- The Bellringer's appearance in an official social media comic
- The Bellringer's appearance in an official social media comic
- The Bellringer featured in brand art
Bellringer
The Bellringer is a Sellbot Manager Boss who was introduced as part of the Hires & Heroes Update. He can be found roaming the streets of Daffodil Gardens. He was first revealed during the cogs.ink ARG.
Content Sync
Toons fighting against the Bellringer will have Content Sync applied to them. They will be synced down to the following stats:
- 50 Laff Soft Cap (Max 57 Laff)
- Up to Level 5 Gags permitted
- Counterfeits, C&Ds, and Pink Slips restricted
Attacks
Bellringer Attacks | ||||
---|---|---|---|---|
Quake
(All) |
Rolodex
(Single) |
Pound Key
(Single) |
Hang Up
(Single) | |
Damage | 10 | 14 | 13 | 15 |
Accuracy | 75 | 80 | 90 | 70 |
Frequency | 20 | 30 | 30 | 20 |
Cheats
The Bellringer has a Lure Resistance of 1 round.
The Bellringer will ring his head, healing Cogs and cleansing them of all negative debuffs at the end of every round. This can cause Cogs to become Overcharged. Cogs cannot heal beyond twice their max HP. Any debuffs applied to the Bellringer himself cannot be cleansed unless he is only healing himself. Any Cogs, with the exception of the Bellringer, that are
Lured,
Soaked, or
Dazed will receive 2/3 the the amount of healing they normally would have received. The amount of HP each Cog receives from Healing Bell scales with the amount of Toons present in the battle and, in the case of any side Cogs, scales depending on their max HP. Each value for Healing Bell's healing can be found listed in the table below.
Healing Bell Heal Values | ||||
---|---|---|---|---|
Toons | Bellringer (Solo) | Bellringer (Cogs Present) | Side Cogs (No Debuff) | Side Cogs (Debuff) |
1 Toon | 225 HP | 90 HP | 75% Max HP | 50% Max HP |
2 Toons | 282 HP | 113 HP | 95% Max HP | 63% Max HP |
3 Toons | 338 HP | 136 HP | 112% Max HP | 75% Max HP |
4 Toons | 450 HP | 180 HP | 150% Max HP | 100% Max HP |
Once Cogs overheal by 50% their max HP, they'll become Overcharged. Overcharged Cogs deal 50% more damage and can only be
Lured for 2 rounds. The Bellringer himself can also become Overcharged.
When an Overcharged Grunt Cog sustains lethal damage in one round (letting it drop down to 0 HP), it will explode. Everyone in the battle will be hit with massive damage. Toons will take 20 damage (or 15 if Lure misses that round), the Bellringer will take 400 damage (440 if Marked), while the rest of the Cogs take 40 damage (44 if Marked). This temporarily reduces the Bellringer's healing by 50%. If there are 3 Cogs in battle, and they are all destroyed in one round, the Bellringer will not attack and immediately perform Healing Bell.
Strategy
Recommended Gags | |||
---|---|---|---|
Track | "Should I bring this Gag to this fight?" | "Should I Prestige it?" | "How many Toons should bring it?" |
![]() Toon-Up |
Essential for recovering from damage dealt by the Bellringer, the Cogs, and most importantly, the explosions.
![]() ![]() ![]() Rating: 3/3 Stars |
A great Prestige here. The increased self-heal is good for recovering further from explosions and allowing Lure + Throw turns to have increased accuracy.
![]() ![]() ![]() Rating: 3/3 Stars |
2-4 Toons |
![]() Trap |
A perfectly fine way to cause an Overcharged Cog to explode, but is less favorable than Zap for damage output on an Overcharged Cog and the Bellringer simultaneously. It can also require more Gag commitment than other Tracks when trying to cause more than one explosion in a turn.
![]() ![]() ![]() Rating: 2/3 Stars |
Doesn't make any meaningful impact in this fight. Overcharged Cogs are already able to be taken out with just base Quicksand's damage.
![]() ![]() ![]() Rating: 0/3 Stars |
0-3 Toons |
![]() Lure |
Great to have here, namely for Lure + Throw turns to deal direct damage to the Bellringer whenever there isn't an Overcharged Cog and when Toon-Up's healing isn't quite needed.
![]() ![]() ![]() Rating: 3/3 Stars |
Good for further boosting damage from Lure + 3 Throw turns.
![]() ![]() ![]() Rating: 3/3 Stars |
3-4 Toons |
![]() Throw |
Great to have here as a reliable damage dealer to the Bellringer when paired with Lure, and to Mark him to cause him to take increased explosion damage.
