Ordered targets assign each player a unique place in a forthcoming attack sequence. The group can see who is next, move that strike away from unmarked bodies, and reclaim space after it resolves. The lesson is not simply a boss repeating attacks: the marks bind later attacks to specific recipients and the order remains stable after it is revealed.

Open boss builder
Reveal the orderAt 0.70 seconds the boss places unique marks 1, 2, and 3 over three players. The order locks before anybody moves; a persistent next-target cue points to mark 1.
Place three numbered strikes around a stone arena The boss marks three players 1, 2, and 3, then attacks them in that order. Each target moves to an isolated position before its own circular hit; the next number becomes active only after one unique resolution. All marks clear on an explicit retry. 123 Boss Player

At 0.70 seconds the boss places unique marks 1, 2, and 3 over three players. The order locks before anybody moves; a persistent next-target cue points to mark 1.

Implementation checklist

Define unique assignment, a single strike cursor, target geometry, isolation travel time, invalid or missing targets, damage, event deduplication, and reset.

Core checks

Three questions for the mechanic

  • When is the order committed?

    Assign one unique number to each eligible player and show all marks before the first hit. Snapshot the roster and order at 0.70 seconds. Do not silently reshuffle on death, disconnect, proximity changes, or camera motion; define an explicit fallback for a missing numbered target.

  • What is safe for everyone else?

    For this variant, each hit uses a 72-unit circle centered on its assigned target at impact. Give ordinary movement enough time to isolate it, and compare all player bodies with the complete circle rather than checking anchor points only. The intended target takes 25 damage; another occupant would take 80.

  • How does the cursor advance?

    Resolve exactly one event ID for the current number, then advance the cursor. Reject a repeated ID, a future number arriving early, or a hit from an old encounter. Test simultaneous callbacks, a missing target, late movement, and reset so seeking and retry never add phantom damage.

Design mistakes

  • Retargeting after showing the numbers

    A mark is a promise. If the boss silently switches recipients after commitment, the group cannot plan its isolation route. Only an explicitly telegraphed cancellation may change the locked order.

  • Advancing on duplicate callbacks

    Animation and collision events can fire twice. Advance only after a unique, valid strike ID, and keep the active number visible until that resolution is committed.

Tuning

Tune the attack

  • Reserve travel and replacement space

    Measure the distance from assignment to the first receiving spot and between successive spots with ordinary walk speed. The next target should be able to enter after the previous hit without crossing its persistent danger.

  • Read order without color

    Number glyphs, an active-number halo, and a completed-state change carry the sequence; color can reinforce but must not be the only code. Keep the next cue visible when the boss or effects cover a player.

  • Log each resolution

    Record encounter ID, strike ID, expected number, assigned player, impact center, complete radius, actual occupants, damage, and resulting cursor. A rewind must recompute the same ledger without side effects.

Arena

  • A rune sequence carved before the blow

    The boss carves three numbered runes over the party. Each one foretells whose stone pulse comes next, so the players can carry their own impact to separate parts of the floor.

Player upgrades

  • Keep assignment separate from attack shape

    Numbers can direct circles, cones, dashes, or beams. This demo uses small circles to make isolation measurable; changing geometry also changes receiving spots and safe travel. A 2D sequential attack-type pattern may teach ordering but does not itself assign numbered players.

Do not confuse this with

  • A queue is not a repeated random target

    The target order is visible and locked before the first hit. Personal spread can resolve all marks at once, while this sequence hands the next safe-space obligation to a different player after each strike.

Bosses that use this mechanic

Learn more

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