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Exo Mechs
Exo Mechs.png
Statistics
TypeBoss
Max Life3,600,000 / 5,760,000 / 6,624,000 (total)
KB Resist100%
If you were looking for something other than the boss, see Draedon (disambiguation).

The Exo Mechanical Trio (Lore).png "The fruits of masterful craftsmanship and optimization, created only with the objective to destroy." The Exo Mechanical Trio (Lore).png

The Exo Mechs are a group of post-Moon Lord bosses that can be fought simultaneously after defeating Jungle Dragon, Yharon, and intended to be fought around the same time as Supreme Calamitas. The battle consists of a passive Draedon along with the four Exo Mechs: XS-01 Artemis, XS-03 Apollo, XM-05 Thanatos, and XF-09 Ares. They are currently one of the most challenging bosses in the Calamity Mod.

Defeating them will provide the player with Exo Prisms, a crafting material for various endgame equipment.

Spawn[]

The Exo Mechs do not spawn on their own, and require the player to construct The Codebreaker with a Decryption Computer and an Auric Quantum Cooling Cell. Once constructed, the player can interact (right-click) and press the Contact button. The Exo Mechs can be fought in any biome at any time.

Once summoned, Draedon will allow the player to choose an Exo Mech that will be spawned first.

  • Thanatos Selection IconThanatos, a serpentine terror with impervious armor and innumerable laser turrets.
  • Ares Selection IconAres, a heavyweight, diabolical monstrosity with four Exo superweapons.
  • Artemis and Apollo Selection IconArtemis and Apollo, a pair of extremely agile destroyers with pulse cannons.

Bosses[]

Ares[]

XF-09 AresBody
XF-09 Ares.png
Statistics
TypeBoss
AI TypeXF-09 Ares AI
Damage0 (Contact)
450 / 676 / 712 / 732 (Exo Overload Beam)
Max Life1,300,000 / 2,080,000 / 2,392,000
Defense100
DR35%
KB Resist100%
Inflicts debuffOn Fire!On Fire!
100% chance
Debuff duration6 seconds (Exo Overload Beam)
Debuff tooltipLosing life
Inflicts debuffFrostburnFrostburn
100% chance
Debuff duration6 seconds (Exo Overload Beam)
Debuff tooltipIt's either really hot or really cold. Either way it REALLY hurts
Immune toConfusedPearl Aura
Drops
Coins3 Platinum Coin 33 Gold Coin
Ares map.png
Map Icon
XF-09 Ares Gauss Nuke
XF-09 Ares Gauss Nuke.png
Statistics
TypeBoss
AI TypeXF-09 Ares Gauss Nuke AI
Damage0 (Contact)
500 / 752 / 788 / 808 (Gauss Nuke)
250 / 376 / 394 / 404 (Gauss Spark)
Max Life1,300,000 / 2,080,000 / 2,392,000
Defense80
DR35%
KB Resist100%
Inflicts debuffOn Fire!On Fire!
100% chance
Debuff duration8 seconds (Gauss Explosion)
3 seconds (Gauss Spark)
Debuff tooltipLosing life
Immune toConfusedPearl Aura
XF-09 Ares Laser Cannon
XF-09 Ares Laser Cannon.png
Statistics
TypeBoss
AI TypeXF-09 Ares Laser Cannon AI
Damage0 (Contact)
400 / 600 / 632 / 648 (Exothermal Laser)
320 / 480 / 504 / 532 (Red Exo Pulse Laser)
Max Life1,300,000 / 2,080,000 / 2,392,000
Defense80
DR35%
KB Resist100%
Inflicts debuffBrimstone FlamesBrimstone Flames
100% chance
Debuff duration5 seconds (Exothermal Laser)
3 seconds (Red Exo Pulse Laser)
Debuff tooltipRapid health loss
Immune toConfusedPearl Aura
XF-09 Ares Plasma Cannon
XF-09 Ares Plasma Cannon.png
Statistics
TypeBoss
AI TypeXF-09 Ares Plasma Cannon AI
Damage0 (Contact)
320 / 480 / 504 / 532 (Volatile Plasma Blast)
256 / 384 / 403 / 425 (Exoplasma Bolt)
Max Life1,300,000 / 2,080,000 / 2,392,000
Defense80
DR35%
KB Resist100%
Inflicts debuffOn Fire!On Fire!
100% chance
Debuff duration6 seconds (Volatile Plasma Blast)
3 seconds (Exoplasma Bolt)
Debuff tooltipLosing life
Inflicts debuffCursed InfernoCursed Inferno
100% chance
Debuff duration3 seconds (Volatile Plasma Blast)
1.5 seconds (Exoplasma Bolt)
Debuff tooltipLosing life
All damage taken increased by 20%
Immune toConfusedPearl Aura
XF-09 Ares Tesla Cannon
XF-09 Ares Tesla Cannon.png
Statistics
TypeBoss
AI TypeXF-09 Ares Tesla Cannon AI
Damage0 (Contact)
320 / 480 / 504 / 532 (Tesla Sphere)
Max Life1,300,000 / 2,080,000 / 2,392,000
Defense80
DR35%
KB Resist100%
Inflicts debuffElectrifiedElectrified
100% chance
Debuff duration4 seconds (Tesla Sphere)
Debuff tooltipYou cannot move
Immune toConfusedPearl Aura

