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Enemies & Bosses

Know your enemy, read their intent

Enemy behavior is fully telegraphed and every boss runs a fixed turn loop — learn the pattern, win half the fight.

Enemy Bestiary34 elites & bosses
Bygone Effigy Elite

Bygone Effigy

HP 127Act 1a · Overgrowth
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Pattern & counter

Cycles between asleep and awakened. The sleep phase is your free setup window.

Set up powers during sleep; hold Block for the wake-up turn.
Byrdonis Elite

Byrdonis

HP 91Act 1a · Overgrowth
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Pattern & counter

Alternates Dive and Peck — steady mid damage that pressures your HP.

Weak its Peck turns and race it down.
Skulking Colony Elite

Skulking Colony

HP 79Act 1b · Underdocks
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Pattern & counter

Caps the damage it takes per hit — hard-counters single-big-hit decks like Sovereign Blade.

Multi-hit and DoT (Poison/Doom) bypass the cap.
Terror Eel Elite

Terror Eel

HP 140Act 1b · Underdocks
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Pattern & counter

One of the beefiest Act 1 elites — tests your deck's staying power.

Bring enough Block to avoid a war of attrition.
Infested Prism Elite

Infested Prism

HP 200Act 2 · The Hive
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Pattern & counter

A 200-HP Act 2 gatekeeper that checks whether your build came online.

Have your engine online before Act 2, or skip elite paths.
Entomancer Elite

Entomancer

HP 145Act 2 · The Hive
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Pattern & counter

Summons bees all fight — the board keeps growing.

Bring AoE or burn the caster down directly.
Vantom Boss

Vantom

HP 173Act 1a · Overgrowth
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Pattern & counter

Opens with 9 stacks of Slippery — every hit deals only 1 damage. Fixed 4-turn loop: turn 3 is a 25+ killer swing, turn 4 self-buffs and is your window.

Strip stacks with cheap multi-hit attacks; full-block turn 3.
The Kin Boss

The Kin

HP 190+58+59Act 1a · Overgrowth
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Pattern & counter

A priest plus two acolytes: acolytes hit hard and scale Strength while the priest debuffs from the backline.

Focus the low-HP acolytes first, then the priest.
Ceremonial Beast Boss

Ceremonial Beast

HP 252Act 1a · Overgrowth
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Pattern & counter

Gains +2 Strength every turn — a pure DPS race. Below 150 HP it staggers, then applies Ringing: you may only play 1 card per turn.

Control the HP threshold; play only your best card during Ringing.
Soul Fysh Boss

Soul Fysh

HP 211Act 1b · Underdocks
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Pattern & counter

Stuffs Beckon statuses into your deck (1-cost, take 6 unblockable if unplayed). Gains Intangible on turns 4–5.

Pack discard/exhaust answers for Beckon; defend during Intangible turns.
Lagavulin Matriarch Boss

Lagavulin Matriarch

HP 222Act 1b · Underdocks
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Pattern & counter

A twist on the classic: it starts asleep and gets worse the longer the fight drags on.

Set up during sleep; slow decks may wake it early on purpose.
Knowledge Demon Boss

Knowledge Demon

HP 321+Act 2 · The Hive
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The Insatiable Boss

The Insatiable

HP 321Act 2 · The Hive
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Pattern & counter

A Sandpit death timer starts at 4 — at zero you lose, period. Each Frantic Escape card added to your deck buys one more turn.

Always play Escape cards; never exhaust cards carelessly. Spend everything.
Doormaker Boss

Doormaker

HP 155 (loops)Act 3 · Glory
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Pattern & counter

Cycles door → creature phases (three-phase rotation since v0.101). The door respawns at full HP with Strength carrying over. Poison persists across phases.

The 1-turn stun at phase 2 is your best window; DoT decks shine here.
Test Subject #C10 Boss

Test Subject #C10

HP 100/200/300Act 3 · Glory
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Pattern & counter

A 600-HP marathon: P1 punishes skills with +2 Strength; P2 shoves Wounds for unblocked damage; P3 alternates Intangible. DoTs reset between phases.

