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Tesla Sovereign Add-on for Minecraft
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Tesla Sovereign Add-on for Minecraft

Bedrock add-on listed for Minecraft 1.21 (behavior + resource pack). File opened and checked on 12 Oct 2026; installs from the MC Bedrock Mods app on Android.

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Face the Tesla Sovereign, a towering electrical boss for 1–4 players with multi-phase attacks, dynamic VFX, arena hazards, and unique weapon rewards.

Pixel art Tesla coil boss with blue lightning

⚡ BOSS SPECIFICATION: THE TESLA SOVEREIGN

A three-phase electrical boss encounter. Designed for 1–4 players in an enclosed arena.


1. BOSS ENTITY DESIGN & VISUALS

1.1 Core Stats

Parameter Value
Base HP 12,000 (+3,000 per additional player)
Height 18 m (tiered tower)
Arena radius 40 m, with 4 metal rail platforms and 2 water troughs
Damage resistance Physical 0%; electrical immune; fire +25% damage taken
Weak point Plasma Core (×2.5 damage), exposed only during stagger windows
Phase thresholds P1: 100–66% / P2: 66–33% / P3: 33–0%

1.2 Physical Structure (Bottom to Top)

1.3 Dynamic Visual States

HP Range Heat Level Voltage Indicator Mechanical Stress
100–75% Cool copper, faint warm glow at tubes Tubes steady amber None
75–50% Orange-red tint at coils, heat shimmer Tubes pulse in sync with hum Rings wobble slightly; minor steam from joints
50–25% Coils glow cherry-red, paint blistering Tubes shift to white-blue, some crack Plates warp, bolts pop off, cables sag and arc
25–0% White-hot; bronze visibly softening Core flickers violet↔white at 4 Hz Tiers tilt up to 4°, ring axes visibly misaligned, constant spark fountains

2. ANIMATIONS & VFX

2.1 Idle / Ambient

2.2 Telegraph / Wind-Up (readable and fair)

Beat Time Visual Audio
1. Ring spin-up 0.0–0.6 s Rings accelerate to 3× speed with motion-blur trails Hum rises one octave
2. Coil extension 0.4–1.0 s Outer coils telescope outward 2 m, spark gaps widen Metallic ratcheting
3. Heat bloom 0.6–1.2 s Distortion shimmer around the crown, tubes flash white Rising Shepard-tone whine
4. Crown charge 0.8–1.4 s Violet-white energy funnels into the core, ending in a blinding pulse Sharp inhale-like vacuum, then silence for 0.1 s

Each attack also has a unique ground marker (red-orange glyph for bolts, expanding ring outline for shockwaves, line for beams), so players can read the attack even when the boss is partially obscured.

2.3 Discharge / Attack Execution

2.4 Death / Overload Sequence (14 seconds)

  1. 0–3 s, Violent Misfires: Random bolts fire in every direction. Rings spin out of sync, grinding and sparking.
  2. 3–7 s, Structural Failure: Camera shake builds. Cables snap and whip across the arena, spraying sparks. Tubes shatter in glass-and-light bursts. Plates peel off and crash down.
  3. 7–10 s, Core Implosion: The core collapses inward. All light drains toward it, the hum drops to a deep sub-bass, and the screen dims for 1 s of near-silence.
  4. 10–12 s, Detonation: A white flash fills the screen. A room-wide electrical shockwave expands (harmless; the event is scripted) with arcs racing along the walls, floor, and ceiling.
  5. 12–14 s, Aftermath: The tower is a smoking husk. Embers drift, the hum is replaced by ticking metal, and the loot chest rises from the wreckage.

3. PLAYER ON-HIT REACTIONS & STATUS EFFECTS

3.1 Forced Ragdoll & Electric Stun

Parameter Value
Trigger Direct hit from a thrown coil or a heavy lightning bolt
Ragdoll duration 1.0 s (physics launch, 6 m force)
Paralysis 1.5–2.5 s (scaled by distance from impact center: closer = longer)
Stun immunity 3 s after recovery (prevents chain-stun)
Player model VFX Bright blue-white electricity crawling across limbs, skeleton briefly visible through the surface, convulsing muscle twitches

3.2 Screen & Camera Effects

3.3 Conductive Debuff: "Static Charged"

Parameter Value
Duration 5–10 s (refreshes on re-hit, stacks to 10 s max)
Chain Arc Every 1.5 s, a secondary arc jumps to the nearest teammate within 8 m for 8 damage and a 0.3 s flinch
Water / metal vulnerability +50% damage taken while standing in water, on rail platforms, or near metal structures
Visual tell Hair/clothing lifts, faint blue halo, crackling audio loop
Cleanse Standing on dry, non-metal ground for 3 s (reduces duration)

This encourages players to spread out, avoid hazard terrain, and keep their distance from afflicted teammates.