Artemis and Apollo[]

XS-01 ArtemisFirst Phase
XS-01 Artemis.png
Statistics
TypeBossFlying Enemy
AI TypeXS-01 Artemis AI
Damage330 / 528 / 560 / 576 (Charge)
320 / 480 / 504 / 532 (Orange Exo Pulse Laser)
Max Life1,300,000 / 2,080,000 / 2,392,000
Defense80
DR25%
KB Resist100%
Inflicts debuffBrimstone FlamesBrimstone Flames
100% chance
Debuff duration3 seconds (Orange Exo Pulse Laser)
Debuff tooltipRapid health loss
Immune toConfusedPearl Aura
Artemis Phase 1 map.png
Map Icon
XS-03 ApolloFirst Phase
XS-03 Apollo.png
Statistics
TypeBossFlying Enemy
AI TypeXS-03 Apollo AI
Damage320 / 480 / 504 / 532 (Large Volatile Plasma Blast)
256 / 384 / 403 / 425 (Exoplasma Bolt)
400 / 600 / 632 / 648 (High Explosive Plasma Rocket)
Max Life1,300,000 / 2,080,000 / 2,392,000
Defense80
DR25%
KB Resist100%
Inflicts debuffOn Fire!On Fire!
100% chance
Debuff duration6 seconds (Large Volatile Plasma Blast, High Explosive Plasma Rocket)
3 seconds (Exoplasma Bolt)
Debuff tooltipLosing life
Inflicts debuffCursed InfernoCursed Inferno
100% chance
Debuff duration3 seconds (Large Volatile Plasma Blast, High Explosive Plasma Rocket)
1.5 seconds (Exoplasma Bolt)
Debuff tooltipLosing life
All damage taken increased by 20%
Immune toConfusedPearl Aura
Apollo Phase 1 map.png
Map Icon
XS-01 ArtemisSecond Phase
XS-01 Artemis (Phase 2).png
Statistics
TypeBossFlying Enemy
AI TypeXS-01 Artemis AI
Damage320 / 480 / 504 / 532 (Orange Exo Pulse Laser)
400 / 600 / 632 / 648 (Orange Exothermal Beam)
Max Life780,000 / 1,300,000
1,248,000 / 2,080,000
1,435,200 / 2,392,000
Defense80
DR25%
KB Resist100%
Inflicts debuffBrimstone FlamesBrimstone Flames
100% chance
Debuff duration5 seconds (Orange Exothermal Beam)
3 seconds (Orange Exo Pulse Laser)
Debuff tooltipRapid health loss
Immune toConfusedPearl Aura
Artemis Phase 2 map.png
Map Icon
XS-03 ApolloSecond Phase
XS-03 Apollo (Phase 2).png
Statistics
TypeBossFlying Enemy
AI TypeXS-03 Apollo AI
Damage330 / 528 / 560 / 576 (Charge Combo)
320 / 480 / 504 / 532 (Large Volatile Plasma Blast)
256 / 384 / 403 / 425 (Exoplasma Bolt)
400 / 600 / 632 / 648 (High Explosive Plasma Rocket)
Max Life780,000 / 1,300,000
1,248,000 / 2,080,000
1,435,200 / 2,392,000
Defense80
DR25%
KB Resist100%
Inflicts debuffOn Fire!On Fire!
100% chance
Debuff duration6 seconds (Large Volatile Plasma Blast, High Explosive Plasma Rocket)
3 seconds (Exoplasma Bolt)
Debuff tooltipLosing life
Inflicts debuffCursed InfernoCursed Inferno
100% chance
Debuff duration3 seconds (Large Volatile Plasma Blast, High Explosive Plasma Rocket)
1.5 seconds (Exoplasma Bolt)
Debuff tooltipLosing life
All damage taken increased by 20%
Immune toConfusedPearl Aura
Drops
Coins3 Platinum Coin 33 Gold Coin
Apollo Phase 2 map.png
Map Icon

Thanatos[]

