Mode-Exclusive Items

From BossRush Wiki

Faction War — Tactical Consumables

Purchasable from Mystery Merchant "Other" shop. Faction War only.

  • Taunt Smoke Bomb (Blue) — Spawn Bosses at 10 nearest points
  • Chaos Detonator (Purple) — Spawn Bosses at ALL points. Instant mayhem
  • Hunter's Whistle (Blue) — All hostile Bosses within 50m chase you
  • Blood Hunt Beacon (Purple) — ALL hostile Bosses on the map chase you

Every 10 Boss kills auto-grants 1 Smoke Bomb. Banners: see Entry & Utility Items.

Taunt Smoke Bomb and Chaos Detonator are no longer blocked by an active-Boss population cap. The former always attempts the nearest 10 spawn points, while the latter attempts every point on the map. A new call cannot start until the current respawn task finishes.


Blood Hunt — Fortifications

Blood Hunt only. From Boss kills or Mystery Merchant.

  • Foldable Cover (Green, stack 10) — Light cover, 250 HP
  • Barbed Wire (Blue, stack 5) — Slows enemies, 200 HP
  • Reinforced Roadblock (Purple, stack 5) — Heavy cover, 500 HP
  • Repair Spray (Green, stack 10) — Fixes nearest friendly fortification within 3m, restores 25% max HP

Deployment

  • Place with LMB, cancel with RMB, scroll to rotate, MMB for 90°
  • Deploys where your mouse points. Can't overlap, can't clip scenery. Failed = refunded

Drop Schedule

  • Every kill → 1 Cover / Every 3 → 1 Spray / Every 10 → 1 Roadblock / Every 20 → 1 Barbed Wire

Start with 1 free Cover Pack. Transponder: see Entry & Utility Items.


Fate Echo Exclusive

Fate Echo Relic

The entry relic for Fate Echo. See Entry & Utility Items for the item details. It is consumed after confirmation and returned only after a wave-9 victory.

  • Bring your own loadout, a BossRush Ticket, and the Relic
  • Choose one of two Fate Contracts after the map loads
  • A failed run does not return the consumed Relic

Zombie Mode Exclusive

Portable Safe-Zone Device

Portable Safe-Zone Device (Purple, stack 1) — a Zombie Mode wave reward, single-use, only works inside a Zombie Mode run.

  • Use in combat — moves the safe zone to your current position; it disappears with the end-of-wave cleanup, and a normal safe zone with the merchant is regenerated
  • Use during preparation — deploys an extra safe zone without a merchant terminal, coexisting with the normal one until the next wave starts
  • On deployment it instantly clears normal/special/elite zombies inside (no kill credit, no drops, no purification points); Bosses are only pushed outside the exclusion boundary
  • Directly damaging a zombie with guns or melee while inside a safe zone cancels the whole zone — thrown items and reward projectiles do not trigger this

See the Zombie Mode page for full safe-zone rules.