An external healing source moves recovery out of the boss and into the arena. The player must identify which object owns the heal, understand its route and deadline, and decide whether leaving the boss is worth preserving progress. Each source needs an explicit lifetime, intercept rule, delivery event, amount, and reset policy.

Open boss builder
Identify the healing sourcesAt 0.28 s, two diamond runes light up and connect to Kern while the boss health bar remains at 42. Their separate bodies and dashed routes show that the arena objects own the pending recovery.
Destroy one healing rune before its packet reaches Kern, then let the second deliver Two diamond healing runes link to Kern. Tavi cuts the left rune and cancels its packet; the surviving right rune sends a visible packet into Kern and the boss health bar rises once from 42 to 60. Boss Player

At 0.28 s, two diamond runes light up and connect to Kern while the boss health bar remains at 42. Their separate bodies and dashed routes show that the arena objects own the pending recovery.

Implementation checklist

Define source identity, spawn and signal timing, source health, packet ownership, travel route, interception predicate, delivery frame, requested and applied healing, overheal, duplicate-event protection, cleanup, phase transitions, rollback, and telemetry that joins one source id to one result.

Core checks

Three questions for the mechanic

  • What owns the recovery?

    Represent the healer, pickup, projectile, or objective as a separate encounter entity with a stable id. Show its relationship to the boss before healing begins so the target-priority decision is readable.

  • Where can the player interrupt delivery?

    Choose whether the source body, the travelling packet, or both can be attacked. Tune travel time, source durability, distance, and concurrent threats around the response verbs the player actually has.

  • What resolves at the endpoint?

    On arrival, verify that the source is still active, apply one clamped heal, record the source and result ids, then consume or reset the source. Rejected and duplicated deliveries must change no health.

Design mistakes

  • The effect appears to come from the boss

    If the source has no readable body or route, players interpret the health gain as an unexplained self-heal. Maintain a visible connection and make source destruction visibly cancel the transfer.

  • Every source erases an entire damage window

    Too much durability, frequency, or healing turns target priority into mandatory cleanup. Bound the restored amount and compare the time to intercept with expected damage, movement cost, and exposure.

Tuning

Tune the attack

  • Treat delivery as an owned transaction

    Store sourceId, packetId, spawnedAt, interceptedAt, arrivedAt, healRequested, healApplied, and result. This prevents a destroyed source from completing through a stale callback and makes rollback deterministic.

  • Keep target priority legible

    Separate sources spatially, limit simultaneous clutter, and show which one is active. If several sources can heal, communicate ordering, shared deadlines, and whether partial interception still matters.

  • Measure the diversion cost

    Track source spawns, time to first response, sources destroyed, packets intercepted, deliveries completed, health restored, damage forgone, travel distance, resource spend, and deaths after a delivery.

Arena

  • Tavi severs one of Kern’s borrowed lifelines

    Two standing stones wake and draw pale threads toward the cracks in Kern’s chest. Tavi breaks the nearer rune before its light can leave; the farther stone survives and seals part of the elemental with one final pulse.

Player upgrades

  • Expose source, route, and deadline through multiple channels

    Combine silhouette, tether, packet motion, cadence, source count, and health-bar feedback. Offer weaker sources, slower packets, fewer simultaneous targets, aim assistance, or a dedicated intercept prompt without changing the rule.

Do not confuse this with

  • A separate healer, not a boss-owned cast

    The external entity owns the delivery and can be targeted independently. An interruptible self-heal belongs to the boss action itself, while on-hit healing requires qualifying contact with a target.

Bosses that use this mechanic

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