XM-05 Thanatos Head
XM-05 Thanatos Head.png
Statistics
TypeBossFlying Enemy
Burrowing Enemy
AI TypeXS-05 Thanatos AI
Damage400 / 640 / 680 / 704 (Contact)
500 / 752 / 788 / 808 (Gamma Disintegration Beam)
Max Life1,000,000 / 1,600,000 / 1,840,000
Defense80
DR99.99% / 0%
KB Resist100%
Inflicts debuffBrimstone FlamesBrimstone Flames
100% chance
Debuff duration6 seconds (Gamma Disintegration Beam)
Debuff tooltipRapid health loss
Immune toAll debuffs
Drops
Coins3 Platinum Coin 33 Gold Coin
Thanatos Head map.png
Map Icon
Thanatos Vulnerable Head map.png
Map Icon (Vulnerable)
XM-05 Thanatos Body
XM-05 Thanatos Body.png
Statistics
TypeBossFlying Enemy
Burrowing Enemy
AI TypeXS-05 Thanatos AI
Damage330 / 528 / 560 / 576 (Contact)
320 / 480 / 504 / 532 (Red Exo Pulse Laser)
Max Life1,000,000 / 1,600,000 / 1,840,000
Defense100
DR99.99% / 0%
KB Resist100%
Inflicts debuffBrimstone FlamesBrimstone Flames
100% chance
Debuff duration3 seconds (Red Exo Pulse Laser)
Debuff tooltipRapid health loss
Immune toAll debuffs
Thanatos Body map.png
Map Icons
Thanatos Vulnerable Body map.png
Map Icons (Vulnerable)
XM-05 Thanatos Tail
XM-05 Thanatos Tail.png
Statistics
TypeBossFlying Enemy
Burrowing Enemy
AI TypeXS-05 Thanatos AI
Damage260 / 416 / 446 / 464 (Contact)
320 / 480 / 504 / 532 (Red Exo Pulse Laser)
Max Life1,000,000 / 1,600,000 / 1,840,000
Defense120
DR99.99% / 0%
KB Resist100%
Inflicts debuffBrimstone FlamesBrimstone Flames
100% chance
Debuff duration3 seconds (Red Exo Pulse Laser)
Debuff tooltipRapid health loss
Immune toAll debuffs
Thanatos Tail map.png
Map Icon
Thanatos Vulnerable Tail map.png
Map Icon (Vulnerable)

Behavior[]

The Exo Mechs fight consists of 7 phases total.

  • Phase 1: The first mech chosen is fought until it reaches 70% health.
  • Phase 2: The first mech chosen disappears, and two other appear. This phase continues until one of the mechs reaches 70% health.
  • Phase 3: The first mech reappears and all three mechs will be present. While in this phase, all mechs are slightly slower or perform less attacks. This phase continues until one of the mechs reaches 40% health, in which it goes into a berserk state and gains new attacks.
  • Phase 4: The mech at the lowest health battles the player on its own, until it is defeated.
  • Phase 5: The mech with the higher remaining health returns to battle the player on its own until it reaches 70% health. Then, both surviving mechs fight the player until one of the mechs reaches 40% health.
  • Phase 6: The mech at the lower health battles the player on its own, until it is defeated.
  • Phase 7: The last remaining mech battles the player with notably increased speed and aggression.

Ares[]

Ares initially spawns with four limbs: the Laser Cannon to the upper far left, Tesla Cannon to lower left, Plasma Cannon to the lower right, and Gauss Nuke to the upper far right. These will share the same health pool with Ares, thus damaging any of the weapons will also damage the main health bar itself. For most of the battle, Ares and its arms will hover above the player, and will not deal contact damage.

Body[]

  • The body normally follows above the player and does not have an attack until it reaches its berserk state.
  • When berserk, the boss will have an idle time of 10 seconds before performing an attack, 7 seconds if it is the last mech alive.
  • Its only attack in its berserk state is to lock in place, detach the weapons from the arms to create an X-formation, and mark areas around the core with 6 / 8 / 9 / 10 / 12 lines. While performing this attack, all projectiles that the weapons have shot previously are destroyed. After 2.5 / 2 / 1.75 / 1.5 / 1 seconds, the lines turn into solid Exo Overload Beams which spin around clockwise or counterclockwise for 10 seconds, with the speed of the spin increasing over the duration of the attack.
    • All weapons except Gauss Nuke will still function during this attack, although many attacks are modified.
    • If the player exits the range of over 155 tiles away, Ares will temporarily enter an enraged state until the next Exo Overload Beam attack, causing the boss and its arms to glow red, and causing its weapons to emit steam. All body parts will have their DR increased from 35% to 85%, and the idle time of the body also decreases by 25%.

