Balatro
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Final Boss

Final Boss

Bosses talk back. Every boss blind gets a short line of dialogue when it starts, reacts to your big hands, close calls and last hand, and gloats if you lose to it. Showdown bosses go further: a roaming boss avatar with an HP bar, a cinematic intro, their own music, screen effects and a slow-motion explosive finale. You also decide when showdowns appear, so you can have a final boss every 8 antes like vanilla or much sooner.

Requirements

Install

  1. Download FinalBoss-v1.0.0.zip from the releases page.
  2. Extract it into %AppData%\Balatro\Mods\ so the files end up in %AppData%\Balatro\Mods\FinalBoss\.
  3. Start Balatro. The mod appears in the Mods menu as "Final Boss" with its own config tabs.

Features

Encounter tiers

Every boss blind gets a tier. The tier decides how much of the show it gets.

Light (regular bosses) Full (showdowns)
Intro 1 line (the boss's threat) opener, boss name, threat, closer
Reactions (big hand, close call, last hand, boss disabled) at most 1 per blind each once per blind
Defeat a line a line and the shatter effect (the explosive finale when cinematic is on)
Music vanilla a FinalBoss showdown track
Screen effects (vignette, shake, flash) none yes
Interrupted line (you play during the intro) yes yes
Gloat when you lose yes yes

Reaction triggers:

  • Big hand: a single hand scores at least 30% of the blind requirement.
  • Close: your running total is at least 75% of the requirement but you have not won yet.
  • Last hand: you have no hands left and have not reached the requirement.
  • Disabled: the boss was disabled (for example by Chicot).
  • Defeat: the hand that reaches the requirement.

If several reactions would fire on the same hand, only one plays (last hand, then close, then big hand). Click the blind chip or press any key during an intro to advance to the next line; press twice quickly to skip the rest of the intro.

Interrupting the boss. Play a hand while the boss's intro is still running (the showdown title card or any intro line) and the speech stops at once: the boss snaps (a sharp shake and a red flash on the avatar, or on the HUD chip for regular bosses) and says its interrupted line instead. That line replaces the reaction line for that hand; the hit itself still lands. It happens once per blind. Skipping lines with a key or a click, or discarding, is not an interruption.

Game over. When a boss beats you, Jimbo mocks you on the game-over screen with that boss's catchphrase.

Regular bosses are light tier from the ante set in min_ante onward. Showdown bosses are always full tier. Mods can override the tier per boss (see below). An explicit 'light' or 'full' tier ignores min_ante and whether the boss is a showdown.

Showdown stage

Showdowns (full tier) get a stage of their own. None of it appears for regular bosses.

  • Roaming boss avatar. A large chip with the boss's own art sits on the table. It bobs and lives right of the play area, above the deck; while you choose cards it glides between a few open spots where its HP bar stays clear of your cards, and it stops while it talks. When you play a hand it returns to the right of the play area until the hand resolves. Its speech bubbles are drawn above your cards. The boss reacts when your score lands: each hand makes it flash and flinch, a hand under 10% of the boss's health makes it shrug off the hit and laugh (a distinct "ha-ha-ha": it hops and tilts, and its line waits until the laugh ends), and it gets wounded: below 50% it cracks and bobs faster, below 25% it cracks more and trembles. While the boss is on the table, its HUD chip steps out of the HUD and returns when it leaves. Click it to skip an intro line.
  • HP bar and damage numbers. Under the avatar: the boss name, a vanilla-style pixel bar (the same rounded, stepped bars as the game's own progress bars) in the boss's colour and remaining / max. The bar is drawn under your cards, so a card that overlaps it stays on top; damage numbers and speech bubbles still draw above. Each hand drops the bar at once and leaves a white trail that drains, and a damage number pops up above the avatar (big hands bigger, tiny hands small and grey). The bar flashes at 50% and 25%.
  • Cinematic intro. Black bars slide in, a dark band with the "SHOWDOWN" title and the boss name slams in across the screen (above the boss-effect text) and holds for a moment, and the avatar falls onto the table before it speaks. Press any key to jump straight to the avatar and its dialogue (a click works once the avatar has landed). Press again to advance a line; press twice quickly to skip the rest. The title card draws above your cards. Continue never replays the intro.
  • Slow-motion explosive finale. When the winning score lands, the game slows for under a second while the avatar cracks and shows its defeat line, then it explodes into shards with a flash in the boss's colour (the flash needs fx). Playing a hand during the title card cuts the intro: the avatar lands at once, snaps at you and says its interrupted line (no intro dialogue).
  • Game-over gloat. Lose a showdown and the HP bar goes away (the fight is over) while the avatar glides beside the game-over panel, above the dark overlay. When Jimbo says the boss's catchphrase, the boss laughs once, then bobs smugly until you start a new run or go to the main menu.
  • Living arena. The background swirl takes the boss's colours, pulses on each hand, and darkens and spins faster as the boss gets wounded (below 50%, then below 25%). In the final stretch (below 25%) the music pitches up slightly; the pitch-up needs both fx and music. Everything returns to normal when the blind ends.

