The Spirits
The seven Spirit bosses, each wielding her real Angel, and the AI they share: they watch you, adapt, stagger, channel, enrage — and never kill you in a single hit.
The Spirits are Date a Slime's bosses: seven heroines of Date A Live, each armed with her real Angel — the same techniques as the player who wields it. They do not follow a script. One shared intelligence drives them all: it watches you, picks its target and its ground, scores what works against you, adapts to whatever you repeat, and can be staggered by a group that times its blows. Each one lives in a sky sanctum where she returns three hours after her defeat.
The seven Spirits
| Spirit | Angel | Sephira | Health | Phase II / III | Style | Sanctum | |
|---|---|---|---|---|---|---|---|
| Keter | 9,000 | 60% / 25% | In the air, wings spread, under a storm of rays; her low swoops are the opening | White quartz citadel | |||
| Chokmah | 4,500 | 60% / 30% | She reads: walls of pages, MARIA, golems, the library. No melee, little health | Open-air library | |||
| Binah | 8,000 | 66% / 33% | Long range from high ground, flintlock volleys, shadows; the rewind you must break | Giant clock face | |||
| Chesed | 6,000 | 70% / 33% | Zadkiel does the fighting; the lance, then Absolute Zero | Frozen lake under ice ears | |||
| Tiferet | 8,500 | 66% / 33% | At range, through space itself: keys, rifts, seals; the arena lock you must break | Indigo lock plate | |||
| Netzach | 5,500 | 66% / 33% | Hide-and-seek in a herd, broom dives, the rabbit curse | Witch's clearing | |||
| Yesod | 5,000 | 66% / 33% | A concert: sonic waves, songs, a Requiem that heals her | Concert hall |
All of them have three phases. Camael has no Spirit boss: Kotori is not in the mod.
/summon dateaslime:origami
/summon dateaslime:nia
/summon dateaslime:kurumi
/summon dateaslime:yoshino
/summon dateaslime:mukuro
/summon dateaslime:natsumi
/summon dateaslime:miku
What they are
- Each one carries her Angel and the matching Tensura nullifications and resistances. Her magicule pool (two million) refills itself: she never runs dry.
- Immune to fire, falls and knockback, and almost every harmful effect slides off them.
- They never despawn, even on peaceful.
- They cannot be chained: "Its power shatters the chain" (
Sealing Chains).
The player profile
Every Spirit keeps a profile of every player within 48 blocks, as rolling averages (the recent past counts, the old past fades):
- the distance you keep, how much you circle her and change direction, how much you rush her;
- time spent in the air (flying, elytra, perched), and out of sight;
- what you hit with (melee, projectile, magic, fire, explosion, other);
- how many skills you cast (within 64 blocks), how often you block with a shield, and what share of her shots you dodge.
Every technique used on you gets a score two seconds after it ends: damage dealt, control applied (immobilised, slowed), a possible kill, minus what she took in the meantime. What works comes back, what you counter fades — never entirely: changing your style can still be punished. Her shots also learn how far to lead you: four ways to lead the aim, and whichever hits you most wins.
Target, positioning, dodging
- The target is reconsidered every second: threat (the damage you have dealt her), proximity, isolation (no other player within 8 blocks), low health (below 35%). Creatures count half as much as players. She only switches if another target is clearly worth more, and drops one that gets more than 72 blocks away.
- Out of reach — no path to you, perched more than 3.5 blocks up, riding something — her long-reach techniques take priority: you do not kill a Spirit from a pillar. Out of sight, it is the ones that don't need to see.
- Positioning: twelve spots are scored around where you will be, at her preferred range, with a view of you, away from lava and fire, without getting surrounded — behind you or up high if that is her style.
- Dodging: a projectile on a course to hit her within 0.7 s is read; she goes into an evasive technique if one is ready, otherwise she sidesteps.
- Stuck in a wall, she climbs out or lands next to her target.
Adaptation
Blows are sorted into six families, each with its glyph on the bar: ⚔ melee, ➶ projectiles, ✦ magic, ♨ fire, ✹ explosion, ◈ other (most Tensura skills).
- Every blow she takes gives her resistance to its family equal to 2.5 times the share of health it took: taking 10% of her health with a sword gives her 25% melee resistance.
- Cap: 60% per family.
- That resistance fades over time (halved in about 45 seconds). Switching how you hit always pays off.
- The family's glyph shows on the bar as soon as she resists it a little, brighter the stronger the resistance: that is your cue to change weapons.
Stagger
Taking 7% of her health within 3 seconds staggers her for 1.5 seconds: she drops whatever she was preparing, stops, and takes 25% more damage. She is then immune to stagger for 15 seconds. The gauge flickers white meanwhile.
Channelled spells
Their greatest spells are channelled: Kurumi's rewind, Mukuro's arena lock, Nia's library, Yoshino's lance and Absolute Zero, Miku's Requiem. While channelling, the Spirit only takes 40% of the damage, but the stagger threshold drops to 3.5% — and staggering her breaks the spell. A fast shimmer runs across the bar and its edge breathes: that is the moment to go all in.
Enrage
After 6 minutes of combat, the Spirit loses her patience: +50% damage, +20% speed, shorter pauses between techniques and cooldowns cut by 30%. The phase numeral and the edge of the bar pulse red. The counter winds down once the fight stops.
The one-shot guard
No Spirit kills in a single hit. Her final damage (after armour and resistances) is capped as a share of your max health, whatever your progression:
| Phase | One hit, at most | One second, at most |
|---|---|---|
| I | 20% | 40% |
| II | 25% | 48% |
| III | 30% | 56% |
| Enraged | × 1.2 | × 1.2 |
A Spirit kills by chaining, not with one beam.
Out of combat
With no opponent for 30 seconds, she recovers: 2% of her health per second, adaptations quickly forgotten, enrage winding down, and a walk home if she strayed more than 24 blocks. Stepping back to catch your breath lets her catch hers.
The boss bar
A slim bar of her own replaces the vanilla one:
- the name without the title, and the phase in Roman numerals in the Spirit's colour;
- the adaptation glyphs, brighter as she resists more;
- a four-pixel gauge, with a pale trail of what was just lost and a notch at each phase threshold (bright ahead, dim once passed);
- pulsing red edge: enraged; white-flickering gauge: staggered; fast shimmer and breathing edge: channelling; darkened gauge: out of reach, no blow lands (Kurumi sunk into her shadow).
Phases and enrage are also announced above the hotbar: "Spirit - phase 2", "Spirit loses her patience".
Respawn
In her sanctum, an invisible marker calls the Spirit ten seconds after the area loads and calls her back 180 minutes (spiritRespawnMinutes gamerule, 0 = never) after the last time it saw her alive. If she strays more than 72 blocks away, or more than 24 blocks below the arena, it brings her back to the centre. Details: The Sky Sanctums. A Spirit summoned with /summon does not come back.
Shared loot
- 500 experience points.
- 1% chance (
qliphaDropChancegamerule) to drop her own Qlipha Crystal: Keter for Origami, Chokmah for Nia, Binah for Kurumi, Chesed for Yoshino, Tiferet for Mukuro, Netzach for Natsumi, Yesod for Miku. The crystal cannot be destroyed and never despawns; every player within 64 blocks reads "Something black falls from the body - the Qlipha of …". What comes next:
Qlipha Crystals. - The rest of the rewards is in her sanctum's chests.
See also
- The Sky Sanctums — where they live
Qlipha Crystals — what they drop
The Angels — their Angels, playable- Gamerules —
spiritRespawnMinutes,qliphaDropChance