Laser Cannon[]

  • The Laser Cannon normally aims at the player when performing no attacks. It idles for 7.5 seconds before attacking.
    • The idle duration is reduced by 50% when berserk, 70% if it is the last mech alive, and 90% if enraged.
  • When attacking, it starts pulsing rapidly, aims straight downwards or parallel to the ground, and charges up a laser for 2.4 seconds. This is followed up with a charge-up sound 1.67 seconds before firing.
    • The cannon will always aim down at first, and will alternate in direction after every fire.
  • Then, it fires a stationary Exothermal Laser in the targeted direction and the cannon sweeps towards the player for 1 second before returning to the original position.
    • The arm velocity decreases by 50% if Artemis and Apollo are present.
  • If Ares is performing the Exo Overload Beam attack, the charge-up sound does not play, and the cannon shoots 2 Red Exo Pulse LaserRed Exo Pulse Lasers at the player over a second duration.
    • The lasers travel in a line which is telegraphed half a second before appearing.
    • The number of lasers increases to 3 if it is the last mech alive, and 9 if enraged.
  • Both laser attacks have increased velocity if the boss is in the berserk state, further if it is the last mech alive, and even further if enraged.

Tesla Cannon[]

  • The Tesla Cannon normally aims significantly ahead of the player when performing no attacks. It idles for 3.5 seconds before attacking, 2 seconds if Ares is performing the Exo Overload Beam attack.
    • The idle duration is reduced by 30% when berserk, 60% if it is the last mech alive, and 90% if enraged.
    • Predictiveness increases by 50% if it is the last mech alive, decreases by 50% if Artemis and Apollo are present, and decreases by 75% if all three mechs are alive.
  • When attacking, the cannon rapidly pulses for 2.4 seconds before firing a chain of 4 connecting Tesla SphereTesla Spheres over the duration of 2 seconds. The connecting arc snaps if orbs are over 60 / 75 / 80 / 85 / 100 tiles away from each other.
    • The orb count is reduced to 3 if Artemis and Apollo are present, 5 if berserk, 6 if enraged.
    • If all three mechs are alive, the orb velocity decreases.
    • The orb velocity increases if the boss is in the berserk state, further if it is the last mech alive, and even further if enraged.

Plasma Cannon[]

  • The Plasma Cannon normally aims moderately ahead of the player when performing no attacks. It idles for 3.5 seconds before attacking, 2 seconds if Ares is performing the Exo Overload Beam attack.
    • The idle duration is reduced by 30% when berserk, 60% if it is the last mech alive, and 90% if enraged.
    • Predictiveness decreases by 50% if Artemis and Apollo are present, and 75% if all three mechs are present.
  • When attacking, the cannon rapidly pulses for 2.4 seconds before firing 2 Volatile Plasma BlastVolatile Plasma Blasts over the duration of 2 seconds. The blast will explode into a ring of 8 / 12 accelerating Exoplasma BoltExoplasma Bolts 2 seconds after launch or upon collision with tiles.
    • The blast count is increased to 3 if it is the last mech alive.
    • If all three mechs are alive, the blast velocity decreases.
    • The blast velocity increases if the boss is in the berserk state, further if it is the last mech alive, and even further if enraged.
    • If other mechs are present and Ares is performing the Exo Overload Beam attack, the amount of bolts spawned on the blast explosion will be halved.

Gauss Nuke[]

  • The Gauss Nuke normally aims slightly ahead of the player when performing no attacks. It idles for 12.5 seconds before attacking.
    • The idle duration is reduced by 85% when berserk, 90% if it is the last mech alive, and 95% if enraged.
    • Predictiveness decreases by 50% if Artemis and Apollo are present, and 75% if all three mechs are present.
  • After rapidly pulsing for 3.6 seconds, a homing Gauss NukeGauss Nuke is fired along with a ring of 12 / 18 gravity-affected Gauss SparkGauss Sparks.
    • The nuke homes in towards the player until it is 20 / 18.75 / 18.125 / 17.5 / 16.25 tiles away, upon which it continues travelling in that direction, and will explode into a massive shockwave 3 seconds after launch or upon collision with tiles.
    • The pulse telegraph time is halved if the boss is enraged.
    • The nuke velocity increases if the boss is in the berserk state, further if it is the last mech alive, and even further if enraged.
  • While the nuke launches, Ares reloads another nuke within the span of 6 seconds.
    • The reload time is halved if the boss is enraged.

Artemis and Apollo[]

Artemis and Apollo initially spawn to the left and right of the player respectively. They will remain around those positions for most of the battle, with frequent small movement and infrequent charges towards the player. The two entities share a health pool, thus damaging Apollo will also damage Artemis and vice versa. Upon reaching 60% health, both bosses transition into the second phase, ejecting their lenses and revealing their pulse cannons.