Turn off the avatar side with cinematic (avatar, HP bar, damage numbers, intro and finale). The arena follows fx, and the music pitch-up in the final stretch needs both fx and music. If you quit or Continue mid-showdown the stage is rebuilt from the saved score, with no fall-in.

Reduced motion. With Balatro's reduced motion setting on, the stage keeps colours, flashes, the dissolve and the explosion, but drops the movement: no roaming, bob, tilt, tremble, knockback, slide/fall animations, slow motion, arena spin or arena pulses (an interrupted boss only flashes red, and the game-over avatar does not bob). The avatar and bars just appear, the avatar stays right of the play area, and screen shake is off (only the explosion keeps a small jiggle).

Showdown schedule

By default, showdowns appear exactly like vanilla (ante 8, 16, ...). Turn on the schedule in the Showdowns tab and pick a first ante and an interval to get extra showdowns, for example start 4 and every 4 gives antes 4, 8, 12 and so on. The win-ante boss is always a showdown. The tab shows a live ante track (antes 1 to 16, showdown antes lit in crimson with a final-boss chip) and warns ("Hard!") when the first showdown is before ante 4. Changes apply from the next ante's boss roll.

Configuration

Set in the Mods menu (Final Boss). The Config tab groups the boss dialogue settings and the showdown stage toggles, with the developer keys at the bottom; the Showdowns tab holds the schedule; the Credits tab has the links (GitHub, the showdown music, Ko-fi). Steamodded saves your choices; config.lua only holds the defaults.

Key What it does Default
dialogue Boss and Jimbo lines (intros, reactions, defeat, gloat) true
music The FinalBoss showdown track (Adam Isiah's orchestral cover) during full-tier encounters true
cinematic Showdown cinematics: avatar, HP bar, damage numbers, intro and finale. The arena follows fx; the music pitch-up in the final stretch needs both fx and music true
fx Screen effects: vignette, shake, flash, shatter. They only run in full-tier encounters. Also controls the boss-coloured arena of showdowns. Respects Balatro's reduced motion and screenshake settings. Under reduced motion the shake and the vignette animation are off (the vignette stays at a fixed strength), while the background flash and the defeat burst still run true
intro_speed How long each intro line stays up: 1 slow (6 s), 2 normal (4 s), 3 fast (2.5 s) 2
min_ante First ante at which regular bosses get light-tier dialogue (1 to 8) 1
showdown.enabled Use the extra showdown schedule false
showdown.start_ante First scheduled showdown ante (1 to 8) 8
showdown.every Interval between scheduled showdowns (1 to 8) 8
dev_mode Developer keys while in a run: F5 cycle the forced boss through the 5 vanilla showdowns (the 6th press clears it; press it during a round or in the shop, before the blind-select screen appears), F6 fire the next moment (cycles big hand, close, last hand, disabled, defeat), F7 dump state to the Lovely log false

The dialogue, music, FX and cinematic toggles are independent. Any combination works, for example music and effects with no dialogue.

For mod authors

Bosses added by other mods work with zero effort: a boss with no entry and no lines gets the generic lines automatically, with the boss name filled in. To give your boss its own voice, register an encounter and add localization lines.

if FinalBoss and FinalBoss.register_encounter then
  FinalBoss.register_encounter{blind = 'bl_mymod_boss', tier = 'full', voice = {pitch = 0.8}}
end
-- localization: misc.quips.fb_bl_mymod_boss_intro_1 = {"My line", "here"}

Load order. FinalBoss loads at priority -10, and Steamodded orders mods by priority and then id (dependencies do not change the load order). Keep your mod's priority above -10 (the default 0 is fine) so that FinalBoss exists when your main file runs, or register at runtime (for example from your own calculate or setting_blind) after checking that FinalBoss exists.

