The Major Player on an album cover in the Pacesetter's room
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.
Toons fighting against the Major Player will have Content Sync applied to them. They will be synced down to the following stats:
Major Player Attacks | ||||
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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 |
The Major Player increases the number of Cogs that can be present in the fight by 2, totaling up to 6 Cogs in one sitting.
The Major Player can only be lured for 1 round.
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 number 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:
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).
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.
The accuracy debuff does not affect Gags with guaranteed accuracy (e.g. Toon-Up, Zap, attacks on Lured Cogs).
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.
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 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 +15 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.
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.
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.
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.
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.
Recommended Gags | |||
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Track | "Should I bring this Gag to this fight?" | "Should I Prestige it?" | "How many Toons should bring it?" |
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. 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. Rating: 2/3 Stars |
2-4 Toons |
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. 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. Rating: 3/3 Stars |
4 Toons |
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. 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. Rating: 1/3 Stars |
4 Toons |
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. 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 can get ludicrous as there can be multiple ways to deal increased damage here. Rating: 3/3 Stars |
4 Toons (Avoid being both Throwless and Lureless if possible) |
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 deal with Dance Partners and Superstars well whenever Trap isn't favorable. 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 and has a specific strategy in mind, consider passing on this Prestige. Rating: 1/3 Stars |
3-4 Toons (Avoid being both Squirtless and Zapless if possible) |
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. It is also highly valued for being able to take out Rising Stars while also getting respectable damage on the Major Player himself or lingering Dance Partners or Superstars. Rating: 3/3 Stars |
While not absolutely necessary, the additional jump damage can help deal with Dance Partners, Rising Stars, and Superstars easier. Rating: 2/3 Stars |
3-4 Toons (Avoid being both Zapless and Squirtless if possible) |
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. 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. Rating: 2/3 Stars |
0 Toons/4 Toons |
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). Rating: 3/3 Stars |
Drop's Prestige can greatly enhance damage on the Major Player with proper setup. However, unless you plan to use them to destroy Superstars in Phase 2, it is not very necessary as the Gag already has a high base damage and can gain damage buffs through other means in this fight. Rating: 2/3 Stars |
3-4 Toons |
The random nature of the status effects can punish overreliance on a few Gag combos to get through them. Your team's Gag builds should be very versatile, allowing anyone to be able to occupy or change jobs on a whim.
Phase 1
Dance Partners
Do your best to destroy at least 3 Dance Partners on round 2 so your team can comfortably deal with the Rising Stars on round 3 and beyond.
Rising Stars
Get rid of Rising Stars quickly because they can deal immense damage if ignored, especially if given an extra attack via Guest Verse. Only ignore them if everyone will be safe and you are close to ending Phase 1.
If you have Viral Sensation and are using a high level Gag, be sure the reduced accuracy is circumvented (Using Toon-Up, Trap, Zap, or hitting a Lured Cog), or is heavily compensated for. Triggering a Trap gives a huge accuracy bonus that overpowers Guest Verse's accuracy penalty.
If using Unites to heal on the last turn before going into Phase 2, make sure you use them before everyone has locked in their gags or you will be on reward cooldown at the start of Phase 2.
Phase 2
Superstars
When dealing with the Superstars, follow the same general ideas for dealing with the Dance Partners from Phase 1.
Post-Superstars
After dealing with all of the Superstars, you have freedom to balance beating down the Major Player with Drop and/or Throw and destroying Rising Stars with Sound or Zap.
Major Player Advanced Strategy
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The Toontown Corporate Clash Wiki has a separate article for Major Player Advanced Strategy.
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the Major Player's dialogue
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The Toontown Corporate Clash Wiki has a separate article for the Major Player's dialogue.
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Theme | Audio File | Song Title |
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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 |
Statement | |
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Question | |
Grunt | |
Murmur | |
Death |
"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
None of the following changes are real. These patch notes were added as a joke as nobody had fought the Major Player at the time of this version's release.
brubotdave
and his password is dQw4w9WgXcQ
.
The Major Player on an album cover in the Pacesetter's room
The Major Player and the Duck Shuffler being introduced in the High Roller's fight
The Major Player about to transform during the High Roller's fight
The Major Player in the High Roller's audience despite being on stage