Big Bad Boss Series: Soulbreaker Reinhardt Full PvE Boss Fight!


Big Bad Boss Series: Reinhardt
Phase 1: Purification (Technical) Until boss reaches 40% HP.
Phase 2: Bridge of Doom (Burst) Until boss reaches 0 HP.
Normal: 4M0DM
Heroic: A971X
Mythic: H52VG

Developer Words:
Note: Hi guys! I tried to make this boss fight challenging. This is made for 6 man. Normal mode is just to get people used to the mechanics. If you want real challenge go for Heroic or even the Mythic difficulty!!

I ask everyone, who can play with friends in group of 6, and likes the good ol' dungeon feeling of MMORPGS, please enjoy! If you make a video of it for youtube or streaming it, please write to me at [email protected] and I will check it out. I tested this mode with 3 groups so far, both had a blast after understanding the mechanics. Thank you. LazaC

Raid Slots:
Slot 0 - Tank
Slot 1 - Tank
Slot 2 - DPS
Slot 3 - DPS
Slot 4 - Healer
Slot 5 - Healer
(You can deter from this, this is just a suggestion)

Normal Mode:
Boss HP: 25.000
Damage: 250%
Combat Ultimate Charge Generation: 100%
Passive Ultimate Charge Generation: 200%
Projectile Speed: 60%
Firestrike: No Cooldown (0%)

Normal Mode Abilities:

Autoattack Fire Strike
>Vampire Strike
Whenever the boss deals damage to a player he gets a Blood Counter (BC). Every 10 second, the boss heals himself for BC x 30. BCs are reset to 0 after the effect occurs. The ability has a green visual on the boss when activated. (even if the BC was 0)
>Disorientation Curse
Every 21 seconds the boss targets 1 random Living player and disorients him, making his aim speed much higher than usual. The effect last for 3 seconds, then the aim speed sets back to normal, and the 21 second cooldown starts again. This effect has a visual on the player (burning) and also plays an audio for the player for the duration. Also plays a Big Message on the screen 'XY hero icon IS CURSED!' for every player.
The cooldown has a HUD in the right upper corner of the screen for every player.
>Hammer Down
When the Boss reaches 100% ultimate charge it will perform the ultimate move, shattering the ground, damaging (100 dmg) and knocking down every player in its path. Boss primarily targets players in Slot 0 and 1 (if they dead he will hit others). For every player hit by Hammer Down, the Boss also gets a Blood Counter. Ultimate charge generation passively happens during the fight, but keep in mind, that every successful Firestrike lands on a team member will result giving ultimate charge to the boss. On the right hand side of the screen, just below the Disorientation Curse cooldown counter, you can check the current Ultimate charge percent of the boss.
>Purification (PHASE 1 ONLY!!!)
Purification is a technical mechanic which needs some coordination with the team.
Under the boss' feat there is a clock counter says: Purification
This clock signals the happening of the next purification.
The map is divided into 2 separate parts, where the boss is in the middle. The 2 platforms have 3 players each.
Left Side has: Players in Slot 1, 3, 5 (odd)
Right Side has: Players in Slot 0, 2, 4 (even)
During Purification one of the Platforms will be filled with Purifying Globes (white orbs) which players have to avoid by escaping through the building and going around an opened up path, back to the platform where they started before time runs out.
Purifying Globes will stack a 4% maximum health dmg/s as a DoT on any player who touches them. This DoT cannot be removed by the players with normal abilities, the only way to remove it is by going through the Green Orb (which is placed outside of the back of the building that you have to go through) otherwise you have to heal them out. Keep in mind that the effect stacks, try to avoid getting to many.
When the clock reaches 0 SEC the first Purification starts, covering LEFT SIDE with Purifying Globes. At that moment, the Red (Killer) Globe will open up inside the building, allowing passage for 5 seconds. Players have to go through the building, up the stairs and going back to the boss through the opened up place (red globes will be removed for this time). On the left upper corner of the screen players can see a Purification Counter which indicates when the Purifying Globes will disappear, so players can time their movement accordingly, going back to their platforms.
After the Purification Counter reaches 0, players have only 4 seconds to get back to their platform before the Red (Killer) Globes appear again.
By the time the first 3 players arrive back to their Platform, the Purification Clock will be already in motion. This time RIGHT SIDE has to perform the same.
>Bridge of Doom (PHASE 2)
The boss will be teleporting nearer and nearer in every 15 seconds to the players.

