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Super Sapper

super-sapper
Kind
Boss
Area
Mines
Health
6000
Cruciball HP
9000
Melee damage
0
Ranged damage
1

Overview

Super Sapper is a stationary boss enemy that appears at the far end of a stage. It does not advance toward Peglin; instead it fires a single projectile each turn that deals low base damage. Each time the Super Sapper is hit by a Rigged Bomb it gains an additional stack of Muscircle (increasing that projectile's damage), and when its projectile actually strikes the player it converts three random pegs into Rigged Bombs. Sapper and Flying Sapper minions spawn throughout the encounter and attempt to move toward Peglin, creating additional pressure and blocking shots.

The Super Sapper obscures the pegboard by populating it with bombs and minesweeper tiles. Rigged Bombs placed on the board help the boss defend against approaching Sapper minions, but detonating many of them powers up the boss by giving it extra Muscircle stacks and can quickly escalate incoming damage. The encounter has been iterated across versions; the boss was introduced in v0.7.42 and later had the pegboard density and sapper behaviors adjusted while its health was reduced in a subsequent patch.

  • Use high single-target damage to defeat the Super Sapper quickly; it takes reduced damage from bombs, so bomb-focused builds are less effective against the boss itself even though bombs can handle minions. Piercing from orbs or relics is particularly valuable because Sapper minions spawn every turn and can block your shots.
  • Preventing the Super Sapper from hitting you stops it from creating more Rigged Bombs. Effects such as Ballusion and Blind fully stop its projectile and thus prevent further bomb spawns; other defensive mitigations (Ballwark, Puppet) still allow bomb spawning.
  • Be cautious with detonating Rigged Bombs: while they can help eliminate front-line Sappers, each detonation that damages the boss grants it another damage-increasing stack. Avoid unnecessarily triggering many rigged bombs in a short period.
  • Relics and orbs that reduce bomb damage (for example Shock Orbsorber at level 3) or provide healing (such as Nosforbatu) are useful because the fight places many mines on the board. Infernal Ingot provides strong sustain against the boss’s high-health pool but can leave you vulnerable to Sapper or Flying Sapper attacks if minions are not handled.
  • Pegs covered by minesweeper tiles do not count for peg-hit effects; orb effects tied to peg hits (for example Protectorb or Potion Ballt) have little value until those tiles are cleared by popping the mines.

Other entities of this type

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