DuckyDuckyFebruary 23, 2025

Heroic One-Armed Bandit

Skinnylicious Money Moves

The One-Armed Bandit is an tongue-in-cheek play on rigged gambling as a fight more scripted than most. We pick up reel tokens and insert them into the slot machine to pick our own prizes and dealing with the consequences of our own actions. When he hits 30% health he fully rigs the game, rolling progressively more dangerous rewards before finally exploding, killing us all if we don't kill him first.

#Link to this headingResources

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#Link to this headingMechanics

#Link to this headingPhase One Mechanics

Spin To Win!
Predestined Slots
Fraud Detected!
Predestined Slots
Golden Ticket
Stacking Boss Buff
Pay-Line
Good Fortune to the Skinny
Foul Exhaust
Casino Chair Farts
Healers
The Big Hit
Tank Swap & Drop
Tanks
Explosive Shrapnel
No Touchy
Tanks

#Link to this headingReel Assistants

The assistants have three mechanics of middling importance.

Overload!
Interruptible Raid Shock
Withering Flames
Dehydrated Raiders
Electric Blast
Vicarious Spiciness

#Link to this headingPhase Two Mechanics

At 30% health the boss begins a 1 minute 40 second hard enrage and replaces Spin to Win! with Cheat To Win!, picking their own choice of symbols. These abilities remain until the end of the fight once activated.

Linked Machines
Coil Clothesline
Ability 1
Hot Hot Heat
The Gift of Fire
Private AuraAbility 2
Scattered Payout
Coins, to the Face
Ability 4
Explosive Jackpot
We all fall down!
EnrageAbility 5

#Link to this headingStrategy

#Link to this headingPhase One Strategy

The above RaidPlan shows all of the spatial abilities in phase 1. I'll briefly share tips on them before discussing Spin To Win!.

  • The Big Hit tank swap that spawns the Shocking Field should be done with the idea of keeping it in the northern half of the platform. On the PTR some tanks were overlapping the puddles, but I'm not sure what the tuning is like on this now. It was also not worth using Explosive Shrapnel to clear any of them because the boss would enrage before running out of room. Having a coil recast its ability is also super cringe.
  • The Withering Flames debuff is probably the most likely thing to kill someone aside from the coins. It's highly recommended you use coms when you're reasonably out of the group instead of making healers crane our tired necks to find your ass. We might use WeakAura communication for this.
  • The Traveling Flames are somewhat slow kinda very slow 🐢.
  • I'm not going to recommend we try to send the coins back towards the raid for the buffs, but if you want to have some weird spot on the sides of the room in phase 1 to try it out I'll look the other way unless you or someone else die.

Spin To Win! reportedly spawns two waves of Reel Assistants with a consistent coin pattern. The third wave provides the tokens necessary to make a combination you haven't made before. Of which, there are lights behind where the boss spawns indicating which token combinations we have not made before. A WeakAura will track the order for us also. Here is a PTR kill order and the reasoning behind it:

  1. Reward: Flame and Coin which does the massive raid damage is easier to handle earlier in the fight with less mechanics out and doesn't distract your DPS.
  2. Reward: Coin and Bomb summons the Premium Dynamite Booty adds which fixate and cannot be crowd controlled. The adds themselves require immediate DPS attention but there are no other lingering mechanics.

The next three are the ones that use any of the Shock tokens. These are annoying because for whatever reason they trigger on each Spin To Win! cast.

  1. Reward: Shock and Flame is the least annoying coil. It spawns the Traveling Flames which need to be dodged.
  2. Reward: Shock and Bomb summons the the coil which summons the unshielded Dynamite Booty adds.
  3. Reward: Coin and Shock summons the coil that pulls players towards it.

The last combination, Reward: Flame and Bomb is maybe the most annoying combination that spawns adds since they have 100% more health, explode when they die, and spawn fire from their corpse. This explosion and fire spawning is also probably going to happen in the group.

You're not expected to get every single combination before you phase, with reports of skipping two during testing. If we order the rewards by least to most annoying we can hopefully brush them under the rug and forget about them.

#Link to this headingPhase Two Strategy

In the videos I've watched the Hyper Coils seemed to spawn anywhere in a ~25 yard orbit of the boss. The RaidPlan I've shown is unrealistically clean, but I wanted to illustrate that the goal is to rotate around the inner circle such that we keep the beams behind us. This allows players with Hot Hot Heat to move their beams to the side of the boss and keep the raid safe.

The rest of the raid needs to focus on burning the boss down as fast as possible. Aside from someone needing to break the Pay-Line coins, the remaining mechanics do nothing but progressively strain the healers until we explode. I also recommend trying to give the beams a respectful amount of space; remember that the Hyper Coils do a knockback every time they spawn.