Attacks in P1, perfect Block in P2, strike only on vulnerable turns in P3. Scaling powers win.
Nibbit Normal

Nibbit

HP 42-46Act 1a · Overgrowth
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Pattern & counter

A fixed 3-turn loop: 12-damage ram, a 6-damage swipe with Block, then a Hiss for +2 Strength. Pairs stagger their loops.

Focus one down before the Strength stacks grow; save Block for the 12-damage turn.
Mawler Normal

Mawler

HP 72Act 1a · Overgrowth
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Pattern & counter

Opens with 4×2 claws, then alternates a 14-damage Tear with more claws; roars once for 3 Vulnerable.

Defend hard on the Vulnerable turn; Weak is excellent value here.
Fossil Stalker Normal

Fossil Stalker

HP 51-53Act 1b · Underdocks
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Pattern & counter

Carries 3 stacks of Suck — every unblocked hit grants it +3 Strength. Opens with a 12-damage bite.

Block every single hit; one leak starts a snowball.
Haunted Ship Normal

Haunted Ship

HP 63Act 1b · Underdocks
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Pattern & counter

Turn 1 rams for 10 and shoves 2 Wounds into your deck; turn 2 Haunts with 2 Weak/Vulnerable/Frail but no damage.

Go all-out on turn 2; save Artifact for the Haunt.
Tunneler Normal

Tunneler

HP 87Act 2 · The Hive
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Pattern & counter

Bites for 13, then burrows for +32 Block that never decays and strikes from below for 23 each turn. Breaking all its Block stuns it for a turn.

Save burst to crack the Block for the stun; otherwise block 23 every turn and grind it out.
Ovicopter Normal

Ovicopter

HP 124-130Act 2 · The Hive
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Pattern & counter

Spawns 3 tough eggs that hatch into larvae within 1-2 turns, then loops a 16-damage slam and a Softening strike that applies 2 Vulnerable.

Pop the eggs before they hatch; AoE is at a premium here.
Frog Knight Normal

Frog Knight

HP 191Act 3 · Glory
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Pattern & counter

15 Plating. Cycles a 13-damage tongue lash with Frail, a 21-damage smite and a +5 Strength war cry; below half HP it unleashes a one-time 35-damage beetle charge.

Have 35+ Block ready on the turn you push it below half HP.
Owl Magistrate Normal

Owl Magistrate

HP 234Act 3 · Glory
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Pattern & counter

A fixed 4-turn loop: Scrutiny 16, a 4×6 peck, a defensive Ascend, then Verdict for 33 damage plus 4 Vulnerable.

Dump your damage during Ascend; block 33+ on Verdict turns.
Phrog Parasite Elite

Phrog Parasite

HP 61-64Act 1a · Overgrowth
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Pattern & counter

Alternates Infect (3 Infection statuses into your discard pile) and Lash 4×4. On death it triggers Infested: 4 Wrigglers spawn, stunned on their first turn — the fight ends only when all of them die.

Save AoE for phase two and clear Infections with Exhaust or Transform effects.
Phantasmal Gardener Elite

Phantasmal Gardener

HP 26-31 ×4Act 1b · Underdocks
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Pattern & counter

Four gardeners with Skittish 6 — the first hit each turn grants them Block, punishing multi-hit decks. They share a Bite → Lash → Flail → Enlarge loop at staggered phases.

Kill one at a time with single big hits; prioritize whichever is closest to its Enlarge turn.
Decimillipede Elite

Decimillipede

HP 40-46 ×3Act 2 · The Hive
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Pattern & counter

Three segments acting independently. When a segment dies while others live, it Reattaches at 25 HP — so AoE is a trap. (Per-segment HP per patch notes; the wiki infobox still shows 42-48.)

Focus one segment at a time; once two are down, the pressure drops sharply.
Magi Knight Elite

Magi Knight

HP 82Act 3 · Glory
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Pattern & counter

Aura Dampen: while it lives, all your cards are Downgraded. Cycles into a 35-damage Magic Bomb. One of the three-strong Knight Gang.

