Last updated: 27.0.1
He credits his terrible jokes as being the founder of his name.
HP: 45,000 (+20% [9,000 HP] per player in Dungeon)
Location: Mad Lab
Counts to God Kills
Immune to Stasis
Immune to Paralyze
Dr. Terrible will wander around, occasionally throwing Green Potions, Turret Attacks, or both. They are all dangerous and deal high damage, especially the Green Potions, which can kill an unmaxed character with low defense instantly. There are four Red Gas Spawners (which are pretty lethal all the same) in the room that may also shoot waves of slow moving bullets during this phase. Each of these four Red Gas Spawners will not always fire. During this phase Dr. Terrible can be damaged.
Dr. Terrible will retreat to the bubble in the center of the room. While he is in the bubble he is invulnerable and he summons Escaped Experiments, Mini Bots, and Rampage Cyborgs from the cages on the east and west sides of the room. The Red Gas Spawners will turn off during this phase.
When Dr. Terrible gets low on health he will go into a rage phase. At this point, all the Red Gas Spawners will deactivate. Dr. Terrible will begin throwing potions much faster, usually two at a time. This phase is basically just the attack phase without the Red Gas Spawners activated.
When in bubble: (spawned by cages at edges of room)
Dr. Terrible Escaped Experiment
Dr. Terrible Mini Bot
Dr. Terrible Rampage Cyborg
When minions are spawned during the bubble phase, prioritize the confusing pink enemies. If they are still around when the pink gas generators come back on, one bad confuse can send you through the deadly gases or into a Green Potion as it explodes. This is instant death for most characters.
Because Dr. Terrible does not have a direct attack, there is no worry of getting shotgunned, provided you avoid the green potions and turrets. It can be worthwhile to use the Staff of Extreme Prejudice or Demon Blade on him, especially if he is paralyzed. Be careful that a Green Potion does not land on you while you’re the one playing shotgun (literally).
If you are be a wand class, you can kill Dr. Terrible without activating him, allowing for an easy kill. Go up to the boss room and continue to fire in the direction that he is in and wait till you hear the sound of the projectile hitting him. If you’re not hitting him, get a bit closer but not too close that you end up activating him (your shots should be going off screen and hitting him). NOTE: as of 25.0.0, only Saint Abraham’s wand has enough range to hit Dr. Terrible without activating him. You might want to keep it as a swap for this case.
Alternately certain ranged special attacks can also damage him without waking him. The ninja shuriken and assassin potion are both able to inflict significant damage each hit, and with him being stationary there’s no need to worry about missing. Without getting too close take one or two shots to find his location then keep firing until he’s dead or near dead. This either takes a bit of patience with a good MP pet or a lot of patience, but it’s preferable to dying. The wizard’s spell can also inflict damage without waking him. With strategic use of centering and rotation, it is possible to be able to hit perfect spellbombs on the boss without activating it, allowing for an easy and relatively quick kill.