![]() ![]() ![]() Rating: 3/3 Stars |
As usual for Manager battles, Throw's Prestige is very useful for this fight, allowing you to deal reliable damage while having to spend less of other resources on healing. The only exception to this is when committing to a 2-turn strategy, as you would just be using Unites anyway to heal off the damage from the explosions as they occur. This Prestige puts Lure and Throw in an even more favorable position over Drop for direct damage to the Bellringer. A Seltzer and Prestige Big Weights followed up in a future turn by a Fruit Pie and 3 more Prestige Big Weights is already outdamaged and beaten in consistency by Prestige Lure and 3 Fruit Pies done twice.
![]() ![]() ![]() Rating: 3/3 Stars |
4 Toons |
![]() Squirt |
Naturally, Squirt is crucial to have when using Zap-based strategies for this battle.
![]() ![]() ![]() Rating: 3/3 Stars |
The increased Splash damage very rarely if ever allows for some single Overcharged Cogs to be taken out.
![]() ![]() ![]() Rating: 0/3 Stars |
4 Toons |
![]() Zap |
Extremely good for this battle. Its ability to change how and where its damage is distributed, based on its placement and which Cogs are Soaked, gives it the best control over how many Cogs will explode. As well as how many will still be Overcharged going into the next turn. It also outputs the most damage when trying to destroy 1 or 2 Overcharged Cogs and strike the Bellringer simultaneously.
![]() ![]() ![]() Rating: 3/3 Stars |
A good Prestige for this battle. Allows Zap to destroy nearly every possible level and positioning arrangement of Overcharged Cogs more easily. It also increases damage dealt to the Bellringer when damaging him and a neighboring Overcharged Cog simultaneously.
![]() ![]() ![]() Rating: 3/3 Stars |
3-4 Toons |
![]() Sound |
Using multiple Sound Gags is a viable way to cause multiple Cog explosions. However, it is less favorable than Zap for its damage output on an Overcharged Cog and the Bellringer simultaneously. It also isn't very good for controlling how many Overcharged Cogs will explode. As well as how many Cogs will be healed back into an Overcharged state after an explosion happens to allow more explosions next turn. Even when bringing Bike Horns, Whistles, and/or Kazoos to help be more precise with the damage dealt.
![]() ![]() ![]() Rating: 2/3 Stars |
Decent for boosting the potency of a follow-up turn after causing an explosion, namely the power of Toon-Up's healing, Lure's Knockback damage, and Prestige Throw's self-heal.
![]() ![]() ![]() Rating: 2/3 Stars |
3-4 Toons |
![]() Drop |
This is one of a few Manager battles where Drop actually isn't that good for it. It could be used as a way to cause Overcharged Cogs to explode, but is the most unreliable way to do so. It is also outright outclassed by Prestige Lure and Prestige Throw in turns for dealing direct damage to the Bellringer. A Seltzer and Prestige Big Weights followed up in a future turn by a Fruit Pie and 3 more Prestige Big Weights is outdamaged and beaten in consistency by Prestige Lure and 3 Fruit Pies done twice.
![]() ![]() ![]() Rating: 1/3 Stars |
Gives Drop a bit more damage when used directly against the Bellringer when paired with Squirt and/or Throw, but doesn't help its ability to destroy Overcharged Cogs. Base Big Weight is already capable of destroying its targets.
![]() ![]() ![]() Rating: 1/3 Stars |
0-4 Toons |
All strategies for the Bellringer fight revolve around allowing Cogs into the battle, letting them Overcharge, then destroying one or more in one turn. While the ensuing explosions could be dangerous, they are ultimately good to set off as they can outdamage and momentarily cut the Bellringer's healing. Any Gags could work for setting off the explosions, but Zap is the most versatile due to its ability to change how and where its damage is distributed based on its placement and which Cogs are Soaked, allowing you to most easily control how many Cogs will explode in a given turn and how many can still Overcharge going into the next turn.
- Do not Lure Cogs that are about to be Overcharged, as this will cause them to attack after the Bellringer heals them.
- Keep in mind that lethal damage to Overcharged Cogs must be considered. If the Gag damage does enough to bring them down to exactly 1 HP (and is not reduced at all to keep it at 1 HP), it will not trigger the explosion.
- In addition to the variety of Gags that can be used to set off the explosions, there are different approaches that can be taken regarding the tempo of the fight:
- For a reward-light route, destroy one Overcharged Cog at a time. This costs a small percentage of your health, but ensures consistent damage against the Bellringer and makes it unlikely for any Toons to go sad from attacks from him and the surviving Cogs.
