Thorus
Unlike other Bosses, which need only an Military Tier requirement, Thorus, in addition to needing MT15, needs to have all Infinity Stones active on a special toggle perk at the bottom of infinity perk list (This is not required after the first defeat).
This boss currently only has 1 tier
Info
"It calls itself Thorus...
Maybe this wasn't such a good idea after all..."
Controls
???
Upgrades
These are required to fight the boss, as Thorus is too powerful for Dr. Cubical to let you fight it without insurance.
- Cloud Save Insurance: Costs 100 QiD (1e50)

- Local Save Insurance: Costs 1 NoD (1e60)

- Account Insurance: Costs 10 DVi (1e70)

Fight Overview
The fight can take a very long time, depending on your speed. You casts different spells to buff yourself, weaken boss, or hurt the boss. each spell requires a series of inputs from the arrow keys, and energy.
Thorus has 5 moves it can do, a neutral attack where he shoots projectiles that deal the same amount of damage as it takes energy to kill them, a universal attack that deals 4x damage and you have a chance to miss the projectiles, an attack where he steals your health energy and shield, an attack where he makes a bubble appear that blurs a part of the screen, or set gravity to normal, and a tier-up attack where he goes up by a tier and deals 2x damage.
Dr. Cubical drops you different attribute buffs during the fight for shield, hp, and energy. t1 is a flat bonus, t2 makes t1, t3 makes t2, and so on, until t8. you press/hold different keys on your keyboard to obtain these.
The list of spells is as follows:
Spell List
Expand
Category
|
Element
|
Spell
|
Keys
|
Description
|
Energy Cost
|
Amount
|
Protection ←
|
Light ↑
|
Blessing ↑
|
↓↑↓⎵
|
Heals the tower.
|
10+3%
|
10%+50+10*EC
|
Divinity ←
|
→→←⎵
|
Engulfs the tower with a shield that reduces incoming damage down to 1/3rd of the original damage.
|
750+20%
|
-
|
Flash →
|
←↓↑⎵
|
Instantly cancels the current active boss ability.
|
250000+12%
|
-
|
Earth ↓
|
Earth Shield ↓
|
↓↓↑⎵
|
Creates a shield that absorbs a fixed amount of damage before disappearing again.
|
25+6%
|
3*EC
|
Fortify ↑
|
←↓→⎵
|
Raises the maximum amount of hitpoints to the power of 1.1 for 20 seconds.
|
3000+10%
|
-
|
Geosphere ←
|
↓↓→⎵
|
Guarantees to block the next incoming damage source unless the source is an ability that directly alters hitpoints.
|
400000+33%
|
-
|
Water →
|
Sprinkler ↓
|
↑↑↓⎵
|
Increases the hitpoint, shield and energy regeneration by +1% per second.
|
25+4%
|
-
|
Ice Shield ←
|
→↑↑⎵
|
Surrounds the tower with a frozen protection hull that slows an attacker for 5 seconds whenever damage is being taken. Lasts up to 30 seconds.
|
2750+16%
|
-
|
Blizzard →
|
←↓↓⎵
|
Slows everything on the map down except for the tower. Lasts up to 60 seconds.
|
250000+20%
|
-
|
Destruction →
|
Fire ↑
|
Fireball ↓
|
↑→←⎵
|
Fires a projectile that deals damage upon arrival.
|
30+5%
|
250+1.25*EC
|
Firestorm ←
|
←→↑⎵
|
Deals a high amount of inital damage and then damage per second over the course of the next 4 seconds.
|
1000+12%
|
Inital: 2000+5*EC
DoT: 500+2*EC/s
|
Inferno →
|
→↓↑⎵
|
Deals a high amount of damage which increases the lower the hitpoints of the targets are.
|
500000+9%
|
100000+15*EC
Mult: 1000 at 0% enemy HP
|
Darkness ↓
|
Unholy Blast ←
|
←↑←⎵
|
Sacrifices 1/3rd of the towers current hitpoints to create a projectile that deals damage equals to the sacrificed amount.
|
50+4%
|
-
|
Soul Siphon ↓
|
→↓←⎵
|
Start draining life essence from your enemy based on the towers maximum hitpoints in order to heal the tower.
|
3000+6%
|
1% of towers max. hp / sec.
|
Nightmare ↑
|
↓←→⎵
|
Curses your enemy which deals damage per second and amplifies all damage recieved by your targets by 100%. Lasts up to 30 seconds.
|
750000+8%
|
1000+0.2*EC
|
Electricity ←
|
Thundershock ↓
|
→←←⎵
|
Instantly deals damage based on the towers current energy after subtracting the cost of this spell.
|
20+20%
|
10+0.6*Current Energy
|
Lightning ↑
|
↓↑←⎵
|
Instantly deals damage based on the towers maximum shield.
|
900+25%
|
10+1.25*Max. Shield
|
Tesla Surge →
|
→←↓⎵
|
Creates a lightning storm that constantly deals damage based on your current energy. Lasts up to 30 seconds.
|
