A tank swap changes who owns the boss's focused attack after a defender takes a costly hit or debuff. The boss must signal its target and allow a reachable handoff; otherwise the next hit punishes a player unable to transfer attention. This demo shows the ownership change, both health pools, and the failed-handoff outcome.

Open boss builder
Mark the first defenderAt 0.70 seconds Kern marks defender 1. A committed buster at 2.20 seconds deals 35 damage once, leaving 65 health and one vulnerability stack on that defender.
Pass Kern's focus between two defenders Kern marks the first of two defenders. The first strike removes 35 health and adds vulnerability. The second defender approaches and takes the focus marker before the repeated strike. Both end at 65 health; without the transfer, the first would take 95 more and fall. An explicit retry resets both. Player 1Player 2 Boss Player

At 0.70 seconds Kern marks defender 1. A committed buster at 2.20 seconds deals 35 damage once, leaving 65 health and one vulnerability stack on that defender.

Implementation checklist

Specify target ownership, claim timing, vulnerability duration, hit identity, damage on fresh and repeated targets, failure recovery, and how the handoff is signaled.

Core checks

Three questions for the mechanic

  • What exactly transfers?

    Treat boss focus as a single owner with a stable target ID. Announce the first owner, then make the claim action and ownership confirmation visible. Decide whether a buster locks its target at warning, cast completion, or contact; this demo snapshots the owner for each hit, not every animation frame.

  • Why is a repeat unsafe?

    The first hit applies one vulnerability stack and 35 damage. A fresh owner takes 35 from the second hit; the same owner would take 95 from 65 remaining health and fall. Resolve one target once per unique hit ID, reject duplicate callbacks, and specify whether protection or cleansing can change the result.

  • Can the handoff be executed and read?

    Give the second defender ordinary travel and a claim window before the next lock. Test late claims, missing defenders, simultaneous claims, expired stacks, disconnects, and reset. Show owner, stack, and both health pools without depending on color or voice chat.

Design mistakes

  • Changing the target invisibly

    A hidden threat-table change makes the second buster look arbitrary. Move the focus marker and line when ownership changes, and hold them long enough to verify the new recipient.

  • Confusing a guard with a swap

    Redirecting one attack to a protector does not necessarily transfer boss ownership. Model attack interception and ongoing focus separately; state which one the encounter requires.

Tuning

Tune the attack

  • Budget the exchange

    Tune cast interval, claim delay, walking distance, and debuff duration together. The second defender needs time to reach and hold the correct place without an undisclosed mobility skill.

  • Specify lock and failure rules

    Document whether a claim after target lock affects the current or next attack. Decide how to recover from a dead or absent owner, and prevent rapid ping-pong claims from hiding the threat.

  • Log two independent hits

    Record encounter ID, hit ID, owner at lock, target ID, vulnerability before and after, damage, health, and claim timestamp. Rewind and replay to confirm deterministic ownership and no double application.

Arena

  • Two defenders, one gaze

    Kern plants for a heavy strike against the marked defender. A rune remains around that defender as the second steps forward and draws Kern's focus. The repeat lands on the new owner, while the first has a clear recovery lane.

Player upgrades

  • Keep roles visible without assuming a raid UI

    Use a moving focus glyph, separate health numbers, a vulnerability ring, attack contact, and a readable claim path. The same rule can work with explicit taunt, positional threat, or a scripted handoff if the chosen rule is communicated.

Do not confuse this with

  • Persistent ownership versus one-hit redirection

    A tank swap changes who the boss continues to target. A guard can intercept one marked strike while the original target remains selected. Darkest Dungeon's Swine Prince illustrates the latter: Wilbur marks a hero and Guard can redirect an attack, but that is not an ongoing aggro swap.

Bosses that use this mechanic

Learn more

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