Elite Cycles between asleep and awakened. The sleep phase is your free setup window.
Elite Alternates Dive and Peck — steady mid damage that pressures your HP.
Elite Caps the damage it takes per hit — hard-counters single-big-hit decks like Sovereign Blade.
Elite One of the beefiest Act 1 elites — tests your deck's staying power.
Elite A 200-HP Act 2 gatekeeper that checks whether your build came online.
Elite Summons bees all fight — the board keeps growing.
Boss 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.
Boss A priest plus two acolytes: acolytes hit hard and scale Strength while the priest debuffs from the backline.
Boss 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.
Boss Stuffs Beckon statuses into your deck (1-cost, take 6 unblockable if unplayed). Gains Intangible on turns 4–5.
Boss A twist on the classic: it starts asleep and gets worse the longer the fight drags on.
Boss
Boss A Sandpit death timer starts at 4 — at zero you lose, period. Each Frantic Escape card added to your deck buys one more turn.
Boss Cycles door → creature phases (three-phase rotation since v0.101). The door respawns at full HP with Strength carrying over. Poison persists across phases.
Boss A 600-HP marathon: P1 punishes skills with +2 Strength; P2 shoves Wounds for unblocked damage; P3 alternates Intangible. DoTs reset between phases.
Normal A fixed 3-turn loop: 12-damage ram, a 6-damage swipe with Block, then a Hiss for +2 Strength. Pairs stagger their loops.
Normal Opens with 4×2 claws, then alternates a 14-damage Tear with more claws; roars once for 3 Vulnerable.
Normal Carries 3 stacks of Suck — every unblocked hit grants it +3 Strength. Opens with a 12-damage bite.
Normal Turn 1 rams for 10 and shoves 2 Wounds into your deck; turn 2 Haunts with 2 Weak/Vulnerable/Frail but no damage.
Normal 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.
Normal 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.
Normal 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.
Normal A fixed 4-turn loop: Scrutiny 16, a 4×6 peck, a defensive Ascend, then Verdict for 33 damage plus 4 Vulnerable.
Elite 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.
Elite 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.
Elite 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.)
Elite Aura Dampen: while it lives, all your cards are Downgraded. Cycles into a 35-damage Magic Bomb. One of the three-strong Knight Gang.
Elite 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.
Elite Opens with a 15-damage Ram, then cycles Breaker (+3 Strength), Flail 9×2 and more Rams. The tankiest of the Knight Gang.
Elite 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.)
Elite 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.
Boss 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.
Boss 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.
Boss 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.)
Tip: expand “View details” for each enemy’s pattern and counter.
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.
| 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 |
| 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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Zero-cost and mitigation tools hold value against every boss; Bag of Marbles' free Vulnerable and Beating Remnant's anti-one-shot are especially vital at high Ascension.