A live HP bar
The boss panel shows HP left, time until it escapes, the number of fighters and the top damage dealers, and updates as the fight goes on.
World Boss gives your community a common enemy. Spawn a boss with a name, HP and a time limit, and a live panel shows its HP bar. Members deal damage just by chatting, talking in voice, finishing quests and using /boss attack. Defeat it in time and a coin pool is shared by contribution tier; if it escapes, you decide whether a consolation share is still paid.

The boss panel shows HP left, time until it escapes, the number of fighters and the top damage dealers, and updates as the fight goes on.
Messages, minutes in voice and finished quests all hurt the boss, each with its own cooldown and rate. BotGG counts that a message was sent, never what it says.
/boss attack with critsMembers also strike directly: random damage in a range you set, a chance of a critical hit (×2 by default, up to ×10) and a cooldown per member.
Fighters are ranked by damage into Legend, Hero and Fighter tiers that share the pool, and optional Levels XP, by weight. Add a final-blow bonus and a role for everyone who qualified.
Plan bosses ahead with a start time. One boss fights at a time; the next one waits in the queue and spawns as soon as the current fight ends.
Optional shout-outs at 75, 50 and 25 % HP keep the push going, and the result post names the final blow and pays every tier.
Open https://console.botgg.app, choose your server and turn on World Boss in the Engagement section. Pick the panel channel, an optional role to ping and the damage sources you want.
Give it a name, an image, HP, a start time and how long it may live. Set the coin pool and tiers; the console shows example payouts and a live Discord preview.
Every counted message, minute in voice and finished quest deals damage, and members hit it with /boss attack. /boss me shows your damage and tier.
When HP hits zero the pool is paid by tier and the final blow is announced. If time runs out it escapes, with the consolation share you chose.
Damage from chat and voice is collected in short batches and applied in one transaction per boss, so even a busy server can’t push HP below zero or pay anyone twice. Payouts are planned once and paid in batches with a record per member, and they finish correctly even if the bot restarts mid-payout.
Free servers can have 1 scheduled or active boss at a time and Pro servers 5. Rewards are paid in the server’s virtual Bank coins, and staff can spawn a boss from Discord with /boss spawn or call it off with /boss cancel.
/boss status, /boss top, /boss me: the fight, the leaderboard and your own damage/boss attack: hit the boss directly (cooldown per member)/boss spawn and /boss cancel: for staff and boss manager rolesGive a boss a drop table of Shop items. For each row you set the chance, the quantity, the minimum damage and an optional bonus chance for the Legend and Hero tiers. On a defeat every member who earned a tier rolls once per row, and you can choose to roll the table on an escape too; a cancelled boss drops nothing. Wins land in the member’s Shop inventory, and a restart during the payout can’t grant them twice. If an item runs out of stock, the best ranks are served first and the rest of that row is skipped and reported. A Mystery Crate is a Shop item, so a boss can drop one too. Rows per drop table: 3 on Free, 10 on Pro. Bosses made with /boss spawn or Flows have no drop table.
Battle Gear is off by default. Turn it on and Shop items with attack, crit chance or crit damage bonuses make a member’s hits stronger. BotGG takes the best unit a member owns for each stat, so nothing stacks and there is nothing to equip, levels from the Forge count, and you set the maximum bonus. In a boss fight gear applies to /boss attack and its panel button only, never to message, voice, quest or Flows damage. It needs the Shop. Gear can be bought with coins and more damage means a bigger share of the coin pool, so keep that in mind when you price it.
Gear can also wear out. When an item has a durability set in the Shop, every /boss attack that lands wears the units behind the bonus by 1 (a cooldown refusal wears nothing). A broken unit stays owned but gives no stats, so the next best unit takes over until the member fixes it with /repair. /boss me shows the durability of the unit in use and how many are broken, and the attack reply warns once at 10 % and when a unit breaks. Items without durability never break.
/boss me: your damage, tier, gear and dropsA boss can be an event with several waves instead of one HP bar. Each wave has its own monster name, emoji, optional image, type (normal, elite or boss), monster count, HP per monster, defense and drop table. Defense takes a percentage off every hit, from every damage source, and a hit always deals at least 1. The next wave starts as soon as one is cleared, and damage left over from the clearing hit doesn’t carry over. Monsters do not attack players. A boss without waves works as before.
When a wave is cleared, its drops roll for the members who damaged that wave. The coin pool, tiers, role and final-blow bonus pay for the whole event when the last wave falls. If time runs out, cleared waves keep their drops, the wave being fought rolls nothing, and your escape share applies as for any boss. Build waves in the console, with reordering, a total HP preview and a Goblin Invasion preset to start from, or copy them from another boss in Flows. Waves per event: 3 on Free, 10 on Pro.
/boss status, /boss me, /boss top: wave progress, your damage per wave, the top fighters of this wave/boss spawn stays a single boss: waves are built in the consoleGenerated from the bot’s real command definitions. Full list on the commands page.
/bossWorld boss: fight the server raid boss together6 subcommands/boss statusShow the current boss/boss attackAttack the boss (cooldown)/boss topTop damage dealers of the current boss/boss meYour damage on the current boss/boss spawnnamehpminutes?pool?channel?image?Staff: spawn a boss now/boss cancelStaff: cancel the current boss (no rewards)Every feature works on the Free plan. Pro raises the limits and unlocks extras.
| Limit | Free | Pro |
|---|---|---|
| Live world bosses | 1 | 5 |
| Drops per boss | 3 | 10 |
| Waves per event | 3 | 10 |
A shared enemy with a big HP pool that the whole server fights at once. Every member’s activity adds damage, and everyone who helped shares the reward when it falls.
By chatting, sitting in voice with other people, finishing quests and using /boss attack. You choose which sources count, how much damage each deals and the cooldowns.
Members who dealt at least the minimum damage are ranked. The top share are Legends, the next are Heroes and the rest are Fighters, and the pool is split by tier weights (5, 2 and 1 by default).
It escapes when its time runs out. You can still pay a percentage of the pool as a consolation reward, or nothing at all.
Schedule bosses ahead in the console, or spawn them from Flows on any trigger. Flows can also deal damage and react when a boss is defeated.
Yes. A drop table of Shop items rolls for every member who earned a tier when the boss is defeated, and optionally on an escape. Wins go straight into the member’s inventory.
Add BotGG for free, then switch features on in the web console.