The Hunt, Hard Boss Fights


This mode is still in late Beta, and is expecting to see more changes.


The Hunt is a multi-boss fight mode inspired by the popular Boss Hunt. This mode is different in many ways, but mainly in terms of difficulty and functionality.

This mode features 28 bosses (and expanding), all with unique mechanics that can be overcome. Before players can tackle a new boss, they will encounter a small pack of monsters (functionally trash packs). Some bosses may return at a higher level, with new challenges!

Defeat bosses, earn crystals, and purchase upgrades. Manage your threat, and progress towards the end!

Additional Information

This mode is more focused on long-term progression; many upgrades scale in ludicrous expenses. Do not expect to be able to max out your upgrades, and for them to make much of an impact in the long term. This mode supports up to 9 players, the difficulty of the mode will automatically adjust according the amount of players, and supports the Workshop Maps.

This mode features a threat system that determines what the enemies see as a deadly opponent. They tend to hate tanks and healers the most.

Workshop Expanse, is an easy map, with a custom scaling arena, based on the health percentage of the boss. This arena increases maximum size with each boss.
Workshop Chamber, is a medium map, due to its enclosed boundaries and walls that inevitably can be pinned.
Workshop Island, is the hardest map, due to the lack of boundaries, which inevitably lead to many many deaths. Do not take this map lightly.

After defeating the 3th boss, you can expect to progress with Imbues or your one time upgrade. (They do NOT cost anything, but cannot be changed.)

Hacking: Attacks have a chance to hack the target. /// Heals have a chance to make the target unkillable.
Burning: Attacks and heals have a chance to apply the amount applied over 3 seconds.
Freezing: Attacks have a chance to stun the target. /// Heals have a chance to make the target dodge.
Criticals: Attacks and heals have a chance to apply a bonus amount instantly.
After defeating the 9th boss, you can expect to further your Imbue with a 2nd upgrade based on your Imbue.

Players can purchase Resurrect Tokens which let them revive themself, or allies by crouching on their corpse.
As with most actions in this mode, Interact will be used for the majority of custom actions.

Do not treat the damage numbers you see, as vanilla. Numbers in this mode are deflated by comparison, especially if you have multiple players with you.


So long you are within 8m of an enemy you will deal +10-50% bonus damage based on your proximity.
You can fail a boss up to 3 times, before it sends you back a boss to redo. You DO NOT need to reclear trash.
During dialogue you can hold [Jump] to skip it. If 65% or more people want to skip, it will exit the dialogue.
Mercy CAN Resurrect dead allies, but the cooldown is MUCH longer.
Tanks generate significantly more threat than all other roles, but healers will generally generate more than a DPS.
If you are above 500% threat, you will take 1% more damage for every 5% threat above.
Bosses cannot be environmentally killed.
If you take too long to kill a boss, they will enrage, dealing 333% damage.
If your 2nd Imbue says it's manual, you can press Interact during a battle to activate it. The manual upgrades have 1 minute cooldowns.


Although this mode does not feature many customizations, hosts can modify the threat multiplier of each role. Hosts can also modify the dialogue settings; skip percent and talk timer respectively. Hosts can also turn on/off damage indicators, which also show healing indicators. Furthermore, hosts can choose between part 1, 2, and 3, and customize the amount of wipes allowed per boss.

Part 1 starts you off on Boss #1, with no bonus crystals.
Part 2 starts you off on Boss #11, with some bonus crystals. This setting is intended for the event that the game closes because it reached the maximum server life of 6 hours. (Or otherwise unfortold server crashes.)
Part 3 starts you off on Boss #21, with some bonus crystals. This is in the event you defeat #20, but didn't manage to get much further due to the game instance closing.

Other Codes part of Player vs Environment - By Scourge

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Update Log (6)

[Changelog - 0.10.0 | April 2021]
Brought 0.10.0 PTR features to the live build.

--- PLAYERS ---
Moira projectiles now move at 55% speed, was 80%.
Moira now heals at 145%, was 133%.

--- BOSSES ---
Increased crystal gains from failures and kills.
Reinhardt"s adds now deal 60% reduced damage.

*This update is not particularly large, and this mode will be worked on in some capacity soon.

PTR ONLY, no share code
[ Changelog - 0.10.0 PTR | February 2021 ]

--- GENERAL ---
Player maximum increased to 10, was 7. In theory the mode could support 12.
Enemy maximum increased to 14, was 5. This is due to the new features that allow 12 non-player dummy bot slots.

Maximum trash that can be active is now based on the total amount of players, ranging 2-5 trash - or 1 bot per 2 players. Was 4 regardless of count.
Boss monsters will now have their actual name modified. All actual boss "titles" have been modified.

Modified a few boss mechanics to take advantage of increased dummy bot slots.

Added new eye candy to some boss mechanics.

[ Changelog - 0.9.2 | December 22, 2020 ]
--- GENERAL ---
Path applications from allies is now slightly more visible.
Upgrades will now have their individual costs labeled before you purchase them.

Player Echo [Flight] now has a cooldown of 180%, was 165. [Focusing Beam] now has a cooldown of 70%, was 80.
Player Genji now does 108% damage, was 107.
Player Zarya now has a base health of 15%, was 10. This in effect makes her barrier 50% more absorbant.

[ Changelog - 0.9.3 | January 18, 2021 ]

Slight updates to the boss mechanic framework. This is currently only in effect on (Boss 18) Bastion and (Boss 22) Torbjorn"s new ability.
General shop purchases can now be run slightly quicker.
Significantly optimized the price display function now only updating when needed.

Each failed attempt on a boss now reduces future enrage timers down to a minimum of 7.5 minutes. Default timer increased to 15 minutes, was 10.
THIS DOES NOT SAVE IF YOU DEFEAT THE PREVIOUS BOSS or STAGE, thus allowing you to resume a 15 minute enrage timer if you want.
If a boss dies to the environment, their enrage timer will decrease a slight random amount.
Bulk shop purchases (on main items) now have bulk purchase messages. This is to reduce visual spam if joining a game late.
Hacking heal duration reduced from 0.15 seconds per 5% to 0.10.

--- PLAYERS ---
Widowmaker now does 95% damage, was 100.

--- ENEMIES ---
Orisa now explodes for firey damage upon using her ultimate. Dealing 20dps upon application.

--- BOSSES ---
Bosses after 12 and beyond now gain 5% damage reduction. This reduction drops all the way to 5% by the time you reach #30.
(Boss 10) Moira, now has 30 second cooldown on [Data Collection], was 35. Now also has a visual HUD for the power gains by this ability.
[Data Collection] will now execute 11 seconds after the last unit is spawned, was 35.
(Boss 12) Tracer [Time Bend] now has a cooldown of 18 seconds, was 25. While [Time Bend] is active, Tracer cannot be killed.
(Boss 16) Zarya adds now live for a maximum of 10 seconds, was 6. Cooldown on spawning adds is now 20, was 22.
(Boss 18) Bastion now takes 50% increased damage from the player with the highest threat.
(Boss 19) Reaper [Death Blossom] now applies a strong DOT upon expiration to nearby foes.
(Boss 22) Torbjorn, now has a new ability [Lava Smoke], which places a random deadly cloud of fire that ignites enemies!
(Boss 23) Ana, now heals 40 health per unit alive 10 seconds after summoning Anas. Adds now deal 25% damage, was 20%.

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