hecatoncheir
giant · 3 variants
The hecatoncheir is the biggest of the four giants in Asteroid Pong: a distant body with 4 or 8 hands reaching out from the side walls of the table. You break its hands and then score in its goal until the core is empty.

How to beat the hecatoncheir
- Aim for the sides. The hands reach out from both side walls and can only be hit while they touch the table. Use wall bounces to reach them.
- Don't gift it the ball. While grab is active, a hand very close to a ball heading toward it catches it for 1 s and throws it to the opposite corner of your goal. Wait in the middle of your row to cover both corners.
- Mind your space when it squeezes. The walls of your row close in for 3 s and your range shrinks. In the last phase, when one hand squeezes, they all do.
- Score on the core. With every hand broken, «core exposed!» appears: each goal in its goal takes 1 health (2 with the giant ball). Each cleared phase opens a finisher.
- On the clap, go to the middle. Red comes in from both walls and the free gap stays in the middle: bring your paddle to the center.
Hecatoncheir attacks
Every giant is fought the same way: break its limbs, then score in its goal. Limbs can only be hit while they touch the table. They are split across every phase except the last; when the last one breaks, the core armor drops («core exposed! score in its goal») and from then on each goal in its goal takes 1 health (2 with the giant ball). If you score earlier, «break its limbs first» shows up and it does nothing.
Its only attack of its own is grab, used in every phase, on top of its hands' slaps and squeezes. From phase 2 it always adds a table alteration, and in phase 1 half of the time. The table alterations it can use are:
- inverted controls: your controls are reversed for 4 s. At most once per phase, with a 25 s cooldown (40 on easy).
- side gravity: for 6 s the balls accelerate toward one side (the «gravity →» or «← gravity» sign tells you which), up to 1.7 times their speed.
- meteor shower: from level 15, several meteors fall (one more each phase), each with its warning reticle. See threats.
- vortex: the table spins 90° one way, 90° the other, 180° or tilts about 60°, for 6 s. Your controls follow the screen and arrows appear beside the paddle (see controls). In the retro view it only turns ±90°. The last phase always has it in its list.
Phases and health
The hecatoncheir has 2 phases at level 5 (hands and core) and 3 from level 15 (the hands split over two phases, then the core).
| level | phases | hands | health per hand | core health |
|---|---|---|---|---|
| level 5 | 2 | 4 | 3 | 4 |
| level 15 | 3 | 8 | 5 | 6 |
| level 25 | 3 | 8 | 7 | 8 |
On easy all health is multiplied by 0.7 and on hard by 1.15 (rounded). It attacks roughly every 2 to 3 s, faster each phase and at higher levels; on easy it waits 30% longer and on hard 10% less.
Every time you empty a phase, except the last, a finisher opens: a perfect shot takes 50% of the health of the phase that starts, a good one 30% and a weak one 12%. When the last phase drops below 30%, the final finisher comes: perfect center = boss destroyed; good, 70%; weak, 35%.
A boss level lasts 90 s (110 on easy) and every hit on a piece adds +1 s; the clock freezes during the intro and the death. There is no frenzy in this level.
What it looks like: the 3 variants
The hecatoncheir has 3 variants, and every run also mixes parts procedurally:
- hands of the abyss: a distant core with a halo of rings; hands with claws or hammers.
- kraken: a giant eye with an iris; tentacles with suckers.
- factory arms: a spinning gear and smokestacks; arms with pincers.
The mix: 60% of the time it keeps its own variant's head (otherwise another one's), 45% it adds a limb style (solid, hydraulic, bony, floating, tentacled or chained), 40% spikes, 35% a halo, and its size ranges from ×1.0 to ×1.3. The name is built from 2 or 3 syllables, a number and the variant, plus the style if it rolled one: for example «kraxen-42 · hydraulic kraken».
It is the biggest giant: almost twice its base size, far behind the table, with its hands coming out of both walls. On death it bursts into a starburst to the music, with 10-point star ripples.
When it appears
This giant shows up on boss levels, every 5 levels, and it may not appear in your run at all. At the start of every run 8 archetypes are shuffled into one deck shared by bosses and giants: rings, serpent, fortress, mutant polyhedron, colossus, spider, hecatoncheir and totem.
- Levels 10, 20, 30… belong to a titan, so in the campaign bosses and giants appear on levels 5, 15, 25 and 35: four of the eight, always different. From level 45 the order repeats.
- The first boss never repeats the archetype of the first boss of your previous run, except in the daily challenge, which uses the seed of the day.
- In boss rush you start at level 5 and jump 5 levels at a time: the 1st, 3rd and 5th boss come from this deck; the 2nd, 4th and 6th are titans.
- It never appears in endless or in 2 players.
It enters rising from below the table with the «warning · boss» banner, its name and its phases. The intro lasts 4.2 s; hold (tap, space, OK or A) to skip it.
Rewards
Beating it gives points, coins and a life, and its music stays in the jukebox for good.
- points
- 500 for the core and 300 per broken hand. On death: 2,500 × (level ÷ 5), that is 2,500 at level 5, 7,500 at 15 and 12,500 at 25. When the level closes: 500 × level + 20 per second left.
- coins
- 20 + 5 per 10 levels (20 at level 5, 25 at 15, 30 at 25), plus the level coins: 4 base, +3 if you lost no lives and +2 if you had 30 s or more left.
- lives
- +1 for beating it and +1 more if you lost no lives in the level (max 7). See lives and shield.
- jukebox
- Its own theme (166 to 176 BPM) goes to the jukebox, at its original tempo and downloadable as MP3.
- bestiary
- It is saved in the bestiary (the last 48) with its photo: you can spin it, watch it die and play its theme.
- achievements
- It counts toward the boss achievements and toward «collector», which asks you to beat all 8 types.
Frequently asked questions
Why is my side of the table getting narrower?
That's the hecatoncheir's squeeze: the walls of your row close in for 3 s. Stay near the center until they open again.
How do I dodge the clap?
Red comes in from both walls and a free gap stays in the center, wider than your paddle. Bring your paddle to the middle as soon as the warning appears.
How do I stop the hecatoncheir from grabbing the ball?
Grab lasts 3 s and only catches balls that pass very close to a hand. During that window, don't shoot right past the hands.
Related
Describes version 0.8.26 · 2026-10-09
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