Major Player

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The Major Player is a Bossbot Manager Boss who was introduced as part of the Hires & Heroes Update. He can be fought in The Musical Master of Melody found on Tenor Terrace in Mezzo Melodyland after unlocking the Kudos Task Let's Dance!. He was first introduced in the Musical Monstrosity Blog Post as part of an ARG.

Content Sync

Toons fighting against the Major Player will have Content Sync applied to them. They will be synced down to the following stats:

  • 105 Laff Soft Cap (111 Max)
  • All Gags permitted
  • All rewards permitted

Attacks

Major Player Attacks
Hot Air

(Single)

Re-Arrange

(Single)

Song and Dance

(All)

Quake

(All)

Damage 16 18 15 15
Accuracy 90 85 85 75
Frequency 30 30 20 20

Cheats

General

Cog capacity.png

The Major Player increases the amount of Cogs that can be present in the fight by 2, totaling up to 6 Cogs in one sitting.

Lure resistance.png

The Major Player can only be lured for 1 round.

Phase 1

Dance partners.png

The Major Player summons Cogs ranging from levels 10-14 with a unique 'Dance Partner' status effect. Each one of them will be paired randomly with one of the Toons in battle, labeled as either a square, circle, hexagon, or star. Partnered Toons deal 50% more damage to their partner and 40% less damage to all other Cogs. Cogs deal 25% more damage to their partner and 25% less damage to all other Toons. These damage changes also apply to Lure knockback, but Toon-Up and Splash damage are unaffected.

The Major Player will send in Dance Partners at the end of the first round, and then every five rounds after that. Cog Capacity functions differently for Dance Partners. Despite there being a capacity of 6, Dance Partners only adhere to 5. This means that if there are 3 Cogs in battle (Major Player included), he'll only send in 2 Dance Partners. The max amount of Dance Partners the Major Player can send in at once is 4, and if there are 5-6 Cogs currently in battle, he cannot send in any Dance Partners.

Dance Partners will also come equipped with an additional cheat. They can have one of any of the following:

  • LureResistance.png Lure Resistance: This Cog will be entirely immune to being LURED. This also means the Cog is unable to be lured into Trap. Only one Lure immune Cog may be on the field at any given time.
  • SoakResistance.png Soak Resistance: This Cog will take 60% less damage when SOAKED.
  • DamageReduction.png Damage Reduction: This Cog will take -50 less damage.
  • FocusedDefense.png Focused Defense: This Cog will take 50% less damage from the first Gag Track that hits it each turn (including Splash).
  • Ink-Drain.png Siphon: This Cog deals 15% less damage, but heals for 4x its damage dealt. Guest Verse attacks will trigger Siphon's effect, however this Cog cannot be Overcharged.

Star of the show.png

At the end of every other round, the Major Player picks one Cog from an audience of 48 Cogs ranging from levels 1-8. Once on stage, they are given the Rising Star buff, granting them an additional 425 HP. They gain an additional +30 damage that increases by +5 every round. They receive the same benefits as Manager Cogs (no Fires/Sues, 2 round Lure Resistance).

Rising Stars will also come equipped with an additional cheat. They can have one of five cheats (these are the same five additional cheats Dance Partners can have, shown above).

Defeating a Rising Star Cog grants a permanent and stackable +15 damage buff to all Toons for this phase (does not affect Toon-Up). If the Major Player is defeated, all the Rising Stars revert back to regular Cogs, losing their buffs (excluding Lure Resistance and their additional cheat).

Guest Verse.png

The Major Player will allow one of the present Cogs to attack again, unluring them if necessary. Their attacks are given a fixed accuracy base, which is 90% for single target attacks or 80% for group attacks. This cheat is first used on turn 3, then happens every 2 turns after. Toons hit by a Cog using Guest Verse will gain the Viral Sensation Status Effect.

  • S1NG1NBLU35.png Viral Sensation: Viral Sensation is a Status Effect lasting on a Toon for 2 rounds. Toons with this status effect will deal +60 more damage, but have decreased accuracy. This damage boost effects all Gags besides Toon-Up. The accuracy decrease is dependent on the level of Gag:
    • Level 1-4 Gags: Accuracy remains the same
    • Level 5 Gags: -8% Accuracy
    • Level 6 Gags: -16% Accuracy
    • Level 7 Gags: -24% Accuracy
    • Level 8 Gags: -32% Accuracy

The accuracy debuff does not affect Gags with guaranteed accuracy (e.g. Toon-Up, Zap, attacks on Lured Cogs).