Artemis[]

  • Relocates slightly, then fires an Orange Exo Pulse LaserOrange Exo Pulse Laser at the player every 0.75 seconds.
    • The relocation range is random and varies in a range of 3.125 tiles horizontally, and 15.625 tiles vertically.
    • The lasers travel in a line which is telegraphed half a second before appearing.
    • The timer is decreased to 0.58 seconds if it is the last mech alive, or 1 second if any other mech is present.
    • Predictiveness decreases by 50% if one other mech is present, and 75% if all three mechs are present.
  • After 6.25 / 5.98 / 5.85 / 5.72 / 5.45 seconds in the first phase, Artemis replaces its next normal attack with a large orange-red column that appears for 0.75 seconds, then fires a spread of 4 / 6 / 8 / 10 Orange Exo Pulse LaserOrange Exo Pulse Lasers and launches in the telegraphed direction, returning to its original position after completing its charge.
    • This attack does not occur if all three mechs are alive.
    • The dash itself is the only time Artemis will deal contact damage.
  • After 6.5 / 6.23 / 6.1 / 5.97 / 5.7 seconds in the second phase, Artemis will select between the Laser Shotgun Barrage or Exothermal Beam attacks, which will alternate each time.
    • The timer is decreased to 5 / 4.87 / 4.8 / 4.73 / 4.6 seconds while berserk, and 4.25 / 4.12 / 4.05 / 3.98 / 3.85 seconds if it is the last mech alive.
    • This attack does not occur if all three mechs are alive.
    • For the Laser Shotgun Barrage attack, Artemis fires two consecutive bursts of 6 / 7 / 8 / 9 Orange Exo Pulse LaserOrange Exo Pulse Lasers over a duration of 1.5 seconds.
      • Lasers are 1.5x more predictive than normal.
      • If Apollo performs the Charge Combo attack, the amount of lasers is reduced by 2. Otherwise if it is the last mech alive, the amount of lasers is increased by 2.
      • If it is the last mech alive, Artemis instead fires three bursts in 2 seconds.
    • For the Exothermal Beam attack, Artemis positions itself above the player and remains in place for one second, aiming a line in its forward direction. Then, it fires the Orange Exothermal beam straight ahead and spins around the set position for 3 seconds while sustaining the beam.

Apollo[]

  • Relocates slightly, then fires a Large Volatile Plasma BlastLarge Volatile Plasma Blast at the player every 0.75 seconds.
    • The relocation range is random and varies in a range of 3.125 tiles horizontally, and 15.625 tiles vertically.
    • Blasts explode into 4 / 6 Exoplasma BoltExoplasma Bolts after 1 / 0.8 seconds.
    • The timer is decreased to 0.67 seconds if it is the last mech alive, or 1 second if any other mech is present.
  • After 6.5 / 6.23 / 6.1 / 5.97 / 5.7 seconds in the first phase, Apollo fires three High Explosive Plasma RocketHigh Explosive Plasma Rockets over a duration of 1.5 seconds.
    • Each time Apollo fires, it will relocate with half the normal range.
    • Each rocket homes in towards the player until it is 15 / 12.5 / 11.25 / 10 / 7.5 tiles away where it continue travelling in that direction. Additionally, rockets also push other nearby rockets away from each other.
    • If any other mech is alive, Apollo instead fires two rockets. If it is the last mech alive, the duration decreases from 1.5 to 1 second.
  • After 6.5 / 6.23 / 6.1 / 5.97 / 5.7 seconds in the second phase, Apollo will select between the Rocket Barrage or the Charge Combo attack, which will alternate each time.
    • The timer is decreased to 5 / 4.87 / 4.8 / 4.73 / 4.6 seconds while berserk, and 4.25 / 4.12 / 4.05 / 3.98 / 3.85 seconds if it is the last mech alive.
    • This attack does not occur if all three mechs are alive.
    • For the Charge Combo attack, Apollo lines up a series of three charges in a horizontal zig-zag pattern pointed at the player for 1 / 0.83 / 0.75 / 0.67 / 0.5 seconds, then dashes quickly along the telegraphed path.
      • At the start of each charge, Apollo releases a ring of 8 / 12 Exoplasma BoltExoplasma Bolts outwards.
      • After performing all the charges, Apollo returns to its original position.
      • The dash itself is the only time Apollo will deal contact damage.
      • If the player is moving at at least 110 MPH, Apollo will hover in place relative to its position with the player until they drop below that speed, at which point it will initiate the charge combo.

Thanatos[]

Thanatos initially spawns far below the player, and composes of 102 segments. All its segments including the head and tail are effectively immune to damage. However, body and tail segments will occasionally open up, emitting steam, pulsing red, as well as appearing red on the minimap. While red, a segment's damage reduction drops to zero, in addition to taking 40% / 30% / 25% / 20% / 10% more damage; if berserk, it will only take 10% / 7.5% / 5% / 2.5% more damage. Thanatos' open segments must have at least 3 / 2 closed segments between them, which decreases to 1 if berserk.

