Pairing polarity makes a social relationship part of the hit test. The boss gives two players + and two players −, then opens two separate circles. Each succeeds only with exactly two living players of opposite signs. Unlike a generic stack, partner composition and complete body geometry matter at the same instant.

Open boss builder
Reveal four marksAt 0.70 seconds Kern assigns +, +, −, and − to four distinct living players. Both 74-unit circles and the polarity glyphs remain visible while partners choose separate destinations.
Balance two rune circles around Kern Kern marks four players +, +, −, and −. Two separated receiving circles appear. The marked players walk into two opposite-sign pairs, one pair per circle. A single pulse validates both complete bodies in each circle, then the markings reset. ++−− Boss Player

At 0.70 seconds Kern assigns +, +, −, and − to four distinct living players. Both 74-unit circles and the polarity glyphs remain visible while partners choose separate destinations.

Implementation checklist

Specify assignment, non-color signs, partner travel, exact occupancy, full-body containment, failure damage, duplicate resolution, and reset.

Core checks

Three questions for the mechanic

  • What does a valid pair mean?

    Snapshot four distinct living players and assign exactly two + and two − marks before movement begins. At impact, each zone must contain exactly two of those players with opposite signs. Reject a dead or missing member explicitly instead of silently reassigning a mark.

  • Can both bodies fit?

    Use a 74-unit receiving radius and include each 24-unit body radius when testing containment. The two partners must have room to stand without overlapping each other, and the circles must be far enough apart that one player cannot satisfy both. Reserve ordinary walking time from the starting positions.

  • How does one pulse resolve?

    Resolve both circles in one encounter-scoped event at 3.15 seconds. A duplicate callback must apply no second damage. Log the four assignments, final occupants, polarity of each pair, failure cause, and reset; test an extra body, same-sign pair, disconnect, late arrival, and replay.

Design mistakes

  • Treating a pair as any two bodies

    A same-sign pair must fail visibly. Otherwise the + and − telegraphs promise a distinction the collision rule never enforces.

  • Checking centers but not bodies

    A player's anchor can enter the circle while its body remains outside. Include the entire hitbox and verify that the two partners have non-overlapping standing room.

Tuning

Tune the attack

  • Make the assignment legible without hue

    Use persistent + and − glyphs, distinct contour patterns, and readable zone outlines. Color may reinforce the marks but cannot carry the rule alone.

  • Measure partner travel

    Test the slowest valid pair at ordinary movement speed from the worst spawn combination. The hold interval should be long enough to recognize that both pairs are correct before the pulse.

  • Instrument failure precisely

    Record encounter and event IDs, mark roster, zone centers and radius, body radius, each occupant, and whether the failure was missing, extra, same-sign, or duplicate. This makes retry deterministic.

Arena

  • Two runes complete a circuit

    Kern raises two split stone rings. One positive and one negative rune close each circuit; an unbalanced ring discharges into its occupants.

Player upgrades

  • Separate pairing from damage sharing

    The same rule can use light and dark, north and south, or two musical notes instead of + and −. You may change the arena shape or the number of pairs, but must then recalculate travel, containment, and readability. A stack merely asks for enough bodies; this requires a precise opposite-sign composition.

Do not confuse this with

  • Opposites meet, then separate from other pairs

    Personal spread pushes marked players apart, while stack damage pulls several bodies together without caring which signs they carry. Pairing polarity requires closeness within each opposite pair and separation between the two pairs.

Bosses that use this mechanic

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