Rhythm minigame.png

The Major Player will initiate a unique attack similar to that of Match Game with the Toons, requiring you to mimic his dance steps with the corresponding arrow/movement keys. He will trigger this cheat twice, when he falls below 66% health (2963) and again at 33% health (1482). This cheat goes before Toons' attacks. This attack has 3 waves, starting with 3 notes, then 5, then 7. Toons are given 5 seconds per wave to match the notes.

  • Rockin' In Rhythm - This corresponding cheat punishes players who fail to input the correct arrows. You will take an additional 8 damage for every note you didn't reach beyond the first. This cheat will cap at a maximum of 32 damage. For example, if a Toon hits 3 notes the first round, 5 notes the second round, and 4 notes the third round (missing 3 notes), they will take (3 - 1) * 8 = 16 damage.

Phase 2

Last tap!.png

The Major Player returns to the stage with a full set of health and three Level 12.exe Mr. Hollywoods. He also deals +5 additional damage (+1 per round). The icon for this cheat expands in size every round.

The superstar.png

The Mr. Hollywoods all receive a MAJOR health boost, having 898 HP each, dealing an additional +10 damage (+5 per round). They, however, start with a 10% damage reduction. Manager benefits still apply. Defeating a Superstar will grant a permanent and stackable +10 damage buff to all Toons. The Superstars will also come equipped with one of the 5 additional cheats, cycling to a different one every round.

Dance partners.png

The Major Player will make himself and the three Mr. Hollywoods Dance Partners with each getting assigned to a Toon. He will not summon any additional Dance Partners. Dance partners of the same shape deal 50% more damage to each other and 40% less damage to anyone else. The Major Player will partner himself with a different available Toon each round if possible. He cannot shift partner status to someone who is currently partnered with a Mr. Hollywood.

Star of the show.png

Rising Stars have had their damage values adjusted, now only dealing +15 additional damage (+5 per round). They will now also cycle through one of the five additional cheats every round. The Major Player will summon the first Rising Star on the second round, then every round after that. Like in phase 1, they have +425 HP and Toons gain a permanent +15 damage each time they defeat one. This buff effects all Gags besides Toon-Up.

Guest Verse.png

The Major Player will now use Guest Verse every other round if possible, starting on round 1. The Major Player can use Guest Verse on the Superstars.

  • S1NG1NBLU35.png Viral Sensation: Functions the same as in Phase 1.

Rhythm minigame.png

This and Rockin' in Rhythm functions the same as in Phase 1, but the game has had an increase of notes needed per wave. Wave one has 4 notes, wave two has 6 notes, and wave three has 24 notes, with each wave having a 5 second time limit. He will only trigger this cheat once after falling below 50% health. The punishment has been reduced to 4 damage per note missed and still caps at 32 damage. The first two notes missed will not increase the damage dealt to the Toons. The damage from this attack is not affected by the Dance Partner status. If you do not enter any inputs (or fail each first input) in all 3 rounds you will take 999 damage.