Always check that FinalBoss exists first so your mod still works without it. Registering the same blind again overwrites the earlier entry (and logs it).

FinalBoss.register_encounter{...}

Field Meaning Default
blind Required. Full blind key, for example 'bl_hook' or your prefixed key
tier 'auto', 'light' or 'full'. Auto means showdown bosses are full and the rest are light. An unknown value falls back to 'auto' with a warning. A forced 'full' on a boss that is not a showdown gets full dialogue but not the showdown stage (avatar, HP bar, cinematics and arena are showdown-only) 'auto'
voice {pitch = n}: pitch of the vanilla voice blips for the boss's lines {pitch = 1.0}
music nil uses FinalBoss's showdown track. A full prefixed sound key string, or a list of them, picks from your own tracks (full tier only). See "Custom music" below nil
fx {intro = name, defeat = name} with names from pulse, shake, flash, shatter, phase_shift. An unknown name is ignored with a warning. They only run in full-tier encounters {intro = 'pulse', defeat = 'shatter'}
phases Reserved for a future release, ignored for now nil

Custom music

FinalBoss only bids for its own tracks, so a custom track must be your own SMODS.Sound that bids for itself. The key must contain "music" (a Steamodded requirement), and you pass its full prefixed key in the music field. The audio file lives in your mod's assets/sounds/ folder.

SMODS.Sound{
  key = 'music_boss',
  path = 'boss.ogg',
  volume = 0.6,
  pitch = 1,
  select_music_track = function(self)
    local st = G.GAME and G.GAME.FinalBoss
    if st and st.encounter and st.encounter.track == self.key and not st.encounter.ended then
      return 10 -- beats vanilla boss music
    end
  end,
}
FinalBoss.register_encounter{blind = 'bl_mymod_boss', tier = 'full', music = 'MyMod_music_boss'}

The FinalBoss.config.music toggle only silences FinalBoss's own tracks; honour it in your bid if you want players to be able to turn your track off too.

Line keys

All text lives in misc.quips in your mod's localization. Each moment can have as many variants as you like: write _1, _2, _3, ... with no gaps and FinalBoss finds them all. Variants are picked at random, never repeating the previous one when there are two or more.

Moment Key pattern Scope
opener fb_opener_<n> shared (full intro only)
name fb_<blind>_name_<n> per boss
intro fb_<blind>_intro_<n> per boss (the threat line)
closer fb_closer_<n> shared (full intro only)
big hand fb_<blind>_big_hand_<n> per boss
close fb_<blind>_close_<n> per boss
last hand fb_<blind>_last_hand_<n> per boss
disabled fb_<blind>_disabled_<n> per boss
defeat fb_<blind>_defeat_<n> per boss
interrupted fb_<blind>_interrupted_<n> per boss (you played a hand during the intro)
gloat fb_<blind>_gloat_<n> per boss

<blind> is the full blind key, for example bl_hook. For each moment FinalBoss tries the boss-specific key first, then fb_generic_<moment>_<n>, and otherwise skips the moment. The shared opener and closer lines have no generic fallback: if none exist, they are skipped. A raw key is never shown to the player. Generic lines receive the boss name as #1#.

Writing tips: each quip is 1 or 2 lines, and each line should stay under about 24 visible characters so it fits the speech bubble. A gloat line is spoken by Jimbo on the game-over screen, mocking you with the boss's catchphrase: write only the line itself (no "Name:" header, no quotation marks) and no placeholders.

Compatibility

  • Big-number scores (Talisman) are converted to plain numbers before FinalBoss compares them, but this path has not been playtested.
  • FinalBoss ships one Lovely patch (lovely/timescale.toml) for the finale's slow motion; if a game update changes its target line, the finale simply runs at normal speed.
  • Mods that replace (rather than wrap) SMODS.is_showdown_ante or end_round override FinalBoss's behaviour for the showdown schedule and the round-end handling.

Languages

English, German (de), Spanish Latin America (es_419), Spanish Spain (es_ES), French (fr), Indonesian (id), Italian (it), Japanese (ja), Korean (ko), Dutch (nl), Polish (pl), Brazilian Portuguese (pt_BR), Russian (ru), Simplified Chinese (zh_CN) and Traditional Chinese (zh_TW). That is 15 localization files. Missing keys fall back to English. Native-speaker corrections are welcome.

Credits

License

FinalBoss is released under the MIT License. See the changelog for what changed in each release.

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