Kill it first — lowest HP of the gang, and it removes both the Downgrade and the nuke.
Spectral Knight Elite

Spectral Knight

HP 93Act 3 · Glory
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Pattern & counter

Aura Hex: while it lives, every card in your hand becomes Ethereal (unplayed cards are discarded at turn end). Alternates Soul Slash 15 and Soul Flame 3×3.

Kill it second, right after Magi, to free your hand from Ethereal.
Flail Knight Elite

Flail Knight

HP 101Act 3 · Glory
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Pattern & counter

Opens with a 15-damage Ram, then cycles Breaker (+3 Strength), Flail 9×2 and more Rams. The tankiest of the Knight Gang.

Leave it for last and block the Rams while you mop up its allies.
Mecha Knight Elite

Mecha Knight

HP 300Act 3 · Glory
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Pattern & counter

3 Artifact plus a fixed 4-turn loop: Charge 25 → Flamethrower (4 Burns into your hand) → Windup (+5 Strength, +15 Block) → Heavy Cleave 35. Widely considered the deadliest elite. (Single-source community data — verify in-game.)

Play or exhaust Burns immediately; skip attacking on Windup turns; hold 40+ Block for Heavy Cleave. Undercooked decks should skip it.
Soul Nexus Elite

Soul Nexus

HP 234Act 3 · Glory
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Pattern & counter

Always opens with Soul Burn 29, then cycles Soul Burn, Maelstrom 6×4 and Drain Life (18 damage plus 2 Vulnerable and 2 Weak), never repeating back-to-back.

Bring 29+ Block on turn one; debuff-cleansing relics (Orange Pellets-style) are a huge edge.
Waterfall Giant Boss

Waterfall Giant

HP 240Act 1b · Underdocks
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Pattern & counter

Almost every action adds 3 Steam Eruption stacks. At 0 HP it turns invulnerable and clears all debuffs, then self-destructs next turn for damage equal to its stacks — unless killed at 0 stacks (e.g. by a Doom execute). A pure DPS race.

Save your best Block and potions for the explosion turn; Poison/Doom are excellent; Weak does NOT reduce the blast.
Kaiser Crab Boss

Kaiser Crab

HP 209 + 199Act 2 · The Hive
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Pattern & counter

You are Surrounded: hits from the claw you face away from deal +50%. When one claw dies, the other gains Strength and +99 Block (patch notes say 6 Strength, the infobox still says 5 — value uncertain). The Rocket claw's 31-damage Laser is the lethal move.

Focus the Rocket claw first and kill both within 1-2 turns to shrink the revenge window; AoE hits both claws.
The Queen Boss

The Queen

HP ~400 + 199 guardAct 3 · Glory
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Pattern & counter

Chains of Binding Bound the first cards you draw each turn — only one Bound card playable per turn, but mid-turn draw (Acrobatics, Offering) is unrestricted. Turn 2 slams 99 Weak + Vulnerable + Frail; once her Torch Head Amalgam dies she Enrages into an Execution loop. (HP from a single community source — uncertain.)

Kill the Amalgam first, set up scaling powers in phase one, then burst her down with mid-turn draw; Artifact answers the 99-stack debuff turn.

Tip: expand “View details” for each enemy’s pattern and counter.

Spotlight: Knowledge Demon Boss
Knowledge Demon

HP 321+ · Act 2 · The Hive

Widely the hardest boss: each round forces a permanent debuff choice (6 damage/turn, -1 draw, later card/energy caps), plus self-healing and permanent Strength gain.

Phases & Mechanics

  • Every round forces a permanent choice: Decay (6 damage per turn) or Mind Rot (draw 1 fewer card each turn).
  • Later in the fight the debuffs escalate into card-play and energy caps, squeezing your turns further.
  • It heals itself and gains permanent Strength all fight — the longer it drags on, the worse it gets. This is a damage race.
  • Its multi-hit turns deal heavy total damage, but they are also the best window for retaliation effects.