Strategy

Recommended Gags ‎
Track "Should I bring this Gag to this fight?" "Should I Prestige it?" "How many Toons
should bring it?"
High Dive.png
Toon-Up
Important for keeping you and your teammates alive. Like in most Manager battles, your team will be accumulating a lot of damage throughout the fight, making multiple healing sources a near necessity.
PrestigeStar.pngPrestigeStar.pngPrestigeStar.png
Rating: 3/3 Stars
Decent prestige. Its improved self-heal can reduce the need for more healing towards you, and the Cheer buff can help Lure, Throw, and Drop hit more often, which will often be used on the Major Player.
PrestigeStar.pngPrestigeStar.pngPrestigeStarEmpty.png
Rating: 2/3 Stars
2-4 Toons
TNT.png
Trap
Countered by Lure Immunity and Focused Defense to a lesser extent, but is otherwise incredibly potent against Dance Partners, and is good for reducing the Major Player's defense to help Lure, Throw, and Drop hit more often. Its high base damage benefits immensely from the 50% Dance Partner damage buff.
PrestigeStar.pngPrestigeStar.pngPrestigeStar.png
Rating: 3/3 Stars
Incredibly valuable in this fight. Further increases its damage potential against Dance Partners, and because of that, often allows for lower level Trap Gags to kill a Dance Partner.
PrestigeStar.pngPrestigeStar.pngPrestigeStar.png
Rating: 3/3 Stars
4 Toons
Presentation.png
Lure
Great at mitigating damage from Cogs and setting up other attacks like Trap and Throw. You will want everyone to have Lure to ensure that Phase 2 goes smoothly, as the beginning of the phase is pretty Trap focused, assuming enough people have Trap.
PrestigeStar.pngPrestigeStar.pngPrestigeStar.png
Rating: 3/3 Stars
Not very necessary since the Rising Star damage bonuses and Viral Sensation can give you all the damage you need, but can still get results if you often use Lure + 3 Throw combos.
PrestigeStar.pngPrestigeStarEmpty.pngPrestigeStarEmpty.png
Rating: 1/3 Stars
4 Toons
Wedding Cake.png
Throw
A reliable damage dealer when used with Lure. Lure + 3 Throw is one of the biggest beneficiaries of the Rising Star damage buffs, as the Throw Gags' damage will benefit both from the Rising Star buff given to the Lure Gag's knockback and the damage buff given to the Throw Gag itself.
PrestigeStar.pngPrestigeStar.pngPrestigeStar.png
Rating: 3/3 Stars
Insanely good for this fight. As usual, the self-healing allows you to deal damage without having to spend as many actions on Toon-Up and keep up your momentum in the fight. The self-healing gets ludicrous when you have the Rising Star, Dance Partner, and/or Viral Sensation buffs.
PrestigeStar.pngPrestigeStar.pngPrestigeStar.png
Rating: 3/3 Stars
4 Toons
(Avoid being both Throwless and Lureless if possible)
Geyser.png
Squirt
Enables the usage of Zap, a very effective Gag in this battle, and is good for reducing the Major Player's defense to help Lure, Throw, and Drop hit more often. Also notable for its use against the Focused Defense cheat, allowing for subsequent Gags like Zap or Drop to deal full damage. At most, you should have 1 Squirtless, as lacking Squirt reduces your likelihood of being able to best deal with Dance Partners and Superstars when Trap isn't preferred.
PrestigeStar.pngPrestigeStar.pngPrestigeStar.png
Rating: 3/3 Stars
The additional splash damage can help deal with Dance Partners easier if using Squirt and Zap to take them out, especially considering Splash Damage ignores the non-partner damage reduction. However, consider this Prestige low priority, as all other Prestiges (except maybe Sound) generally get more mileage throughout the battle. Unless you or a teammate knows what they're doing, consider passing on this Prestige.
PrestigeStar.pngPrestigeStarEmpty.pngPrestigeStarEmpty.png
Rating: 1/3 Stars
3-4 Toons
(Avoid being both Squirtless and Zapless if possible)
Lightning.png
Zap
Zap is great at dealing with Dance Partners when using Trap isn't favorable and when there aren't many Cogs with Soak Resistance present, and is a fantastic way to deal damage to Rising Stars while also getting damage on the Major Player himself or lingering Dance Partners or Superstars.
PrestigeStar.pngPrestigeStar.pngPrestigeStar.png
Rating: 3/3 Stars
While not absolutely necessary, the additional jump damage can help deal with Dance Partners, Rising Stars, and Superstars easier.
PrestigeStar.pngPrestigeStar.pngPrestigeStarEmpty.png
Rating: 2/3 Stars
3-4 Toons
(Avoid being both Zapless and Squirtless if possible)
Opera Singer.png
Sound
Countered extremely hard by Damage Reduction and to a lesser extent Focused Defense, but otherwise can be a solid option for dealing with Dance Partners in Phase 1 (with help from Drop if Focused Defense is present) and Rising Stars in Phase 2. While it is generally less consistent than using Zap, Trap, and Drop to deal with Dance Partners due to the aforementioned hard weakness to Damage Reduction and its weakness to Focused Defense, it can be a solid alternative.
PrestigeStar.pngPrestigeStar.pngPrestigeStarEmpty.png
Rating: 2/3 Stars
Decent for allowing stronger swing turns after using Sound to make up for dealing less direct damage to the Major Player than other gags.
PrestigeStar.pngPrestigeStar.pngPrestigeStarEmpty.png
Rating: 2/3 Stars
0 Toons/4 Toons
Grand Piano.png
Drop
Greatly valuable here, as it is capable of dealing massive amounts of damage to the Major Player and can help greatly with dealing with Lure Immune and Focused Defense Cogs (needs a Gag to hit Focused Defense before Drop).
PrestigeStar.pngPrestigeStar.pngPrestigeStar.png
Rating: 3/3 Stars
Drop's Prestige can greatly enhance damage on the Major Player with proper setup, but is not completely necessary as the Gag already has a high base damage and can gain damage buffs through other means in this fight.
PrestigeStar.pngPrestigeStar.pngPrestigeStarEmpty.png
Rating: 2/3 Stars
3-4 Toons

