Boss Lab

Boss Lab Rage guide: Slam, Pounce and Overload

Learn how Rage charges work, why chassis changes your ability, and how to respond to enemy wind-ups.

By Boss Lab XYZ inc.

Player health-threshold crossings bank Rage charges. Release a ready charge at a useful moment; the ability comes from your body. Enemy Rage activates automatically, and its committed wind-up creates a timing opportunity for Dash.

Your body determines the move

Titan and Brawler use Slam, Scout, Skipper and Spider use Pounce, and Reactor uses Overload in the original body roster. Later bodies have authored Rage assignments too. Changing the body therefore changes more than health or carrying capacity.

Default health crossings at 50% and 15% bank player charges. Charges are released manually when eligible rather than forcing an immediate attack. You cannot start a new Rage while already winding up or stunned.

Hold a charge for a useful position

A charge gives you a decision: release it when the target is in a position the move can punish. Consider facing, distance and the enemy’s available escape. A large attack that misses its committed position can leave a valuable opening unused.

Do not confuse the stored player charge with the opponent’s scheduling. The opponent’s Rage starts automatically at phase transitions, while your own control lets you choose a later release. Watch its wind-up instead of mirroring its timing blindly.

Answer enemy Rage with movement

Dash can evade committed Slam or Pounce positions and can interrupt a charging Overload for two seconds. It is a positional answer rather than general damage immunity, so other attacks may still connect.

When reviewing a loss, identify whether the Rage itself landed, whether it forced you out of range, or whether it exposed a weak attachment to the next exchange. That distinction tells you whether to adjust Dash timing, body choice or the wider build. Practice against one familiar opponent before changing several mechanics together.

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