300000+30%
|
10+0.08*Current Energy /s
|
Alternation ↑
|
Nature ←
|
Regrowth ↑
|
↑↑↑→⎵
|
Boosts the towers health regeneration based on the energy cost of this ability. Lasts up to 30 seconds
|
20+10%
|
+0.5%*Log10EC
|
Thorns →
|
↓←→↓⎵
|
Surrounds the tower with spiky veins that damage attackers based on the amount of damage received and the towers current shield. Lasts up to 30 seconds.
|
1500+25%
|
50% of incoming damage + 10% of current shield
|
Seeds ↓
|
↓↑→←←→⎵
|
Sprays some life leeching seeds onto your enemy which drain life every 3 seconds and add it to your towers health pool. Can even extend the maximum hp. Lasts for up to 10 intervals.
|
500000+20%
|
0.25*EC
|
Air →
|
Air Burst ←
|
←↓→→⎵
|
Spawns a gust of wind that deals little damage upon impact but reduced the damage dealt by the target by 66% for up to 15 seconds.
|
15+5%
|
100+0.5*EC
|
Tornado ↑
|
↓←→↓⎵
|
Surrounds your enemy with a tornado that deals very little damage per second and provides a 20% chance that outgoing attacks from that unit will not damage their target. Lasts up to 30 seconds.
|
5000+30%
|
0.08*EC /s
|
Vacuum →
|
→←←↓↑⎵
|
Reduces the towers hitpoint regeneration by 1% of max. hp per second while at the same time multiplying all outgoing damage by 12. Lasts up to 30 seconds.
|
1000000+35%
|
-
|
Obliteration ↓
|
Neutral ↑
|
Gatling →
|
↓↑↓↑↓←→←→←→⎵
|
Quickly shoots 16 projectiles with each dealing between 50% and 500% of the default amount of damage.
|
100+25%
|
0.5*EC
|
Shockwave ←
|
←←→→→↑↑↓↓↓⎵
|
Spawns a quick projectile that deals damage on impact and stuns the target for 3 seconds.
|
19000+70%
|
5000+0.75*EC
|
Amplify ↑
|
↑↑↑↑↑↑↑↑↑↑⎵
|
Multiplies the damage of the next spell by 8. Lasts up to 60 seconds before disappearing if no spell is being casted.
|
1000000+25%
|
-
|
Universal ↓
|
Anti-matter Blast ↓
|
↓↓←↓→↓←→↑↓↓⎵
|
Spawns a very strong projectile that deals damage on impact and stuns the target for 5 seconds.
|
400000+45%
|
30000+10*EC
|
Cosmic Ray ↑
|
↑↓←↓←↑↑↓←→→⎵
|
Fires a ray that deals damage based on the total duration of the fight. It's damage is multiplied by 5% (multiplicatively to itself) for every minute this fight has taken so far.
|
9000000+55%
|
50000+22.5*EC
|
Black Hole →
|
↓←→↑↓←→↑↓←→⎵
|
Spawns a very slow blackhole that absorbs enemy projectiles on its way.
|
50000000+80%
|
175000+30*EC
|
Thorus(final)
Last phase of Thorus, it's a cut-scene pretty much, there is no way to lose it.
Info
"Looks like Thorus is attempting to gravitationally pull the earth into a black hole. Is there anything you can do in order to stop it?
Controls
Everything
Upgrades
None
Fight Overview
Your tower can be constructed of all modules that you have. There are 9 types of tower rankings you can get at the end of the fight, empty (equip 0 modules), aggressive (have more offensive (red) modules than any other type), defensive (have more defensive (blue) modules than any other type), useful (have more utility (yellow) modules than any other type), ultimate (have more ultimate (purple) modules than any other type), weird (have more special (gray) modules than any other type), balanced (have two types of modules with the same number of modules), nice (have 69 modules in your tower), and perfect (spoiler).
Many buildings of the town get "super upgrades" that allow them to help the tower get far better and deal more damage. The factory producers rainbow producers based on how many producers you have, rainbow producers multiply the resources you get every second by an amount. The mine produces rainbow shards based on how deep you have dug, these shards multiply the rainbow producer income. The laboratory uses your experiment progress to multiply damage gained by damage modules. The museum uses your power stone tiers to create a higher tier rainbow tier which multiplies damage like the lab. The shipyard multiplies resources based on sea miles and shipments. The power plant produces sun power based on dyson nodes and other producers, sun power speeds up time except for the timer.
After the timer ends or you start the final attack you will be taken to a scene where you must charge the attack. You spam keys on the keyboard for one minute to get as much power as possible.