General
The Major Player battle has clear objectives, but a ton of moving parts involved in how you accomplish those objectives. It requires in multiple ways that you are playing close attention. There are a lot of status effects that can be active at once, often not making it easy to figure out the best response for, and the Match minigames will further require that your attention stays undivided. Throughout Phase 1 and 2, all the additional Cogs spawned will come with one of five cheats. While understanding these cheats individually is simple, it's important to be prepared and willing to adapt your strategy to whatever permutations of them that you encounter. Having a strategy that relies heavily on only a few Gag tracks to get through is ill-advised.

Phase 1
Dancepartner square.png Dance Partners

One of the first challenges you'll be greeted with in Phase 1 are Dance Partners. The goal is to dispose of at least 3 Dance Partners on round 2 so the Rising Star that appears on round 3 can more easily be dealt with. If one Dance Partner is left, it will likely be able to be defeated alongside the Rising Star that comes in next turn using Zap, or something like Lure + Throw, Trap + Drop, or Sound + Drop in the event that one or both of them have Soak Resistance. Of course, any damaging track can benefit from the 50% damage bonus against partners, but Trap, Zap, and Drop are most notable due to their high base damage getting the most out of the damage bonus. Getting rid of Dance Partners quickly can generally be done with the following in mind:

  • If you want to have better odds of being able to completely take out the whole set of Dance Partners and are short on Pink Slips, remember that IOUs can be used on Round 1 and Counterfeits can also be used.
    • In a similar vein, Sound can also be used on round 1 just to get Encore for a damage boost against the Dance Partners on round 2. Depending on the Cogs' cheats and health, it can even also be used directly against the Dance Partners to clear them and get some damage on the Major Player at the same time. Getting Winded is fine because you likely will not be using Sound again until the next set of Phase 1 Dance Partners shows up.
  • Against Siphon: Trap, Zap, and Drop are all great options. Sound can also be good if there are no Cogs with Damage Reduction.
  • Against Soak Resistance: Trap and Drop are great options. Sound can also be good if there are no Cogs with Damage Reduction.
  • Against Damage Reduction: Trap is a great option, and Zap and Drop are good options.
  • Against Lure Immune: Zap and Drop are great options. Sound can also be good if there are also no Cogs with Damage Reduction.
  • Against Focused Defense: Squirt + Zap is a great option, and Sound + Drop can be good as well if there are no Cogs with Damage Reduction. Note that Lure does not break the defense unless the Lure triggers a Trap. If the Cog is low enough health, Trap can also be used.
  • If partnered, Lure should primarily be used for setting up Traps and stunning otherwise.
  • When using Squirt and Zap against Dance Partners, whoever has a low health Dance Partner should usually be the one soaking. This can of course change depending on the situation. Low health Dance Partners with Soak Resistance could still be set to low health to be finished off by Zap, as the damage reduction effect doesn't kick in until after the Cog gets soaked.
  • Since the battle UI does not display Sound's damage against individual targets, in the event you are using Sound, here are some numbers that you can use for reference:
    • Foghorn does 105 damage against partners and 42 damage against non-partners. 2 Foghorns deal 147 damage, 3 of them deal 189, and 4 of them deal 231.
    • Opera Singer does 135 damage against partners and 54 damage against non-partners. 2 Opera Singers deal 189 damage, 3 of them deal 243, and 4 of them deal 297.
  • If one or more Toons are using Trap, the Toon with the easiest Dance Partner to defeat and/or that has a Lure Immune partner should use a group Lure.
  • Dance Partners do not have tenure; Firing any troublesome Dance Partners is a good last resort option.