Regardless of the type of attack, open segments always fire at each individual player in multiplayer, up to a maximum of 3 players at a time. If segments are at least 150 tiles away from the player, they will not fire until the player is back in range. After firing, segments will remain vulnerable for 3 seconds before closing. The time taken to close the vulnerable segment reduces to 2 seconds if berserk, 1 second if it is the last mech alive.

  • Thanatos flies below the player for 6 seconds then begins to move as if it is passive. Every 0.05 seconds, a segment opens up, which individually fires two Red Exo Pulse LaserRed Exo Pulse Lasers at the nearby player after 0.6 seconds. One laser is fired ahead of the player, while the other is fired behind the player. This continues until the attack is complete, or 20 / 25 / 28 / 30 / 35 segments have fired.
    • If berserk, one additional laser is fired from each segment which is aimed directly at the player.
    • The time taken to open a segment is decreased to 0.033 seconds if berserk, 0.017 if it is the last mech alive.
    • The attack lasts 5 seconds if berserk, 4.5 seconds if it is the last mech alive.
  • Thanatos charges at the player for 7 seconds, speeding up at the first 6 seconds and slowing down for the last second. It then takes 1.5 seconds to open up 20 / 25 / 28 / 30 / 35 of its segments which will all simultaneously fire Red Exo Pulse LaserRed Exo Pulse Lasers at the nearby player after 0.6 seconds.
    • This attack does not occur if all three mechs are alive.
    • Thanatos turns slower the closer it is to the target. It begins turning slower if it is 15 tiles from the player, 10 if it is the last mech alive.
    • Speed up time decreases to 4 seconds if berserk, 3 seconds if it is the last mech alive.
    • Slow down time decreases to 0.67 seconds if berserk, 0.5 seconds if it is the last mech alive.
  • Once berserk, it is able to replace every other burrow attack with a new attack. In the attack, Thanatos places a crosshair on the player and tracks the location for three seconds, while firing a harmless converging ray. After three seconds, the rays fully materialize into a Gamma Disintegration Beam that fires two perpendicular rows of Red Exo Pulse LaserRed Exo Pulse Lasers outwards every 2.67 / 1.33 seconds. The beam lasts for 3 seconds before disappearing, causing Thanatos to switch to the charge attack.
    • While performing this attack, the head itself becomes vulnerable and has vulnerable properties such as emitting steam and glowing red. It is also set to take 10% more damage regardless of difficulty.
    • Thanatos will drastically slow down once the player is in a 62.5 / 50 / 43.75 / 37.5 / 25 tile radius to the head; this reduces to 37.5 / 30 / 26.25 / 22.5 / 15 if it is the last mech alive. The crosshair lock-on visual will also become looser the closer the player is to Thanatos' head.
    • The rows of lasers have a gap of 20 / 18 / 16 / 10 tiles and deal as much damage as the Gamma Disintegration Beam itself.

In Expert Mode[]

  • Ares has a 50% chance to swap its arms after performing the Exo Overload Beams attack. Increased projectile velocity of all four weapons. Tesla Cannon, Plasma Cannon, and Gauss Nuke become more predictive. Tesla Spheres connect from a further distance. Gauss Nuke tracks the player more closely. Exo Overload Beams are telegraphed for less time.
  • Artemis gains the ability to align below the player when performing the Exothermal Beam attack, and rotates the beam more. Both Artemis and Apollo have faster attacks, more predictiveness, and take less time to perform special attacks. Increased the number of lasers fired by Artemis during the Laser Shotgun Barrage attack. Apollo's rockets have greater homing speed and stronger anti-clump push.
  • Thanatos moves faster, slow down at a closer distance to the player, can have more segments open at once, takes less damage from open segments, and fires lasers with greater predictiveness.

In Revengeance Mode[]

  • Ares is guaranteed to swap its arms after performing the Exo Overload Beams attack. Further increased projectile velocity of all four weapons. Tesla Cannon, Plasma Cannon, and Gauss Nuke become even more predictive. Tesla Spheres connect from an even further distance. Gauss Nuke tracks the player more closely. Exo Overload Beams are telegraphed for less time.
  • Artemis and Apollo are capable of swapping locations between phases and charges. Artemis gains the ability to align to the left or right of the player when performing the Exothermal Beam attack, and rotates the beam more. Both Artemis and Apollo have faster attacks, more predictiveness, and take less time to perform special attacks. Apollo's rockets have greater homing speed and stronger anti-clump push.
  • Thanatos moves faster, slows down at a closer distance to the player, can have more segments open at once, takes less damage from open segments, and fires lasers with greater predictiveness. It can fly upwards while performing the burrowing attack. Increased the number of lasers resulting from the Gamma Disintegration Beam.

