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Bosses

Standard runs clear a 6-boss route before the final portal. Endless starts after the standard clear and then continues into its separate boss sequence.

Boss Stages

Standard bosses are staged by map progress: each boss gate starts the next boss phase, and phase 6 is the normal-route clear point. Later phases use the same campaign rules with higher pressure, denser mechanics, and harsher recovery windows, so clearing a boss is both a checkpoint and a difficulty step.

Boss stages are not timed immunity phases. Fight the current boss, use the portal after it falls, then prepare for the next map's boss gate. After the final standard boss, the normal portal ends the run while the red Endless portal starts the Endless boss sequence.

Guard Breaks

Campaign bosses still take normal HP damage while guarded. Their segmented guard bar acts like a breakable shield: land boss-specific weakness chips, break all five segments, and the boss is stunned for a three-second burst window before the guard refills.

Each campaign guard has five chips. The correct chip action depends on the boss, such as fighting from range, stepping point-blank, killing a summoned objective, punishing a charge, pressuring through smoke, or hitting from inside a safe fire-ring pocket. A successful chip flashes the boss and briefly locks out more chips so the bar cannot be erased by one overlapping burst.

A full guard break pauses boss actions, boosts damage during the stun, and adds a lasting vulnerability stack for the rest of that boss fight. After the break window ends, the guard waits through its recovery before accepting more chips.

Guarded Bosses

Guarded bosses still take HP damage. Breaking the guard is a mastery shortcut: chip the five guard segments, stun the boss, then spend saved burst damage during the post-break stun.

If the battlefield shows Invulnerable, that is player-side hit protection being resolved, not a hidden boss immunity state. Boss state is shown through the guard bar, chip marker, stun visuals, and yellow recovery blink.

Guard Break Guide

BossGuard BreakSummonsBase XPThreat
The AxeorcistHit from 6+ tiles away. Keep moving out of the axe lanes and use ranged spells, runes, or weapon shots to chip the guard.No helper summons.235296
The Old WidowBreak the cocoons she spawns. Cocoon kills chip the guard before they hatch into spiders.Cocoons hatch into Spider, Poison Spider, or Tarantula helpers; up to 3 can be active.574481
Primal WolfDodge the pounce lanes, then hit during the short punish window after the missed rush.Calls Wolf and War Wolf helpers; up to 3 can be active.109155
Big Boss TrolliverDodge the thrown stone, then hit while Trolliver is in the punish window.Calls Troll, Troll Champion, and Furious Troll helpers; up to 4 can be active.267255
Minotaur WarmasterStep adjacent and land point-blank hits. The guard does not chip from safe range.Calls Minotaur Guard, Minotaur Archer, and Minotaur Hunter helpers; up to 4 can be active.18921050
Dread CorsairClose to within 2 tiles and hit while the smoke pressure is active.Calls Pirate Buccaneer, Pirate Cutthroat, and Smuggler helpers; up to 3 can be active.521549
Ogre OverlordBait the counter swing, avoid it, then hit during the counter punish window.No helper summons.882484
Massive Fire ElementalStand inside the safe pocket of an active fire ring and hit from there.No helper summons.16791188

Endless Boundary

The normal clear rolls six distinct campaign bosses from an eight-boss pool. After the sixth boss clear, the final portal can end the run, or a red endless portal can continue into the Endless boss sequence one boss at a time.