Bosses

EYE OF THE ECLIPSE

Jim C. Bringer

Founder and CEO of Bringer Company.

Story

Founder, owner and CEO of Bringer Company. The company is a centralized company that specializes in researching and manufacturing heavy weapons using Meta's Min-Max technology for Faction warfare, and its headquarters are located on the giant wedge-shaped floating mothership "The Singularity".

Jim himself was once a Faction warfighter and a member of IZK (also known as Izakia). Under the tutelage of Bob H. Dee, one of the most knowledgeable and accomplished figures in Min-Max theory, he acquired great skill in designing weapons that were extremely effective during the Meta War.

During the war, he developed three high-performance armored vehicles, which he named the ``Triple Antant.'' It consisted of C. Flipper, #Deleted#, and "#Deleted#".

The first one was a wedge-shaped heavily armored tracked vehicle. It can reach a top speed of 130 mph (approximately 209 km/h) and accelerates from 0 to 100 mph (approximately 161 km/h) in less than 5 seconds. It was a vehicle used to ram enemy tanks and blow them away, rendering them powerless.

The second machine was a streamlined main battle tank with a turret shaped like #deleted#. It was built as an experimental machine to reproduce the technology of the most feared tank, "The Khabib," owned by IZK's arch-enemy ISA (Inner Sphere Alliance). #Deleted# boasted a top speed of 300 mph (approximately 483 km/h) and the ability to accelerate from 0 to 100 mph in less than 0.5 seconds.

The third machine was the Triple Entente's largest and most powerful weapon. It was an insane design, with an extremely large rotary autocannon mounted on a huge wedge-shaped body, and everything supported by a single giant monowheel.

Jim is also a witness to a secret operation carried out by Malleus C. Gaming. Through this operation, IZK captured The Khabib and discovered that its armor was made up of alien technology that completely nullified all kinetic energy attacks. Friends from the Meta wars describe Jim as "inexcusably and incomprehensibly ########stupid."

However, he truly believes that he is a genius tactician who can overwhelm any enemy with his ``perfect strategy.'' In reality, Jim's strategies consistently lack tactical rationality, and are characterized by wasteful resource consumption and unnecessary processes, so the chances of success are extremely low. Despite this, when it comes time to carry out the operation, he forcibly resolves all the shortcomings with just his overwhelming strength.

As a result, Jim believes that his tactics were perfect after all, and his self-evaluation of himself as a genius becomes even stronger.

Basic information

DifficultyECLIPSE
Base HP50,000
Damage⚔️ Physical

Affinities

  • PhysicalNeutral1x
  • FireNeutral1x
  • IceNeutral1x
  • LightningNeutral1x
  • HolyNeutral1x
  • DarkNeutral1x
  • PoisonNeutral1x

Affinities by phase

Phase 1 and 2

  • PhysicalNeutral1x
  • FireNeutral1x
  • IceNeutral1x
  • LightningNeutral1x
  • HolyNeutral1x
  • DarkNeutral1x
  • PoisonNeutral1x

Phase 3

  • PhysicalNeutral1x
  • FireResistance0.75x
  • IceResistance0.75x
  • LightningResistance0.75x
  • HolyResistance0.75x
  • DarkResistance0.75x
  • PoisonResistance0.75x

Strategy notes

  • All of Jim's direct melee attacks deal purple damage.
  • Phase 1: Jim is equal to all attributes. Targets are completely random during all phases, ignoring abilities that attract attention such as Taunt. Uses a long-range powerful punch, and at 70% HP, can perform a long-distance jump and release a powerful laser. When HP is 40%, use Cataclysm, a long chanting wide range technique. Standing in the center area will instantly kill you, but the further you move away from the center, the less damage you receive. After using it, you will be passive for a long time, so use it for recovery and resuscitation when finished.
  • At 70%, 50%, and 30% HP, Jim stops moving and summons Jim's Wedge, a powerful support enemy that attacks from a distance.
  • Phase 2: Jim boards the Flipper MK.II Abyssal and does not exit during the phase. Flipper negates all damage as Blocked. Uses three types: heavy purple damage from super-fast ramming, deployment of Jim's Wedge, and rocket barrage regardless of distance.
  • After 2 minutes, 4 Signal Towers will fall on the four corners of the arena. It takes 30 seconds to charge by standing inside. The more people in the lobby, the longer the required time will be, but charging will be faster if multiple people stand on the same tower. Once all four are charged, an orbital bomb will fall on Flipper, destroying it.
  • Phase 3: Consists of two sub-phases. Its behavior is similar to the original Phase 1, but all techniques have been strengthened. His swings are fast, his combos are long, and he uses extremely powerful combo-closing techniques. Also gains 0.75x resistance to all attributes except physical.
  • At 70% HP, the same technique as before will be released, but it will be strengthened again. The laser becomes thicker and faster, and the damage of the jump increases. It can also teleport to distant players or the middle of a combo to catch them off guard.
  • Move to subphase 2 when HP is 50%. After each long cooldown, the Product Barrel will fall to the side opposite Jim's. Jim becomes invincible and heads towards the barrel, destroying it before he can reach it. Once reached, you will be greatly healed and receive a long-lasting Empowered/Enforced buff. If HP exceeds 50% due to this recovery, the barrel will not drop until it falls below 50% again.
  • He also has more techniques and uses powerful attacks that affect the entire arena. Nutnado is a tornado that lifts players into the air. Nutdust is a wide-area gravity slam that deals damage only to players in the air and inflicts continuous Heavy. Tableflip causes Jim to sink to the ground, damaging the entire arena in front of him with a shock and subsequent wave. At 40% HP, you can use Cataclysm again.

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