Dangerous Turns at a Glance

Turn Behavior Danger
Each round Forced permanent debuff choice (6 dmg/turn or -1 draw) Severe
Multi-hit turns Repeated hits with high total damage; punish with Thorns / Flame Barrier High
Heal turns Self-healing that punishes slow decks Medium
Late fight Debuffs become card/energy caps while Strength keeps scaling Severe

How to Answer

Race aggressively; punish multi-hit turns with Thorns/Flame Barrier. See the Ironclad for Thorns/Vulnerable packages and top builds for burst-window planning.
Boss Cheat Sheet12 bosses
Name Act HP Core Mechanic Counter
Vantom Act 1a · Overgrowth 173 Opens with 9 stacks of Slippery — every hit deals only 1 damage. Fixed 4-turn loop: turn 3 is a 25+ killer swing, turn 4 self-buffs and is your window. Strip stacks with cheap multi-hit attacks; full-block turn 3.
The Kin Act 1a · Overgrowth 190+58+59 A priest plus two acolytes: acolytes hit hard and scale Strength while the priest debuffs from the backline. Focus the low-HP acolytes first, then the priest.
Ceremonial Beast Act 1a · Overgrowth 252 Gains +2 Strength every turn — a pure DPS race. Below 150 HP it staggers, then applies Ringing: you may only play 1 card per turn. Control the HP threshold; play only your best card during Ringing.
Soul Fysh Act 1b · Underdocks 211 Stuffs Beckon statuses into your deck (1-cost, take 6 unblockable if unplayed). Gains Intangible on turns 4–5. Pack discard/exhaust answers for Beckon; defend during Intangible turns.
Lagavulin Matriarch Act 1b · Underdocks 222 A twist on the classic: it starts asleep and gets worse the longer the fight drags on. Set up during sleep; slow decks may wake it early on purpose.
Knowledge Demon Act 2 · The Hive 321+ Widely the hardest boss: each round forces a permanent debuff choice (6 damage/turn, -1 draw, later card/energy caps), plus self-healing and permanent Strength gain. Race aggressively; punish multi-hit turns with Thorns/Flame Barrier.
The Insatiable Act 2 · The Hive 321 A Sandpit death timer starts at 4 — at zero you lose, period. Each Frantic Escape card added to your deck buys one more turn. Always play Escape cards; never exhaust cards carelessly. Spend everything.
Doormaker Act 3 · Glory 155 (loops) Cycles door → creature phases (three-phase rotation since v0.101). The door respawns at full HP with Strength carrying over. Poison persists across phases. The 1-turn stun at phase 2 is your best window; DoT decks shine here.
Test Subject #C10 Act 3 · Glory 100/200/300 A 600-HP marathon: P1 punishes skills with +2 Strength; P2 shoves Wounds for unblocked damage; P3 alternates Intangible. DoTs reset between phases. Attacks in P1, perfect Block in P2, strike only on vulnerable turns in P3. Scaling powers win.
Waterfall Giant Act 1b · Underdocks 240 Almost every action adds 3 Steam Eruption stacks. At 0 HP it turns invulnerable and clears all debuffs, then self-destructs next turn for damage equal to its stacks — unless killed at 0 stacks (e.g. by a Doom execute). A pure DPS race. Save your best Block and potions for the explosion turn; Poison/Doom are excellent; Weak does NOT reduce the blast.
Kaiser Crab Act 2 · The Hive 209 + 199 You are Surrounded: hits from the claw you face away from deal +50%. When one claw dies, the other gains Strength and +99 Block (patch notes say 6 Strength, the infobox still says 5 — value uncertain). The Rocket claw's 31-damage Laser is the lethal move. Focus the Rocket claw first and kill both within 1-2 turns to shrink the revenge window; AoE hits both claws.
The Queen Act 3 · Glory ~400 + 199 guard Chains of Binding Bound the first cards you draw each turn — only one Bound card playable per turn, but mid-turn draw (Acrobatics, Offering) is unrestricted. Turn 2 slams 99 Weak + Vulnerable + Frail; once her Torch Head Amalgam dies she Enrages into an Execution loop. (HP from a single community source — uncertain.) Kill the Amalgam first, set up scaling powers in phase one, then burst her down with mid-turn draw; Artifact answers the 99-stack debuff turn.

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