In Death Mode[]

  • Further increased projectile velocity of all four weapons. Tesla Cannon, Plasma Cannon, and Gauss Nuke become even more predictive. Tesla Spheres connect from an even further distance. Gauss Nuke tracks the player more closely. Exo Overload Beams are telegraphed for less time.
  • Both Artemis and Apollo have faster attacks, more predictiveness, and take less time to perform special attacks. Increased the number of lasers fired by Artemis during the Laser Shotgun Barrage attack, and it rotates the Exothermal Beam more. Apollo's rockets have greater homing speed and stronger anti-clump push.
  • Thanatos moves faster, slow down at a closer distance to the player, can have more segments open at once, takes less damage from open segments, and fires lasers with greater predictiveness. Increased the number of lasers resulting from the Gamma Disintegration Beam.

In Malice Mode[]

  • Increased number of Exoplasma Bolts and Gauss Sparks. Further increased projectile velocity of all four weapons. Tesla Cannon, Plasma Cannon, and Gauss Nuke become even more predictive. Tesla Spheres connect from an even further distance. Gauss Nuke tracks the player more closely. Exo Overload Beams are telegraphed for less time.
  • Increased number of Exoplasma Bolts. Both Artemis and Apollo have faster attacks, more predictiveness, and take less time to perform special attacks. Increased the number of lasers fired by Artemis during the Laser Shotgun Barrage attack, and it rotates the Exothermal Beam more. Apollo's rockets have greater homing speed and stronger anti-clump push.
  • Thanatos moves faster, slow down at a closer distance to the player, can have more segments open at once, takes less damage from open segments, and fires lasers with greater speed and predictiveness. Increased the number of lasers resulting from the Gamma Disintegration Beam.

Resistances[]

Notes[]

Draedon
Draedon.png
Statistics
TypeEnemy
AI TypeDraedon AI
Damage0
Max Life16,000
Defense100
KB Resist100%
  • Most drops from the Exo Mechs including weapons, masks, and trophies depend on the last Exo Mech defeated. Weapons and masks are permanently saved to the loot pool when defeated once, but will not stack with each other if the same Exo Mechs are defeated multiple times. However, trophies will always drop depending on the final mech killed and are not permanently saved.
    • For example, if the player defeats Thanatos last after defeating Ares last two times prior, Thanatos will be able to drop Ares Mask and Thanatos Mask at a 28.57% chance, Photon Ripper, The Jailor, Spine of Thanatos, Refraction Rotor at a 50% / 66.67% chance, and Thanatos Trophy at a 100% chance along with other common drops.
  • Thanatos does not take damage or deal contact damage in the first 5 and 3 seconds when initially spawned and reappearing in battle respectively.
  • Draedon exists as an NPC. However, he does not perform any attacks, instead moving away from the player to observe the battle. Once all Exo Mechs are defeated, he can be damaged during the closing monologue. "Killing" him will cause another invincible hologram of him to spawn, prompting an extra dialogue. He will continue the monologue as usual even after interrupted.
    • Any source of player damage will instantly "kill" him.
  • While any Exo Mechs are alive, the sky turns grey and lightning strikes occasionally occur in the background. Specific attacks of the Exo Mechs will also cause a set amount of lightning strikes to occur.
    • When Apollo is performing its Charge Combo attack, 10 lightning bolts appear.
    • When Artemis is performing its Exothermal Beam attack, 12 lightning bolts appear.
    • When Ares is performing the telegraph for its Exo Overload Beam attack, 12 lightning bolts appear.
    • When Ares' Gauss Nuke explodes, 12 lightning bolts appear.
    • When Thanatos is performing the telegraph for its Gamma Disintegration Beam attack, 12 lightning bolts appear.

Tips[]

  • Unlike Supreme Calamitas, the lack of arena restrictions and the chaotic nature of the fight allows for the player to be well equipped for higher mobility to dodge most of the attacks.
  • Solid blocks in the arena, including a solid ground that is close to the player, are discouraged as they will cause Ares' Gauss Nuke to detonate earlier.
  • The God Slayer armor's dash ability, Rod of Discord, or the Normality Relocator are very useful tools for escaping certain situations that can lead to getting hit from a deadly attack such as Artemis' Orange Exothermal Beam, or to avoid a chain of hits.
  • As getting closer to Thanatos slows down its speed exponentially, it is advised for the player to stay as close as possible to the head when it is performing the Gamma Disintegration Beam attack. This will also remove the threat of being hit from the rows of Red Exo Pulse Lasers that release from the beam itself.
  • Most of Artemis and Apollo's attacks can be dodged from vertical movement. As such, equipments and buffs that boost flight time and speed are favored.
  • The Slimy Saddle can be used to accelerate fall speed and avoid attacks from Ares, along with Artemis and Apollo.
  • Moving away from Ares' Exo Overload Beam attack outside of the determined range will trivialize the attack. Although the player will have to deal with an increased damage reduction from the boss and enraged weapon attacks after, it remains as an option to dodge the attack easily. If the player decides to enrage, they should not return as the enrage cannot be undone until the attack cycle finishes.
  • Thanatos takes significantly higher damage from area of effect damage if multiple vulnerable segments are curled up in a small area.
  • It is much more beneficial to attack Ares' weapons rather than the body itself, as they have less defense and allow for multiple segments to be hit at once when fired in a line.

