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Phantom Phase

The Phantom phase is the main mechanic that turns Warden Party from a simple boss summon plugin into a multi-step encounter system.


Phantoms are controlled under wardens.<id>.phantom.

The key trigger is health-left, which determines when the phase begins. Once the boss reaches that threshold, the configured number of Phantoms is spawned around it.


The nested be-immortal-until-phantoms-killed section can make the boss invulnerable until all summoned Phantoms die.

This is useful when you want the fight to force target switching instead of allowing players to ignore the support mobs.


The phase can use separate rules from the main boss:

  • Optional Phantom hit permission
  • Separate hit sound
  • Separate death sound
  • Dedicated warning message when the Warden is still protected

This lets you build a more structured public event where players clearly understand why damage is not going through.


If remove-on-warden-death is enabled, Phantoms are removed automatically when the boss dies.

If disabled, you should test carefully to make sure the post-fight experience still matches what you want on a live server.