PrestigeStar.png Rising Stars

Rising Stars in Phase 1 are definitely worth defeating at least a few of, and quickly at that. They are capable of dealing immense damage if left alive for several turns, and they reward you handsomely with a stackable +15 damage bonus upon defeat.

  • Combined with the Major Player's Guest Verse, they can deal somewhere in the range of 65-80 damage in one turn. This potential damage only increases with each turn that they stay alive.
  • While low level Cogs have rather poor base accuracy for their attacks, Guest Verse forces the extra attack they are given to have a base accuracy of 90%, or 80% if the extra attack is a group attack. This makes even low level Rising Stars worth respecting the potential damage output of.
  • Lure can be used to stall an attack and allow the team to focus more damage on the Major Player temporarily.
  • Squirt + Zap shines here. It can destroy one or more Rising Stars and deal respectable damage to the Major Player simultaneously.
  • If the Cog has Soak Resistance, it can instead be taken out with something like Lure + Throw, Trap + Drop or Sound + Drop.

Completely ignoring all of them is unwise. They can only be kept lured for 1 round, and your team will likely not be able to end Phase 1 before their combined and ever-growing damage starts overwhelming you.

S1NG1NBLU35.png Guest Verse

In general, Toons hit during Guest Verse should stay mindful of the accuracy penalties on higher level Gags caused by Viral Sensation. If trying to deal damage with a high level Gag while under Viral Sensation, the accuracy debuff should be either circumvented or heavily compensated for in some way (i.e. using Throw on a Lured target, Trap, or Zap, or otherwise accompanied by multiple accuracy buffs) or the risk will often not be worth the reward. To illustrate, a Piano on a Soaked Major Player with a stun from a Throw Gag on the same turn will have only a 63% chance of hitting if the Piano user has Viral Sensation. Without it, the chance would be 95% in the same scenario.

If every Toon happens to have Viral Sensation, remember that the accuracy penalty on Level 5 Gags is not that heavy and is counterbalanced with just one of Cheer, Dazed, or Soaked, since it is -8%. Capitalizing on the +40 damage should not be a massive priority if a different task needs to be completed. For example, if a Toon with Viral Sensation is the only Toon with High Dive and everyone else is at low Laff, they should still use that.

ContentSync.png Transitioning to Phase 2

Once the Major Player is defeated in Phase 1, Rising Stars immediately lose their health and damage bonus but not their cheats. This allows you to safely finish them off and heal any Toons in need before going into the next phase.

Viral Sensation, the Rising Star damage buff, Cheer, Encore, IOUs, and Forged Gags will be wiped in the transition to Phase 2. Counterfeits would need to be used preemptively to save the original Gag.

Phase 2
Superstar.png Superstars

Immediately you'll be presented with a big hurdle, the trio of Mr. Hollywoods. Unlike Phase 1's Dance Partners, these Superstars cannot be Fired or Sued, meaning they must be dealt with using Gags. You'll want the 3 Toons partnered with the Mr. Hollywoods to get rid of them as soon as possible, with Dave's partner on support. Remember that both the Superstars and the Rising Stars in this phase cycle their additional cheat every turn.

  • The general ideas for dealing with Dance Partners in Phase 1 also apply here for dealing with the Superstars.
  • TNT and Lightning are extremely useful for this part of the fight, with one serving as good backup in case the other isn't favorable.
    • Generally speaking, if everyone is using Zap, the Toon partnered with the Major Player should soak and the rest should aim their Zap gags at their corresponding partners.
  • While leaving Superstars or Rising Stars Soaked can be advantageous for setting up for Zap on a future turn, it is advised to immediately get rid of the Soak effect on as many Cogs as possible using Zap. Otherwise, this can backfire in Phase 2. Each turn, their additional cheat could turn into Soak Resistance, which would then instantly give them +60% damage resistance.
  • If a Mr. Hollywood is already Lured and Zap isn't favorable, remember that you can either help someone else deal with their partner, use Throw on it, on have someone unlure it and then use Drop on it.

Generally, completely destroying one Mr. Hollywood is safer over leaving all of them unlured and damaged. Doing so removes a source of danger and makes it much easier for whomever its partner was to help take the rest of them down.

