👹 Boss Strategy Guides

Complete boss patterns, counter strategies, and character-specific tips for every Act

Act 1 — Exordium Floor 1-16

👑 Slime Boss HP: 140 Medium Threat

Key MechanicSplits into smaller slimes at 50% HP.
Damage PatternSlime Crush (35 damage, turn 3 and every 3 turns after)
Strategy: Burst to 50% as fast as possible, then use AoE to clear split slimes. The split slimes apply weak/slimed debuffs.
Ironclad: Whirlwind cleans splits Silent: Dagger Spray or Corpse Explosion Defect: Electrodynamics Necrobinder: Direct minion damage Regent: Star AOE commands

🛡️ The Guardian HP: 240 Lower Threat

Key MechanicAlternates between Defensive (thorn) and Offensive modes.
Damage PatternCharging Up → Fierce Bash (32 damage) every 4 turns.
Strategy: Don't attack during defensive mode (thorns reflect damage). Build up powers/setup during defensive phases, burst during offensive mode.
General: Wait out defensive phases Ironclad: Demon Form scaling during defense Defect: Passive orb damage ignores thorns

🔥 Hexaghost HP: 250 Medium Threat

Key MechanicTurn 2 Inferno deals damage based on current HP (more HP = more damage).
Damage Pattern6×2 attacks, scaling strength over time. Inferno turn 2.
Strategy: Don't overheal before the fight — Inferno damage scales with your current HP. Kill before it outscales you.
General: ~25-30 HP is optimal for minimal Inferno damage Silent: Build poison quickly Ironclad: Strength scaling + Reaper for sustain

Act 2 — The City Floor 17-33

🤖 Bronze Automaton HP: 300 Medium Threat

Key MechanicSummons 2 Bronze Orbs that steal key cards.
Damage PatternHyper Beam for 45-57 damage on turn 6.
Strategy: Kill before Hyper Beam fires (6 turns). The Orbs steal your most expensive cards — kill them or play around it.
General: Race to kill in 5-6 turns Silent: Wraith Form blocks Hyper Beam Defect: Buffer stacks negate the big hit

🧛 The Collector HP: 280 Lower Threat

Key MechanicSummons Torch Heads (38-40 HP) that buff the Collector or attack.
Damage PatternMega Debuff (weak+frail+vuln) at half HP. Fire Spitter attacks after summons.
Strategy: Kill Torch Heads quickly to prevent buffs. AoE is key. Prepare cleanse for the Mega Debuff at half HP.
Ironclad: Whirlwind destroys minions Silent: Corpse Explosion is MVP Necrobinder: Minions trade with Torch Heads

🥊 The Champ HP: 420 Lower Threat

Key MechanicAt 50% HP, cleanses all debuffs and enters Execute phase with massive Strength buff.
Damage PatternPhase 1: moderate attacks. Phase 2 (below 50%): Execute (40+ damage) every 3 turns.
Strategy: Scale to full power in Phase 1 (don't burst below 50% yet). Once fully set up, trigger Phase 2 and kill in 2-3 turns.
Set up all powers before triggering phase 2 Defect: Focus scaling + darkness orbs Ironclad: Strength cap + heavy finisher

Act 3 — The Beyond Floor 34-50

🐦 Awakened One HP: 300 + 300 Medium Threat

Key MechanicTwo phases. Phase 1: gains Strength each time you play a Power card. Phase 2: full heal, massive attack every turn.
Damage PatternPhase 1: 10-20 per attack. Phase 2: 10+ Strength, multi-hit attacks.
Strategy: Phase 1: Be selective with Powers (each one buffs the boss). Phase 2: Pure damage race — block or die. Save potions for Phase 2.
Don't overplay Powers in Phase 1 Silent: Catalyst+ poison can skip Phase 2 setup Defect: Play key powers early, stop before threshold

🕰️ Time Eater HP: 456 Medium Threat

Key Mechanic12-card limit per turn. After 12 cards, your turn ends and Time Eater gains 2 Strength.
Damage PatternScaling damage. At 50% HP, heals ~115 HP and applies slow debuff.
Strategy: Count to 12 each turn. Play your most impactful cards — skip low-value plays. Build a deck of high-value cards, not card spam.
Avoid Shiv/Claw spam decks for this boss Ironclad: Heavy single blows (Bludgeon+) Play exactly 12 cards when safe to do so

🍩 Donu & Deca HP: 250 + 250 Lower Threat

Key MechanicTwo bosses. Donu buffs both with +3 Strength every 2 turns. Deca blocks/attacks.
Damage PatternCombined moderate attacks each turn. Damage scales as Donu buffs.
Strategy: Kill Donu first (the buffer). Once Donu is down, Deca alone is manageable. AoE damage is excellent here.
Focus Donu first, always Silent: Corpse Explosion transfers damage between them Necrobinder: Minions split damage efficiently

Act 4 — The Ending Floor 51+

💔 Corrupt Heart HP: 750 High Threat

Key MechanicInvincible every 3 turns. Beat of Death (2 damage per card played). Massive single hit at turn 3.
Damage PatternTurn 1: Debuff. Turn 2-3: Multi-hit (67 damage total). Turn 4+: Repeat pattern with strength scaling.
Strategy: Invincible cap limits damage per cycle — need multiple cycles. Beat of Death makes low-cost card spam painful. High-value cards + big block are mandatory.
Requires specialized deck — plan from Act 1 Ironclad: Barricade + Entrench for Beat of Death Silent: Wraith Form+ for the multi-hit turns Defect: Buffer + Focus scaling for turn 3 survival

🗡️ Spear & Shield HP: 160 + 110 Medium Threat

Key MechanicShield blocks and Spear attacks. Both apply burns (10+ status cards in deck).
Strategy: Kill Spear first (the attacker). Manage Burn cards — too many will kill you. This fight tests if your deck is Heart-ready.
Ironclad: Exhaust burns with Second Wind Bring artifact charges or orange pellets to block debuffs