Trivia[]

  • The theme of the Exo Mechs is Inferior Fabrications, which was composed by PinpinNeon.
    • This however, is a placeholder. CDMusic has confirmed he will make the actual theme for Draedon and the Exo Mechs at a future date.
    • If the Calamity Music add-on is disabled, Boss 3 will play instead.
  • The designs of the Exo Mechs are based on the mechanical bosses. This can be reflected by the second letter in their names, which correspond to the soul drops of the predecessors.
  • The names of each Exo Mech are also the names of Greek gods and goddesses:
    • Artemis is the goddess of the hunt, the wild and the moon.
    • Apollo is the god of the sun, light and poetry - among other things.
    • Thanatos is the god of death.
    • Ares is the god of war.
    • Additionally, Apollo and Artemis are twins in Greek mythology, referenced by those names being used for the Exo Twins.
  • Ares' Exo Overload Beam attack is commonly referred to as the "Blender Attack".
  • The Orange Exothermal Beam is referred to as the "Ohio Beam"
    • The attack is commonly called the "Ohio Attack" as an inside joke from beta testers. It originated from a meme of a bugged version of the attack in test versions.
  • The Gamma Disintegration Beam is referred to as the "T Hanos Beam"
    • Thanatos is also occasionally internally referred to as "T Hanos".
  • Thanatos' Gamma Disintegration Beam telegraph takes inspiration from the Prototype Railgun weapon from Enter the Gungeon.
  • Ares' design takes several elements from Gundams from the franchise of the same name, and Evangelions from Neon Genesis Evangelion.
    • Notably, its spiked helmet draws inspiration from the Gundams, and the shoulder pylons come from the ones present on the Evangelions. Its gores and trophy also fully expose its core which is similar to Evangelion Unit-01's core.
  • If the Boss Checklist Mod is installed, their unique despawn message will be "An imperfection after all... what a shame."
    • If the Boss Despawn Message is set to Generic, the message for when every player is killed corresponds to the Exo Mech chosen at the start of the fight.

Quotes[]

When Spawned[]

When Draedon is spawned for the first time[]

  • "I have waited long for this moment."
  • "Your nature fascinates me, for I do not understand it."
  • "You will face my creations which have surpassed gods."
  • "And you will show me your disposition through battle."
  • "Now, choose."

When Draedon is spawned in subsequent battles[]

  • "Make your choice."

In Battle[]

In Phase 2[]

  • "Designs improved with time and knowledge are the essence of my work."
  • "Through no other method can I approach perfection."

In Phase 3[]

  • "Your performance falls neatly within the margin of error."
  • "That is quite satisfactory. We will proceed to the next phase of testing."

In Phase 4[]

  • "Ever since I was alerted to your presence, I have processed your battles in order to make my machines stronger."
  • "Even now, I monitor your actions. Nothing should escape the bounds of my calculations."

In Phase 5[]

  • "Curious. Very curious."
  • "You progress steadily against more difficult challenges."

In Phase 6[]

  • "Your nature remains unknown to me. This will not do."
  • "...I sought perfection. Fate must favor irony, for that must have been my first mistake."

In Phase 7[]

  • "Absurd."
  • "I will no longer let my calculations impede my observation of this battle."
  • "I shall show you the full fury of my final machine."

When attempting to escape Ares' Exo Overload Beam attack[]

  • "How foolish. You cannot escape."

When Defeated[]

  • "An unknown factor - a catalyst is what you are."
  • "Nearly as alien as I, to this land and its history."
  • "Excuse my introspection. I must gather my thoughts after that display."
  • "This land has become stale and stiff with blood that has been spilled until now."
  • "You have also spilled blood, but it may be enough to usher a new age... Of what, I do not know. But it is something I am eager to see."
  • "Now. You wish to reach the Tyrant. I cannot assist you in that."
  • "But you have managed before. You will find a way eventually."
  • "I must acknowledge your triumph, but I will return now to my machinery."

When Draedon is attacked during his closing monologue[]

  • "...Quite unnecessary."
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