  • A Prestige TNT boosted by the Clara IOU can do enough damage to completely destroy a Superstar on its own, assuming it doesn't have Focused Defense or Damage Reduction.

If you want to completely get rid of a Mr. Hollywood on the first round of Phase 2 but Prestige TNT + Clara is not an option, there are other combos involving Drop that can work, most of them involving multiple Prestige Drop, with the combos depending on what cheat your target has. The Mr. Hollywoods are level 12 executives with no modified defense, so your gags overall will be more accurate against them than they may look - 10% more, to be exact. If using Drop, prioritize Cogs that don't have Damage Reduction because it won't cost an IOU to be able to one-shot them and the only known combo that works to one-shot them is the least reliable among all the combos.

  • Siphon:
    • Partner uses prestige Piano. Others use Presentation/$50 bill, Geyser or Cream Pie, and another prestige Piano.
  • Lure Immune:
    • Partner uses prestige Piano. Others use Geyser + Direct Lightning/Direct Tesla/Prestige Lightning Jump, and another prestige Piano. Also works against Siphon.
    • Partner uses regular Piano. Others use Geyser, a regular Boulder or a Direct Lightning, and another regular Piano. Also works against Siphon.
  • Soak Resistance and Focused Defense:
    • Partner uses prestige Piano. Others use Presentation/$50 Bill, a Cream Pie, and another prestige Piano. Also works against Siphon and Focused Defense. Replacing the Lure with a group Toon-Up also makes this work against Lure-Immune.
  • Damage Reduction(not advised to be attempted to one-shot):
    • Partner uses prestige Piano. One other person uses Barnacle Bessie on the partner, and the others use a Birthday Cake and another prestige Piano.

If your partner has been defeated but not all of them have been defeated, do not leave any alive. Aid your teammates in surviving and/or helping them take down their partners.

LastTap!.png Post-Superstars

Once all Superstars have been defeated, focus on healing, crowd control, and damaging the Major Player. Your team can decide on how much that they'd rather focus on crowd control or damaging the Major Player directly.

  • The damage bonus gained from defeating the Superstars should make easy work of any additional Cogs. As is the case in Phase 1, Squirt + Zap is very effective at that job, and Sound can also be very effective if a lot of them have Lure Immunity and/or Soak Resistance.
  • The Major Player's damage growth is rather slow and the Rising Stars don't have as high of an initial damage bonus as they have in Phase 1, making their attacks easier to withstand. Your team should feel more safe to Lure and ignore the Rising Stars here, assuming those Cogs haven't been there for several turns.
  • As the Major Player constantly attempts to cycle his partner status between the available Toons, to maximize your damage against him, be sure to check who he's partnered with each turn.
  • The last obstacle you should keep in mind is the Major Player's match game that triggers at the start of the round after he falls below half health (2222).
    • Given the absurd amount of notes required to complete this (hitting at least 15 notes is required to reduce the damage taken), Toons will most likely be taking the full 32 damage. Because of this, it may be useful to use a High-Dive or Juggling Cubes in the same round. If a Toon is at 32 Laff or below and is going to take the full 32 damage, a Unite needs to be used before Dave issues the punishment damage.
    • If you're looking for a way to try to mitigate damage from this cheat, find a place to quickly jot down a sequence that you can then quickly read and repeat using the corresponding in-game controls.

In most cases, the Major Player can be quickly defeated with little momentum needed to be halted to Toon-Up with repeated use of Lure and Prestige Throw. The self-healing and damage can get absurdly high with any combination of the damage bonuses available in Phase 2. An advantage Lure + Prestige Throw (and Zap and Trap) has over Drop in this phase is the overall resistance to Viral Sensation if multiple Toons get tagged with it. If you choose to ignore at least 1 Rising Star or have not defeated the Superstars very quickly, Guest Verse will naturally happen more. In the absence of good Throw gags, Toon-Up, Trap, and Drop will also make quick work of the rest of this phase.

Loot


Banner Loot Sweet.png

Dialogue

the Major Player's dialogue
The Toontown Corporate Clash Wiki has a separate article for the Major Player's dialogue.

