each other finishing the charge take $high physical damage.
Phase 3 (0% HP)
One $BOSS has died due to reaching 0% HP. The other $BOSS loses $ability1 and gains $ability3 instead.
$ability3: +300% damage until death.
Strategy
Pull $BOSSs apart to minimize impact of $ability1. Repeat after each time $ability2 happens. Try to make sure one $BOSS is very low on HP when the other $BOSS dies to minimize length of phase 3.
This is different from the twin boss because pulling $BOSSs together is a BAD idea here.
Stand-in fluff
BOSS=Brute Demon //(totally not a magnataur)
$ability1=Empowering Aura //(trust me there's no relation to Empower)
$ability2=Bro Hug //(demon horns are NOT used to skewer units charged)
$ability3=Enrage
Than you for the suggestion! I like ability: it makes whether to focus down one of the bosses a toss-up (though it'd probably have to be buffed, as total damage from one boss may still be less than that from two).
$BOSSs
Arena
Large.
Boss
$BOSSs are two identical big monsters in the middle of the arena. They attack in melee. They may cleave.
aurastep=200
Note - phase HP thresholds only require one $BOSS to hit the thresholds to begin the phase.
Phase 1 (100-50% HP)
$BOSSs have the following passive ability: $ability1: Aura with 11*$aurastep radius. Other units in the aura (not the holder) gain +220% damage -20% for each $aurastep distance from the holder.
Phase 2 (50-0% HP)
$BOSSs gain the following ability: $ability2: $BOSS charges the other $BOSS, catching any units in the way and pushing them along. $BOSSs cast $ability2 simultaneously on each other. Units compacted between $BOSSs when they hit each other finishing the charge take $high physical damage.
Phase 3 (0% HP)
One $BOSS has died due to reaching 0% HP. The other $BOSS loses $ability1 and gains $ability3 instead. $ability3: +300% damage until death.
Strategy
Pull $BOSSs apart to minimize impact of $ability1. Repeat after each time $ability2 happens. Try to make sure one $BOSS is very low on HP when the other $BOSS dies to minimize length of phase 3. This is different from the twin boss because pulling $BOSSs together is a BAD idea here.
Stand-in fluff
BOSS=Brute Demon //(totally not a magnataur) $ability1=Empowering Aura //(trust me there's no relation to Empower) $ability2=Bro Hug //(demon horns are NOT used to skewer units charged) $ability3=Enrage