The hardest card
Bosses
The Boss is the highest-risk, highest-return option of the battle step: the hardest fight available, the best loot, and drops two rarity tiers above the current one. Since losing a PvE costs nothing, facing it is always a bet of pure upside — the only question is whether the build is ready to collect.
All 14 bosses
Click any boss for its full page. “Card-exclusive” means the boss lives at the bottom of a dungeon or inside a special battle — the surface never shows it.
Bee Queen
Ancient Forest
Leech Proboscis
Ancient Forest
Celestine, The Nagasiren
Enchanted Shallows
Maribel, The Nagasiren
Enchanted Shallows
BoneLord
Luminous Tomb
Black Warewolf
Sacred Battlegrounds
Dragon Lord
Sacred Battlegrounds
Corrupted Blob
Shrouded Marsh
Hell Pumpkin
Sunlit Plains
Where bosses live
Exactly two surface bosses per biome, plus the boss at the bottom of its dungeon. The ceiling holds for all seven biomes. The dungeon boss is deliberately kept out of the biome table: it appears only on that card.
| Biome | Surface bosses | Elites |
|---|---|---|
| Ancient Forest | Bee Queen · Leech Proboscis | Elder Wilow · Enraged Frog · Green Frog |
| Arid Wasteland | Ashhorn, Wasteland Tyrant · The Wasteland Bull | Brawn Spider · Fire Cobra · Brown Pig |
| Enchanted Shallows | Celestine, The Nagasiren · Maribel, The Nagasiren | Earth Golem · Enhanced Duck · Tortoise |
| Luminous Tomb | BoneLord · Lich | Cryptwalker · Grim Reaper · Dragon |
| Sacred Battlegrounds | Black Warewolf · Dragon Lord | Elder Hippogriff · Flame Manticora · Blessed Hippogriff |
| Shrouded Marsh | Corrupted Blob · Blood Blob | Corrupted Spore · Thornblade · Quiet Thornblade |
| Sunlit Plains | Hell Pumpkin · Sporemaw | Black Boar · Mantis · Wild Wolf |
The two puzzle bosses of the Sacred
The starting biome teaches one lesson — blade against bow — and its two bosses are the exam. They are the same structure with the shape inverted.
| Boss | Tests | ATK / HP | Kit |
|---|---|---|---|
| Dragon Lord | Bow | 6 / 160 | A slow wall (7.5 s, Fireproof) that summons four Emerald Whelps on spawn — 20/10 glass cannons throwing fireballs every 7 s. Melee gets stuck on the 160 HP; an arrow kills one whelp per hit. |
| Black Warewolf | Sword | 20 / 50 | A fast knife (2.86 s, cleaving Scratch, Second Wind) behind three Moon Thralls of 5/35 that replenish on each death. The sword drives straight into the front target; the bow wastes arrows on meat. |
A boss is always one body, so it spawns at slot 0 and its summons fill 1–4 — always behind, including on replenishment. Melee targets targets[0] and never leaves it; a bow draws among all. Note for authoring: Taunt or Bodyguard on any of the four assets undoes the puzzle.
How enemy power scales
Enemy strength and count scale with run progress, through a power budget computed against a reference build for that point in the run. Cap of five bodies per side. Summons keep their authored stats, outside the budget.
| Progress 0 | Progress 59 | |
|---|---|---|
| Reference hero | 1 body, 6 atk / 35 hp | 5 bodies, 21 atk / 42 hp |
| Regular enemy (per body) | ~2 atk / 19 hp | ~8 atk / 67 hp |
| Elite (per body) | ~4 atk / 18 hp | ~16 atk / 77 hp |
| Boss | ~7 atk / 42 hp | ~35 atk / 221 hp |
| Fight duration | ~4–12 s regular | ~5 s regular, ~10 s boss |
The player's growth comes from the build — rising-tier items, synergies, merges, built abilities. The enemies' comes from the budget per progress. Scaling both sides with the same per-encounter formula is what the game did before, and it made player progress nearly invisible: every new item was immediately cancelled by the same buff on the other side.
The full bestiary
Every elite, regular, dungeon keeper and summon lives in the Monsters section — 107 creatures in all, with filters by role, biome, rarity and passive.