DHC Bosses
Three bosses stand up every Thursday at 4pm CT with a health bar each, and everybody shares them. You can send three Crews a round, a round being 24 hours from 4pm CT; every point of damage anyone lands comes off the same three bars, all week.
Your damage lands the moment you deal it. The bar everyone is looking at is current to the last move anybody made, so nothing you land can be taken back by somebody else finishing first, and the bosses on your own board are the shared crew: if another Crew takes one down while you are out there, it goes down in front of you and the log says so. If they take the last one down, your run ends there and everything you landed counts in full.
It has its own page, the Bosses tab in the DHC strip, with its own Crew picker and its own ladder. It is the same engine as DHC Arena underneath, which is why the board, the gems, the reach rule and the bombs are identical, but the two are separate games in every way that affects you: a separate daily allowance, a separate ladder, and most importantly a separate recovery clock. A Fighter resting from a ranked Arena battle can still be sent at the bosses, and the other way round.
The crew
| D34THBRNGR | Three bodies, one wall. The most health, the slowest hands. |
| CIP-666 | The bruiser. Hits back hardest of the three. |
| X-K4T | Fast and vicious. Falls soonest, hurts most getting there. |
They fight on The Dark Blast, the ground D34THBRNGR brings with it, where every attack lands 10% harder. The arena is read off the front-rank opponent's background exactly as it is in a ranked battle.
They are the same Fighters you fight in the Arena, with much larger numbers. Same board, same matching, same reach, same bombs. What is different is that there are three of them at once and their health does not reset when your run ends.
They get back up
The crew is meant to fall mid-week. Its health is scaled to a share of what the week can deliver, so a community that turns up drops it around day four or five. Surviving until Thursday is the unusual outcome, not the normal one.
That scaling is measured against what runs actually deal, not against a theoretical best: once enough Crews have been sent, the crew's health is sized from the real average this community produces. A sharper week gets a bigger crew next time, a quieter one gets a smaller crew, and nobody tunes anything by hand.
So a downed crew stands back up the same week, one wave higher, in a different colourway, hitting harder. The week's question is not "can we drop them", it is how many times.
Two things are true from the moment the first crew falls:
- The best trait table is locked in for everyone who takes part, and nothing later can take it back. A fresh crew at full health does not undo what the week already achieved.
- Each wave is sized to the days that are left, not to the whole week, so a crew that stands up on Tuesday can still be dropped by Thursday. Waves arrive faster as the week runs down.
Later waves are angrier, not fatter. Health sets the pace; power sets the threat, so a wave 3 crew ends your runs sooner and costs you more Fighters for every point of damage.
The whole crew respawns together, not boss by boss. A boss you drop stays down until all three are down, which is what makes the panel readable as progress, and what makes the moment they all fall worth something.
Who else went in
Under the panels, the Crews sent this week: who sent them, the three Fighters they fielded, the damage, and whether anybody walked away. The Fighters are drawn rather than listed, and a Fighter who fell is greyed while a survivor keeps its colour and a lit edge. Almost every run is a wipe, so the survivor is the thing worth looking for.
The cache: a trait for every round you turn up
Every round you send a Crew that does real damage banks one trait. Miss a round and you finish the week one short.
Rounds are worth more once the week has put a crew down. A round fought while wave 1 is standing banks one trait, wave 2 banks two, wave 3 banks three, and that is where it stops. The multiplier is per round, not per Crew, so three Crews in one sitting still bank that round once and the only way to a full week is still turning up seven times.
That is deliberate, and it is the only thing later waves add. The trait table is already at its best the moment the first crew falls, and there is nothing above it anywhere on the platform, so what dropping a second and third crew buys the community is more rolls, not better ones. The boxes on the page carry their own multiplier so you can see what a round is worth before you spend it.
A round is 24 hours from 4pm CT, the same boundary the week turns on — not a calendar day. The page carries a live countdown to the next one, so you never have to work out where the boundary is. So your three Crews reset at 4pm, not at midnight, and the Arena's six a day (which really is a calendar day) resets at a different time. If you send three Crews at two in the afternoon, you get three more at four.
Three Crews a day is deliberately too few to bank the week in one sitting, so a full cache is seven separate visits. You can see it filling on the Bosses page: seven boxes, numbered 1 to 7, with the current one outlined and any you missed dotted out.
The boxes are numbered rather than named because the week turns at 4pm, so a day here runs 4pm to 4pm and straddles two dates. "Day 3" is true wherever you are; "Saturday" would not be.
The whole cache rolls when the week closes, on the table the community earned.
Losing is the normal outcome, and it still pays
A boss has far more health than one Crew can remove, so most runs end with your Fighters down and the bar a little lower. That is the feature working. The day's reward is decided by damage, not by kills, so a run that got nowhere near a kill still counts for exactly what it dealt.
What the day pays
Which table your cache rolls on depends on how far the whole community pushed the crew over the week:
| Crew damage | Table |
|---|---|
| under 25% | standard |
| 25% or more | improved |
| 50% or more | rare |
| all three down | best |
Every table keeps a chance of every rarity, including mythic. Nothing is guaranteed; what improves is the odds.
The best table is not the top of that gradient. At 99% with one boss on a sliver you are still one table short, which is the whole point of the last push.
Because the reward rises continuously with damage, there is never a moment when stopping is worth more than carrying on.
The best table is the ceiling, and dropping one crew reaches it. It is the same table first place on every weekly board here gets, and nothing outranks it. That is why the second and third crews of a week pay in quantity instead: once the odds cannot improve, what is left to give is more rolls. See the cache above.
Your Fighters rest separately
A Fighter that fights a boss is unavailable for bosses for a few hours, and longer if it fell. It is not benched from the Arena, and an Arena Crew is not benched from the bosses. The two rosters are the same Fighters with two independent cooldowns, so taking on the boss crew never costs you a ranked battle.
How big they are
The crew is sized every Thursday from how much firepower the platform could actually field over a week: how many players have been active, how many Crews they could send between them, and how much damage a run is worth. It is locked when the crew stands up, so nobody who joins later makes it harder for the people already fighting.
A quiet week gets a smaller crew. A busy one gets a bigger crew and the same chance of clearing it. It is never sized beyond what the week can physically deliver, so a perfect week always clears it.
The weekly ladder
Everybody who sends a Crew appears. The minimum decides who can hold a position and who is paid, not who is listed, so if you are a Crew or two short the board tells you how many rather than leaving you off it.
A Crew that was still out there when the boss crew fell keeps every point it landed, because damage is committed as it is dealt rather than at the end of a run. It does not land the last blow and it is not credited with the kill, but the damage, the round and the trait are all yours.
Ranked on damage per Fighter deployed, not on total damage. Sending more Fighters is not the same as fighting well, and a player with five good Fighters should be able to top it. Total damage, Crews sent and Fighters sent are all shown; none of them decide the order.
CARBON is paid down the board by rank when the week closes on Thursday, the same harmonic split every board uses.
There is no all-time board here, and that is deliberate: the ranking is damage per Fighter within one week, and adding that up across every week ever would put a player who sent one perfect Crew in March above somebody who has turned up every day since. The week is the season.
If nobody finishes them
A new crew stands up on Thursday at 4pm at full health, back to wave 1. Nothing carries over, and nothing is lost: everybody who took part is paid their cache either way, just on a lower table.