Music

Theme Audio File Song Title
Lobby Theme N/A
Elevator Theme (Unused) N/A
Opening Cutscene Theme Dance of the Showman
Phase 1 Theme Takes Two Ta Tango ago go!
Phase 2 Theme Last Tap!
Ending Cutscene Theme Bru's Blues
Victory Theme Meno Mosso Morendo

Sound Effects

VoiceClipsBanner.png

Statement
Question
Grunt
Murmur
Death

Version History

v1.8.0 BETA
  • Decreased the damage reduction to 40% from 75% for Toons targeting a Dance Partner that is not theirs.
  • Lowered the damage of the Hollywoods in phase 2 by 10%.
  • Lowered the starting damage of audience members in phase 2 from 20 to 15.
v1.4.4 BETA

"This fight, while more interesting and engaging overall, acted as a sort of brick wall for players at the intended difficulty level. These changes are intended to allow players more room to take advantage of Viral Sensation and the Star of the Show damage boost to take out the Major Player more efficiently. Additionally, we wanted to minimize some scenarios where the random buffs could be particularly mean if a bad set was chosen, such as when getting multiple Cogs with lure immunity. " -Corporate Clash Crew

  • The Major Player added brighter spotlights to the show!
    • Dance Partners occurs every 5 rounds instead of 4.
    • Toon Star Boost: +10 -> +15 per defeat
    • Only one Lure immune Cog may be on the field at any given time
    • Viral Sensation damage boost: +40 -> +60
    • Flat Damage Down value: -30 -> -50
    • Cogs attacking via the Guest Verse ability will now have 90% accuracy for single target attacks and 80% accuracy for group target attacks.
    • Star of the Show Starting Damage (Phase 2 only): +15 -> +20
v1.4.0 BETA
  • Major Player is now switching up his show routine.
    • The Major Player's attack damage values have been decreased by roughly 50%.
      • Hot Air: 33 -> 16
      • Re-Arrange: 37 -> 18
      • Song and Dance: 30 -> 15
      • Quake: 30 -> 15
    • Rising Stars have had their damage values adjusted in both phases. The Rising Star Toon damage boost has also been increased.
      • Phase 1: +10 damage (+2 per round) -> +30 damage (+5 per round)
      • Phase 2: +10 damage (+2 per round) -> +15 damage (+5 per round)
      • Toon Rising Star Bonus: +5 damage per defeat -> +10 damage per defeat.
    • Likewise, the Superstars have had their damage ramp-up increased.
      • Superstar: +10 damage (+2 per round) -> +10 damage (+5 per round)
    • All Dance Partners and Rising Stars come with an additional cheat. These cheats can be one of the following: Lure Resistance, Soak Resistance, Damage Reduction, Focused Defense, Siphon.
    • In Phase 2, Superstars and Rising Stars will cycle through one of the five cheats every round.
    • The Major Player has gained the cheat Guest Verse.
    • Toons hit by a Guest Verse attack will gain a new status effect: Viral Sensation.
v1.3.0.11 BETA
  • Fixed a district reset related to Major Player.
v1.3.0.6 BETA
  • Dave's found his tip-top tappin' shoes and is ready to tap the night away!
    • Last Tap's initial boost now starts at +10 damage, from +5.
  • Fixed an oversight that would cause the Major Player's defeat count to go up by 2 each time the instance was completed.
    • This bug doubled the opportunity to get one of the Major Player's drops.
  • Fixed some clean-up issues in the Major Player's instance.
v1.3.0.4 BETA
  • Poor performance will now result in a harsher punishment.
    • Rockin' In Rhythm's maximum damage is 32, from 24.
v1.3.0.1 BETA

(Note: These patch notes aren't actually real, they were put in as a joke due to how nobody fought the Major Player at the time of this version's release)

  • Fixed some transparency issues with the GIANT DOO-DRAGON ATTACK!!!!
  • Also fixed... actually, nevermind. Too spoiler-y.
  • Added a second phase.
  • Removed the ant swarm.
  • Fixed an issue where the Record Scratch attack would only hit 4 Toons.
  • Disco balls now properly absorb 33% of all aerial damage.
    • No more elemental blasts!
  • Minor text fixes.
  • Reverted true name to Dave BruBot.
  • One of the above changes are real.
    • The above statement is false.
      • The above statement is false.
v1.3.0 BETA
  • The off-key crashing of cymbals can be heard from an all new music hall on Tenor Terrace.
    • The Major Player is added to the game.
Undocumented Changes
  • The +10 damage boost from Last Tap, as a result of v1.3.0.6., has been reverted back to 5 damage.
  • Splash damage is now affected by Dance Partner's damage reduction.

