worldboss
One boss. One channel. One week.
A communal raid that lives in a single Discord message. Everyone on your server chips away at one shared HP bar — on their own schedule — until the boss falls at some unplanned 2 a.m. moment, or flees at the weekly reset.
- mara used /attack — 412 damage
- dex used /attack ×2 — 890 damage
- The Ghost King is wounded.
- Boss per week
- 1
- To bring it down
- 168h
- Of the server in the fight
- 100%
- HP — sized by last week's fight
- ∞
How a week goes
Modeled on the weekly world bosses of classic MMOs: one boss per server, up for the week, rotating at your server's weekly reset.
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The Tuesday roll
At your server's reset — Tuesday morning by default — a fresh boss is drawn from the bag: twelve in rotation, no repeats until you've seen them all, each sized by how long the last one took to die. It's posted and pinned as a single living embed, and the fight is on.
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One shared health bar
Everyone attacks the same bar, whenever they happen to be around. Charges accrue offline — one every four hours, banked up to four — so a hundred casual swings count the same as one raider's grind. Lurkers welcome. The art turns from calm to wounded to enraged as it drops.
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Loot or gloat
Bring it down before reset and the server gets the kill card, two loot rolls per fighter, and damage-weighted Valor. Run out the clock — about one week in five — and the boss walks with the loot. Every hit still banks Valor, but the Ghost King spends the rest week gloating.
Built for group chats, not raid nights
No scheduling, no lobby, no daily grind. worldboss is designed around the way friend servers actually behave.
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Charges, not cooldowns
One charge every four hours, banked up to four. Sixteen hours away costs you nothing — the person with a job doesn't lose to the person with a phone alarm.
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A boss that sizes itself
A self-tuning controller reads one number — how long the last boss took to die — and sizes the next one. Five friends or fifty, the fight lasts roughly the week.
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◈ Valor for everyone
Damage-weighted, with a floor just for showing up — and paid even when the boss flees. Spend it on consumables in the shop. Trophies can only be won from bosses, never bought.
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Dice in the tavern
Death-roll a friend for a stake, or play 7s against a house that burns every coin it wins. Player-to-player games are zero-sum, so the economy stays honest.
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One quiet channel
The boss lives as exactly one message that edits in place — never buried, never spamming. Everything episodic — kills, escapes, enrage warnings — goes to a separate social channel.
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Nothing to buy, ever
Valor is never purchasable with money and never cashes out. No premium tier, no ads, no pay-to-win. The only way to get stronger is to show up and swing.
Meet the Ghost King
The crowned spectre haunting this page is worldboss's mascot — spokesghost, tutorial hand, and occasional stand-in. He isn't one of the twelve bosses in the bag; he just presents them, and his face follows the week: watching between fights, calling the spawn, burning red through the enrage window, crown slipping when your server lands the kill — and gloating clean through the rest week when it doesn't.
“I don't fight. I present. There's a difference, and the difference is the crown.”





Your chat is none of its business
worldboss runs entirely on Discord's HTTP interactions — it has no gateway connection, which means it cannot read your channels even in principle. It sees only the slash commands you send it, and stores only the game: charges, damage, loot, Valor. Read the privacy policy — it's short, because there isn't much to tell.