Heroic Mode:
Boss HP: 30.000
Damage: 300%
Combat Ultimate Charge Generation: 100%
Passive Ultimate Charge Generation: 350%
Projectile Speed: 80%
Firestrike: No Cooldown (0%)

Heroic Ability modifications:
Vampire Strike: BC x 35 HP heal.
Disorientation Curse: 2 random player targeted and lasts for 5 seconds.
Purification: Purifying Globe DoT is 7% max health d/s.
Hammer Down: Damage 50+50, so it will give 2 BC for the Boss.

Mythic Mode:
Boss HP: 35.000
Damage: 300%
Combat Ultimate Charge Generation: 150%
Passive Ultimate Charge Generation: 500%
Projectile Speed: 100%
Firestrike: No Cooldown (0%)

Mythic Ability modifications:
Vampire Strike: BC x 40 HP heal.
Disorientation Curse: 2 random players targeted. Cooldown only 17 seconds lasts for 5 seconds. Players get cursed for 7 seconds after taking damage from Firestrike or Hammer Down.
Hammer Down: Damage 30+30, so it will give 2 BC for the Boss.
Purification: Purifying Globe Dot is 10% max health d/s. Players have only 3 seconds to jump back to their side when the Purification counter reaches 0.
Bridge of Doom: Teleporting nearer every 20 seconds.

>Bridesmaid (PHASE 2 ONLY!!)
An Add (Mercy) spawns behind the Boss and heals him continuously over time.
The Add can only heal (50 h/s) and is not required to kill to finish the boss. You can decide on killing it first then killing the boss OR just ignore it and burst through its healing.

Gameplay Video (Normal mode) -
Big Bad Boss Series: Soulbreaker Reinhardt (complete game) Normal Mode
English Script Video -
Big Bad Boss Series: Soulbreaker Reinhardt Complete! Full PvE Works...
Magyar (Hungarian) Script Video -
Big Bad Boss Sorozat: Lélektörő Reinhardt Kész! Full PvE Workshop! ...

Other Codes part of Big Bad Boss Series

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Update Log


---Time Slider is added as a Workshop Setting option. You can modify the encounter time with this, if your team needs more time, to ease the challenge. The intended boss fight time is always written next to the slider.
---Changed the coloring of some HUD texts
---Disabled Game Mode HUD and Kill Feed, also workshop inspector recording

Hero Changes:
---Genji deals 2 times of its normal damage while using ultimate (Dragon Blade) on all difficulties.

Bug Fixes:
---Curse Message spam on Heroic mode has been fixed.
---Starting messages on Heroic and Mythic mode has been fixed back to Small messages.
---Fixed the wording on the Purification fade counter on the top left of the screen on Normal difficulty.


-Clarified the role of the top left counter. Players in game can now read what it is for.
-At the spawn room, players can read the basic things to understand the mechanics of the boss.


# All PATCH notes 1.3.0 - 1.3.6

HERO changes

Combat ultimate charging: 200% (all modes)
Passive ultimate charging: 100% (Normal) / 200% (Heroic) / 400% (Mythic)
---Ana: Damage reduced back to normal (all modes)
---Brigitte: Healing received 150% (Mythic)
---Mercy: Damage done: 120% - up from 30% (Mythic)
---Moira: Damage reduced back to normal (all modes)
---Orisa: Ultimate charging 50% - down from 100% (all modes)
---Pharah: Damage reduced back to normal (all modes)
---Reinhardt: Healing received 150% (Mythic)
---Roadhog: Healing received 200% - down from 250% (all modes)
---Soldier 76: Healing received 150% (all modes)
---Sombra: Healing received 150% (all modes)
---Symmetra: Primary Fire Enabled! Ammunition back to 100% (all modes)
---Torbjörn: Ultimate Duration 50% - up from 25% (Mythic)
---Tracer: Healing received 150% (all modes)
---Widowmaker: Healing received 150% (all modes)
---Zarya: Personal and Friendly Bubble CD is only 70% (all modes)
---Zenyatta: Ultimate charging 50% - down from 100% / Healing received 150% (all modes)

--Lowered some hero's dmg potential on Heroic and Mythic modes for balancing.
--Orisa ultimate charging is: 75% (Normal) / 80% (Heroic) and 85% (Mythic) up from 50% on all modes.
--Zenyatta ultimate charging is: 75% (Normal) / 80% (Heroic) and 85% (Mythic) up from 50% on all modes.