Trivia

  • A major player is a very involved or important person in an activity or organization.
  • The Major Player's real name is a reference to Dave Brubeck, an American jazz pianist and composer.
  • On the cogs.ink website, the Major Player's username is brubotdave and his password is dQw4w9WgXcQ.
    • The password was revealed by standing in "Syncopation Corporation" in Tenor Terrace long enough to collect some note sheets and then auditing them by some 2D props in the Playground. Doing this would give the player the password to a text file located within the game's phase files which contained the Major Player's password. The username was revealed through prior knowledge of the Major Player's real name.
    • This password is also the Youtube video ID for the music video of the song Never Gonna Give You Up by Rick Astley.
      • He can be seen doing one of the dance moves from said song as his neutral animation.
  • All of the Cogs summoned in this fight have both white gloves and a shining emblem. They are only removed in the first phase when the Major Player explodes.
  • The Major Player is the only Regional Manager shown to explode in the game.
  • The Major Player is credited as a composer for some of the songs found throughout the game, including the Cog Building themes and themes found within his main location.
  • The Major Player was the first of the 16 Managers revealed for the Hires and Heroes update, in both appearance and design.
    • The latter was revealed in a Q&A Twitch stream with Smirky and the Corporate Clash Crew.
  • The Major Player's 999 damage punishment for failing the rhythm minigame is perhaps the strongest Cog attack in existence due to how quickly it can deal such damage.
  • While it is unrealistic to reach this point, should the Major Player attempt to summon a 49th audience member with his Star of the Show cheat, the game will crash.
  • The Major Player's voice clips were made by converting the normal Cog voice clips to a piano MIDI.
  • When phase 2 begins, the Toons and the Major Player swap places. The Toons are now standing facing the audience, while the Major Player faces away.
  • Attempting to access this Manager's fight without the requirements will result in the following message: "You hear swing music blasting through the elevator, but the show isn't until tonight."

Gallery

The Cogs
Employees Sellbots Cold CallerTelemarketerName DropperGlad HanderMover & ShakerTwo-FaceMinglerMr. Hollywood
Cashbots Short ChangePenny PincherTightwadBean CounterNumber CruncherMoney BagsLoan SharkRobber Baron
Lawbots Bottom FeederBloodsuckerDouble TalkerAmbulance ChaserBack StabberSpin DoctorLegal EagleBig Wig
Bossbots FlunkyPencil PusherYesmanMicromanagerDownsizerHead HunterCorporate RaiderBig CheeseAutocaddie
Boardbots BagholderPaper HandsInsiderCircuit BreakerDeadlockShark WatcherMagnateHead Honcho
Specialist Cogs Field Specialists NeedlenoseShysterBarrister
Operations Analysts PettifoggerConveyancerAdvocate
Manager Bosses Facility Managers Factory ForemanMint SupervisorHead AttorneyClub PresidentUnstable Cogs
Taskline Managers Derrick ManLand Acquisition ArchitectPublic Relations RepresentativeDerrick HandDirector of Land DevelopmentDirector of Public Affairs
Street Managers Duck ShufflerDeep DiverGatekeeperBellringerMouthpieceFirestarterTreekillerFeatherbedder
Kudos Managers PrethinkerRainmakerWitch HunterMultislackerMajor PlayerPlutocratSatellite InvestorsChainsaw ConsultantPacesetter
The Litigation Team LitigatorStenographerCase ManagerScapegoat
Contractors Count ErclaimCount ErfitHigh Roller
Secretaries JudyJasonJennifer
Cog Bosses Senior Vice PresidentChief Financial OfficerChief Legal OfficerChief Executive OfficerChief Operating OfficerThe Chairman
Overclocked Bosses Overclocked Chief Legal Officer
Removed Cogs ClerkChief JusticeChief of DollarsCount Erclaim (Pre-Redesign)Sads the SkelecogRedd 'Heir' WingWitness Stand-InDirector of Land AcquisitionDirector of Public RelationsCon ArtistConnoisseurSwindlerMiddlemanToxic ManagerBig Fish