Features and What They Do

What each feature does, how to use it, and which bosses need it. Every boss page lists its requirements under Required Features and links back here.

The default for almost everything is No Health plus Immunes. Damage Increase can stand in for No Health anywhere it appears, but No Health is more consistent, so it is what this guide assumes. Where a boss needs something else, or breaks if you use the usual pair, its page says so.

Bringing a rocket or a Void Warlock melee, and doing an encounter's mechanics, are not listed here. They are not menu options, so they live in the strategy on each boss page instead.

Contents

Killing Things

Feature In the menu Bosses
No Health Health Write 47
Damage Increase Damage Increase Multiplier
Immunes Immune Write 37
Immune Aura Immune Aura 8
Kill Aura Kill Aura
RPM RPM
No Recoil No Recoil
No Flinch No Flinch
Bullet Collision Bullet Col

Getting Around

Feature In the menu Bosses
Fly / Noclip Flight 9
Teleports Teleportation Suite 5
Guardian Size & Gravity Guardian Size & Gravity Multipliers 3
Sparrow Anywhere Sparrow Anywhere
Gamespeed Old & Fast Gamespeed Multipliers
Turnback Turnback

Staying Alive

Feature In the menu Bosses
Ghostmode Ghostmode 1
Insta Respawn Insta Respawn

Utility

Feature In the menu Bosses
Buffs Buffs
Infinite Ammo Infinite Ammo
Ability Energy Ultimate, Grenade, Melee & Class Ability Energy Multipliers
Interact Range & Instant Interact Interact Range Multiplier, Instant Interact
Timers Timers
Activity ID Activity ID
No Joining No Joining

Loadout Editors

Feature In the menu Bosses
Weapon Editors Primary, Special & Heavy Weapon Editors
Armor Editors Armor Editors

Interface

Feature In the menu Bosses
Menu Scale & UI Bind Menu Scale, UI Bind
Active Features Active Features
Player FOV & Third Person Player FOV, 3rd Person View & Distance
World Modulation World Modulation

Killing Things

Everything that turns a boss from a health bar into a formality.

No Health

In the menu: Health Write

Changes enemy health values.

Listed in the menu as Health Write. Set enemy health to nothing and anything that lands kills: a primary, a melee, splash from a rocket. The hit does not have to be big, it only has to register.

Damage Increase does the same job from the other end. No Health is the more consistent of the two, so it is what the rest of this guide assumes.

Used on 47 bosses:

Damage Increase

In the menu: Damage Increase Multiplier

Multiplies your outgoing damage rather than touching the target health pool.

Set the multiplier high enough that a single damage phase covers the health bar. It stands in for No Health almost anywhere No Health is listed.

Less consistent, because the boss still has to actually take the damage, so prefer No Health where you have the choice.

Immunes

In the menu: Immune Write

Lets you kill most bosses straight through their immune phase.

The menu option called Immunes is the feature Immune Write underneath it. They are the same thing, so wherever this guide says immunes, that is the one to turn on.

With it on, the boss can be damaged whenever you like, without running the encounter to open a damage phase first.

It does not cover everything. Where it will not take, Immune Aura usually will. A few bosses also break if you use it: Ir Yut turns permanently immune, and Zo'aurc and Nezarec soft-lock if you kill them early. Those are called out on their pages.

Used on 37 bosses:

Immune Aura

Kills some bosses through immune that Immune Write cannot touch. Also messes with a lot of the rest of the game.

The fallback when Immune Write will not take. It is the route for Rhulk, the Witness, Ecthar, Locus of Wailing Grief, Raneiks and the Pantheon Gahlran.

It is not a clean, narrow toggle. It also changes ability regeneration and size, and killing something with your ult while it is on generates an absurd number of orbs. Expect side effects, not just the immune bypass.

Turn it OFF for Koregos on Epic. Having it on is what blocks that kill.

Used on 8 bosses:

Kill Aura

Ability size changer. Despite the name, it scales abilities rather than killing anything by itself.

Turns abilities up to the size of the map. Explosives scale with it too, including AoE grenade launchers.

Useful anywhere you want a single ability or explosive to cover an entire arena rather than a point on it.

RPM

Changes the fire rate of your gun.

Turn it up and a weapon empties far faster than it should, which is raw damage per second on any boss killed by sustained fire rather than a single hit. Pairs with Infinite Ammo, since fire rate is worthless once the magazine is dry.

No Recoil

Turns the recoil function off.

The reticle stays where you put it, so every shot of a damage phase lands on the same spot. Matters most on bosses killed with sustained fire rather than one hit, and on anything with a small crit spot.

No Flinch

Turns the flinch function off.

Raid bosses come with a room full of adds, and being shot while you damage normally shoves your view. With this on, add fire does not cost you the shot.

Bullet Collision

In the menu: Bullet Col

Lets you shoot through most walls.

Damage lands on a boss that is behind cover, inside geometry, or on the far side of a shield.

Pairs with flying under the map, where the target and your line of sight are not in the same place.

Getting Around

Reaching a boss, skipping to it, or moving it somewhere it cannot survive.

Fly / Noclip

In the menu: Flight

Free movement, including through geometry and outside the play space.

Velocity Fly moves you by pushing your velocity, Coordinate Fly sets your position directly, and Fast Fly is the same with the speed turned up. Custom speeds let you tune how quick it is.

Used to skip encounters, reach a boss before it is meant to be reachable, pass through a shield as on Pantheon Argos, or get under the map to the real version of a boss as on Crypt Security, Atraks and Zoetic Lockset.

Used on 9 bosses:

Teleports

In the menu: Teleportation Suite

Full teleportation suite. Speedruns activities, and forces you to respawn.