---Mercy can now use Guardian Angel, but it is on a 500% cooldown.
-----Resurrection cooldown is now 200% (1 min)
---Mercy (Mercy's healing is on 200% at the moment and I think she needs this amount to be viable in this fight. Especially on harder difficulties even 1 Fire Strike can hurt really badly. So I had to come up a way to nerf this character - because it was too easy to play her, mostly because of her ult and regeneration - and to make the character a little bit more challenging.)
Damage Done: +10% to normal
Healing Received: 50% (because Regeneration was a bit OP with 200% healing)
Ultimate charging: Normal-40% / Heroic-50% / Mythic: 50%
Healing done: 250% (only on Mythic difficulty)

BOSS Changes:

--Touching purification will write a Small Message, so you can notice it more easily
--Vampire Strike Healing will come up as a Small Message for all players, so you can see how much healing the boss does. Maybe you have to avoid shots better!
--Disorientation Curse, cursed people will come up as a Small Message instead of being a Big Message all over the screen.
--Hammer Down! does 100 dmg (Normal) / 50+50 dmg (Heroic) / 75+75 dmg (Mythic)
--Getting hit by Fire strike, Hammer Down or the last Globe of Purification on Mythic difficulty will curse the player for 3 seconds (down from 5), additionally if players are currently having a curse on them, they cannot get another from taking damage.
--Bridesmaid Add on Mythic difficulty (Mercy) will now correctly heal, appear, disappear when it should. Also its HP is reduced to 400% (down from 500%) and its Damage Received is at 120%.

---There are no longer a damage reduce effect on the boss, instead it got extra Health.
The boss' new health: Normal-25.000 / Heroic: 30.000 / Mythic: 35.000
---Purification (Normal and Heroic): Changed the time frame between the disappearance of Purification Globes and the Return of Red Killer Orbs at the end of the runs. The red orbs now come back after 4 seconds (up from 3) to let players have an easier way around, especially if they had to clear the purification effect too.

--Vampire Strike will now heal less on higher difficulties. Heroic: 35 / BC (down from 50) and Mythic: 40 / BC (down from 80)
(This change come in, as it is already hard to avoid everything in this boss fight, and we did not really feel the need to punish the players this way. Healing was too much on the harder difficulties, which made a lot of frustration due to the emphasis put on avoiding mechanics.)
--Purification Globe damage changed on all difficulties. Now instead the Globe DoT would deal flat X amount of damage, it scales with the max health of each player, so it is X% damage now.
Normal: 4% health / sec
Heroic: 7% health / sec
Mythic: 10% health / sec
(This change will not really affect support or damage heroes, the damage stays the same for them. We wanted to let tank heroes to feel the same pressure when not doing the MAIN mechanic right. A 1000 HP dps hero still takes 40 damage per second on Normal, but a 2400 HP tank hero now takes 96 damage per second, which is 4% of their health. This change should balance things out, making the mechanic dangerous for tanks as well.)

BUG fixes and Upgrades:

--Made the purple orbs at the doors unavoidable when they come back after reappearing.
--Placed icons on messages for easier visibility and more flavor.
--Purification counters are destroyed upon entering Phase 2.
--Purification loop stops upon entering Phase 2.
--Starting Messages will teach players about very base mechanics, and they become Small Messages instead of being Big.

--Changed the Orb radius of the Orb surrounding the Boss in Phase 1. It is now 6 metres (down from 7). This change made it possible for a Reinhardt hammer to reach.
--Because of the previous change with the orb, Reinhardt's rocket hammer knockback is now at 0% percent.
--The killing effect at the end of the 5 minute which is to avoid draw, will now properly kill in her Mech and Echo while using her ultimate.

--Changed a Red Killing Orb radius in Phase 2, at the end of the bridge, so players standing on the edge won't die.
--Purification Globes will not affect dead players anymore.

--Boss now only targets players in line of sight. This means, it will not hurl Fire Strikes on players currently running from Purification while outside of his reach, which will result in a slight increase of difficulty during the fight.
(It can still throw Hammer Down on a target out of line of sight)
-Hammer Down fixes.

-Players will have all damage over time effects on them cleared upon dying.

-Boss now has the intended amount of Health.

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