- While evoking a more reward-heavy route, the fight can end sooner by detonating two Overcharged Cogs, and even faster by detonating three in a turn.
- Detonating Two Cogs leaves you with a small chunk of your health remaining. You may need to pitch in a Unite in order to survive attacks from any leftover Cogs (most likely the Bellringer). This takes off 40% of the Bellringer's HP, and he only heals 90 HP.
- Detonating Three Cogs essentially requires a Unite to survive all the explosions, but this chips off 60% of the Bellringer's HP. However, this drops down to 47% once he heals for 250 HP (if still alive). As his only move will be Healing Bell for that round, Toons do not have to worry about pitching in an additional Unite.
- Either way, make sure to have one person call in a hover for using Unites, in order to prevent too many Toons from entering a cooldown.
Loot
|
Dialogue
Attacks | |
---|---|
Quake |
|
Rolodex |
|
Pound Key |
|
Hang Up |
|
Cheats | |
Healing Bell |
|
Face-Off Taunts |
|
---|---|
Defeated |
|
Death Taunts |
|
Friend Request Denials |
|
Attempt to Sue |
|
Attempt to Fire |
|
Exploding Cogs |
|
Music
Theme | Audio File |
---|---|
Battle Theme |
Sound Effects
Statement | |
---|---|
Question | |
Grunt | |
Murmur | |
Death (Unused) |
Healing Bell Activation | |
---|---|
Healing Bell Heal |
Version History
- v1.7.0 BETA
Added a new closed-collar Cog body variant.
This body variant is used for the new Insider Cog, and has also been given to Bellringer to better reflect his original concept art.
Re-animated most Cog animations from Toontown Online for every Cog body type.
Introduced new Cog reaction animations to Sound Gags.
- v1.4.0 BETA
Bellringer's work environment has gotten bombastic!
Bellringer's Health has increased from 950 to 1800.
Attacks have had their damage values decreased:
- Quake: 12 -> 10
- Rolodex: 16 -> 14
- Pound Key: 15 -> 13
- Hang Up: 18 -> 15
Overcharged Cogs granted the "Explosion Imminent!" cheat.
Healing Bell rates adjusted:
- 1 Toon:
- Bellringer self heal (solo): 119 HP -> 225 HP
- Bellringer self heal (Cogs present): 48 HP -> 90 HP
- Cog heal (no debuffs): 66% Max HP -> 75% Max HP
- Cog heal (debuffs): 33% Max HP -> 50% Max HP
- 2 Toons:
- Bellringer self heal (solo): 149 HP -> 282 HP
- Bellringer self heal (Cogs present): 60 HP -> 113 HP
- Cog heal (no debuffs): 84% Max HP -> 95% Max HP
- Cog heal (debuffs): 42% Max HP -> 62.5% Max HP
- 3 Toons:
- Bellringer self heal (solo): 179 HP -> 338 HP
- Bellringer self heal (Cogs present): 72 HP -> 136 HP
- Cog heal (no debuffs): 100% Max HP -> 112% Max HP
- Cog heal (debuffs): 50% Max HP -> 75% Max HP
- 4 Toons:
- Bellringer self heal (solo): 238 HP -> 450 HP
- Bellringer self heal (Cogs present): 95 HP -> 180 HP
- Cog heal (no debuffs): 133% Max HP -> 150% Max HP
- Cog heal (debuffs): 66% Max HP -> 100% Max HP
- 1 Toon:
With Unites being awarded from all department bosses, Unites are now available for use in Bellringer and Rainmaker's fights.
- v1.3.0.9 BETA
Strongly reduced his damage output.
- Quake: 20 -> 12
- Rolodex: 20 -> 16
- Hang Up: 22 -> 18
- v.1.3.0 BETA
Bells can be heard ringing through the streets of Daffodil Gardens.
The Bellringer is added to the game.
Trivia
- A bellringer is a door-to-door salesman.
- On the cogs.ink website, the Bellringer's username is
biggsbenjamin
and his password isRingaLingRing7
- The password was revealed by going through seven knock-knock doors in Petunia Place. The username was revealed manually by Mac Opsys in the 1.3.0 ARG.
- With his bell head, British accent, and real name, the Bellringer is likely a nod to the Big Ben clocktower located in London, England.
- His employee ID is also a reference to Big Ben's construction start date, being September 1843.
- In the v1.3.0 Development Update blog post the Bellringer can be seen wearing an Executive Sellbot Suit rather than the standard one he wears in his final design.
- This design can still be seen in his sticker, which still uses the Executive Suit collar.
- Prior to the v1.7.0 update, the Bellringer's suit had an open collar.