TP Down, TP Current and TP Up move you between saved points. Last and next waypoints step through them. Visualization draws them so you can see where they are, with colours to tell them apart.

The TPs in the folder already cover the awkward spots, in particular the boxes under Deep Stone Crypt.

Death is the forced respawn, and it is what this guide calls a death bind. The Pantheon Warpriest method fires a projectile and triggers it before the shot connects.

Used on 5 bosses:

Guardian Size & Gravity

In the menu: Guardian Size & Gravity Multipliers

Changes your character scale and how hard gravity pulls on you.

Scaling up makes you physically large enough to shove a boss out of its arena. Walk into it and it goes over the edge.

Between 12 and 15 is the working range for Insurrection Prime. Koregos and Shuro Chi use the same trick.

The gravity multiplier is the companion setting: lower it to float and cover height, raise it to drop quickly.

Used on 3 bosses:

Sparrow Anywhere

Summons your sparrow in places you usually cannot.

Cuts the walking between encounters. Most useful in the long traversal sections that sit between bosses.

Gamespeed

In the menu: Old & Fast Gamespeed Multipliers

Changes how fast the game itself runs.

Speeds up anything you have to wait through, such as slow scripted sequences or a long traversal. Two implementations are exposed because they behave differently after patches: if one does nothing, try the other.

Turnback

Disables the Turnback text when you go out of bounds.

Stops the warning appearing while you are outside the play space.

Note what it does not do: it removes the message, not the kill. Ghostmode is what actually makes you immune to turnback zones, so for anything that keeps you out of bounds for a while you want both.

Staying Alive

Not dying, not wiping, and getting back on your feet when you do.

Ghostmode

Sets your own client health to 0, which makes you immune to damage and to turnback zones.

The immunity to turnback zones is the point: it is what lets you sit outside the play space without being killed for it. Needed alongside a size launch on Shuro Chi, and solo only, since anyone else in that encounter wipes the team regardless.

It costs you a lot while it is on:

  • You cannot kill anything
  • You are invisible in PvP
  • The near-death sound plays constantly

Turn it off once you are back where you should be.

Used on 1 boss:

Insta Respawn

Lets you respawn instantly.

Pairs with the Teleports death bind, where dying is deliberate. Also covers the mistakes: with it on, a bad launch attempt costs seconds instead of a run.

Utility

Ammo, abilities, interacting, and controlling who is in the activity with you.

Buffs

Changes how many buffs you get per pickup.

One pickup can be worth many. Useful in encounters built around collecting and stacking a buff, where the normal rate is the limit on how fast you can progress.

Infinite Ammo

Stops ammo being consumed.

Matters most on the bosses killed with a rocket or other heavy, where you would otherwise be limited by bricks. Take as many shots as you need.

Ability Energy

In the menu: Ultimate, Grenade, Melee & Class Ability Energy Multipliers

Controls how fast super, grenade, melee and class ability energy comes back.

Turn them up for abilities on demand. This is what makes the melee kills practical: Rhulk, the Witness, Ecthar, Locus of Wailing Grief and Raneiks all want a Void Warlock melee available every attempt rather than once a fight.

The Templar method uses the same idea from the other direction, giving super instantly via immune aura.

Interact Range & Instant Interact

In the menu: Interact Range Multiplier, Instant Interact

Extends how far away you can interact with something, and removes the hold.

Plates, relics, terminals and chests all become instant and reachable from a distance. Handy where a mechanic wants you in two places quickly, and for grabbing secret chests in passing.

Timers

Changes how long your timers last.

Stretch a damage phase or a buff so it covers the whole fight, or shorten a wait you would otherwise sit through.

Worth knowing on Koregos on Epic, where you have to wait for the enrage message before killing him or the encounter soft-locks.

Activity ID

Shows the identifier of the activity you are currently in.

Confirms which version of an encounter you have loaded, which matters where normal and Epic differ, as on Koregos.

No Joining

Stops anyone else joining your activity.

Keeps a run solo. Required for the Shuro Chi launch, which wipes the team if anyone else is in the encounter, and generally useful when you do not want someone dropping in mid-run.

Loadout Editors

Changing what you are holding and wearing.

Weapon Editors

In the menu: Primary, Special & Heavy Weapon Editors

Edits the weapon in each slot: model, item ID, and up to 19 perks each.

Lets you put together the gun a method calls for without owning or grinding it. The explosive kills in this guide only need a rocket in the heavy slot.

Armor Editors

Edits helmet, gauntlets, chest, legs and class item, including models and up to 30 armor perks.

Mostly cosmetic, but the perk side pairs with the ability energy multipliers when a method depends on a specific ability being up.

Interface

The menu itself and how the world is drawn for you.

In the menu: Menu Scale, UI Bind

Sizes the menu, and sets the key that opens it.

Worth setting first. Rebind the menu to something you will not hit by accident mid-encounter, and scale it so it is readable without covering the fight.

Active Features

Lists what you currently have switched on.

The check to run before a damage phase. Several methods in this guide fail because something is on that should not be, Koregos on Epic being the clearest case, where immune aura has to be off.

Player FOV & Third Person

In the menu: Player FOV, 3rd Person View & Distance

Widens your field of view, and pulls the camera out behind your character.

Third person with the distance turned up is genuinely useful while flying or lining up a size launch, since it shows you where your character actually is relative to the boss.

World Modulation

Changes the lighting inside the game engine.

Brightening a dark space makes under-map work far easier to read, which is where most of it earns its keep: the boxes below Deep Stone Crypt, or anything found by flying under the floor.

results matching ""

    No results matching ""