4. COMBAT PHASES & ABILITIES

Phase 1: Standard Voltage (100–66% HP)

Ability Wind-Up Damage Cooldown Description
Targeted Bolt 1.4 s 45 6 s Locks onto a random player, strikes after the marker fills
Ground Shockwave Ring 1.2 s 35 10 s Expanding ring from the base, jump to avoid
Thrown Coil 1.6 s 55 + stun 14 s Arcing projectile that plants as a lingering hazard (max 3)

Stagger window: Every 25 s the boss vents steam for 5 s, exposing the Core to ×2.5 damage.

Phase 2: High Voltage (66–33% HP)

Transition (3 s): the boss is invulnerable, rings tilt, and the arena floods with a violet surge as new abilities unlock.

Ability Wind-Up Damage Cooldown Description
Side-Capacitors 2.0 s n/a 30 s Spawns 2 pillars (800 HP each). Each fires a 20 dmg/s link beam between them, and players can cross it only by destroying one. Destroying both stuns the boss for 6 s
Tracking Death-Beam 2.0 s 30/s 18 s Sweeping beam that follows a player for 5 s at 40°/s, with a thin guide-line as a tell
Lightning Storm 1.0 s 40 20 s 12 rapid strikes over 5 s in staggered clusters

Phase 1 abilities continue with 25% shorter cooldowns.

Phase 3: Critical Overload (33–0% HP)

Transition (4 s): the tower shudders, tubes shatter, and the core flares white. A detonation timer appears on the HUD.

Mechanic Value
Wind-up times 0 s for bolts and shockwaves (a 0.3 s audio cue only)
Permanent screen static 15% opacity CRT noise throughout the phase
Ambient electrical damage 3 HP/s to players standing on metal or in water
Wipe Timer 90 s until the core detonates for 9,999 damage (unsurvivable)
Stagger windows Every 12 s, lasting 4 s
Attack cadence One attack every 2.5 s, randomized from all earlier abilities

Design intent: The timer forces aggression. With coordinated play, players need roughly 4,000 effective damage over 90 s, which means exploiting every stagger window and playing around the chaos.


5. BOSS DROPS & REWARDS

5.1 Guaranteed Drop: The Electrocutioner

Heavy electrical rifle with bronze capacitor shrouds, a glowing violet coil barrel, and an exposed charge gauge.

Stat Value
Damage per shot 95 (+ chain damage)
Fire rate 0.9 s between shots
Magazine 8 charges
Reload Replaced by recharge (see below)
Range 60 m effective, bolt-hitscan with a 0.05 s travel delay
Spread Near-zero when braced, 1.5° when moving

5.2 Firing Mechanics

  1. Hold to charge (0.4 s): the barrel glows, coils spin up, and audio pitch rises.
  2. Release: a bright lightning bolt fires, with a recoil kick, a flash, and a thunderclap.
  3. Overcharge (hold 1.2 s): consumes 3 charges, deals 2.2× damage, and pierces enemies.

5.3 Chain-Lightning Passive: "Arc Cascade"

5.4 Electrical Recharge

The weapon has no reload and recharges from the environment instead.

Source Charges Restored
Lightning Rod (placed item) Attracts storm strikes and restores 4 charges per strike
Storm event / thunderstorm Passive +1 charge every 8 s while outdoors
Battery items +2 charges on use
Idle trickle +1 charge every 20 s

Risk/reward: Standing near a lightning rod during a storm gives rapid recharge but exposes the player to stray strikes.

5.5 Additional Rewards


Implementation note: I can put this into a downloadable doc, or write the boss's state machine and ability scripts (Luau or pseudocode) next, if that would be useful.

Quick facts

Install steps are the general flow for this file type — How to install Minecraft Bedrock addons & mods walks through it step by step.

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