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Origami Tobiichi

The Spirit of Keter: 9,000 HP, three phases, and the full Metatron. She fights on the wing, locks on, rains light and charges a beam you can see coming for five seconds.

Released Boss v0.0.1 7 min read

Origami Tobiichi, Spirit of Keter, is one of Date a Slime's Spirit bosses. She fights with the real Metatron, exactly the one you can obtain: same cannons, same formations, same cooldowns. She keeps her distance on the wing, riddles her target with Lock-On, rains light on anyone who gets close, and every so often prepares Artelif, a beam you can see coming for five seconds. Like every Spirit, she watches how you fight and adapts to it.

Profile

9,000
HP
70 (+20 toughness)
Armor
3
Phases
60% · 25%
Thresholds
after 6 min
Enrage
500
Experience
  • Knockback: immune to knockback.
  • Fire and falls: immune to fire and fall damage.
  • Effects: only beneficial effects affect her; notable exception, Segva (see below).
  • Tensura defenses: she nullifies several families of attacks (light, holy, space…) as well as pain, paralysis and abnormal conditions, and resists most of the others. Not every affinity is equal against her: it is up to you to find which ones get through best.

Where to find her

  • In the sky: she waits at the heart of her sanctum, a white quartz citadel crowned by eight feather-cannons, floating at the top of the world (base at Y 214). There is only about one per 5,000-block square, and nothing leads up from the ground: bring your own way to fly. See The Sky Sanctums.
    • /locate structure dateaslime:origami_sanctum to find one, /place structure dateaslime:origami_sanctum to place one.
  • By command: /summon dateaslime:origami.

She never spawns naturally outside her sanctum.

Behavior

  • The crown first: without cannons she can do nothing. Her first move is to call Metatron (arm raised, a gate in the sky).
  • She fights on the wing: as soon as the crown is out, she opens Mal'akh's wings and circles the spot where you are going to be, about 3 blocks above you and a dozen blocks away (a little more if you are a melee fighter). Out of sword reach, never out of bow range.
  • Low passes: about every ten seconds, she swoops down for 3.5 seconds, skimming the ground 4 or 5 blocks from you. That is the window for melee fighters.
  • She holds her position while charging a figure (Shemesh, Artelif): a cannon that fires while sliding hits nothing.
  • When staggered, she drops to ground level.
  • She learns: she notes what works against you and comes back to it, leads your movements, dodges projectiles and picks her target by threat, proximity and remaining health. The details of this intelligence shared by every Spirit are on The Spirits.

Her attacks

Her basic attack. She marks her target and three cannons leave the crown to circle it and riddle it with bolts of light (6 base damage per bolt, one bolt per cannon about every 0.45 s, for 5.5 s). She recasts it whenever she has you in sight, about every 2 seconds.

All eight cannons break formation and each dives onto a creature (14 base damage per cannon). She uses it mostly when several of you are near her target. Kadour's cannons do not target players: your pets, mounts and summons take the hits. Technique cooldown: 6 s.

The cannons rise into a halo above her, charge for 1.7 s, then rain about 130 beams (7 base damage each) over a 7-block circle around her for about 6 seconds. She casts it when you are within 8 blocks or hiding out of her sight. Cooldown: 10 s.

Her heaviest blow, and her rarest (20 s cooldown). The cannons close into a spindle in front of her, light gathers for 5 seconds, then a beam 4.5 blocks in radius shoots out over 96 blocks (95 base damage, capped — see below). She only casts it if she can see you and you are 8 blocks away or more, and less often against those who strafe a lot.

Her aim freezes about 1.25 s before the shot, announced by the sound of a charging respawn anchor: the beam will go where you were at that instant. Move then. Staggering her during the charge cancels the shot and breaks her whole crown.

The safeguard

No Spirit can kill you with a single beam. After armor and resistances, one of Origami's hits never takes more than 20% of your maximum health (25% in phase II, 30% in phase III), nor more than 40% per second (48%, then 56%). When enraged, these caps are multiplied by 1.2. She kills by chaining hits, not in one blow.

Phases

Phase Health What changes
I 100% → 60% All her figures are available
II below 60% (5,400 HP) She sends her cannons away and heals 5%, then calls the crown back; she circles you faster, pauses less between figures, and her damage cap rises to 25%
III below 25% (2,250 HP) Cannons dismissed again and another 5% heal; even shorter pauses, 30% cap

Each phase change is announced on the action bar. The Spirits' health bar shows the phase in Roman numerals and a notch at each threshold.

Enrage: after 6 minutes of combat, she "loses patience": +20% speed, her figures' cooldowns cut by 30%, damage caps multiplied by 1.2 (and +50% to her attack damage attribute). If no one fights her for 30 seconds, she slowly heals (2% per second), forgets what she had learned and returns to her post.

How to beat her

  • Change the way you hit. Each type of blow she takes (melee, projectile, magic, fire, explosion, other) teaches her to resist it, up to 60%; that resistance fades slowly. Her health bar shows what she has learned.
  • Stagger her. Taking 7% of her health (630 HP) within 3 seconds staggers her for 1.5 s: she drops to the ground, loses what she was preparing and takes 25% more damage. She is then immune to it for 15 s. It takes a group coordinating its blows, and it is the best answer to Artelif.
  • Use the low passes for melee; the rest of the time you need ranged attacks or skills.
  • Dodge Artelif by moving the moment her aim freezes, or put a solid block between you: the beam stops at the first obstacle.
  • Don't hug her when she raises the halo: Shemesh sprays everything within 7 blocks.
  • Segva (Michael) works on her: it seals her skills and breaks her crown — no cannons means no wings and no figures while the seal lasts.
  • To capture her instead of killing her, a group can bind her with the Sealing Chains.

Loot

  • 500 experience points.
  • 1% chance to drop the Qlipha Crystal of Keter (since 0.0.2, in early access; gamerule qliphaDropChance). She always drops her own gem, never another angel's. The crystal drops invulnerable and never despawns. See Qlipha Crystals.
  • Nothing else from her body: the rewards are in the four chests of her sanctum (one of them only reachable by flying) — gold, quartz, glowstone dust and blocks, bottles o' enchanting, spectral arrows, diamonds, emeralds, ender pearls, golden apples, enchanted books, netherite scrap, and sometimes a rare piece: a high-level enchanted book or sword, an enchanted bow, a totem of undying, an enchanted golden apple, a trident or elytra.

Respawn

In her sanctum, Origami appears 10 seconds after the arena loads. Once defeated, she comes back 3 hours later (180 minutes of game time, server running), counted from the last time the sanctum saw her alive. The spiritRespawnMinutes gamerule sets that delay; at 0 she never returns.

She cannot be shaken off: if she strays more than 72 blocks from her arena or falls more than 24 blocks below it, she is pulled back. An Origami summoned with /summon outside a sanctum does not respawn.

See also