General information[ | ]
- Patch 1.79 added regular weekly boss battles (they reuse some bosses so new players have a chance to fight against them too) which offer one Core orb and a boss crate as a free rewards.
- Bosses vary in difficulty, but in general it's possible to beat them using basic and common cards (although this might require skill and multiple attempts). Of course it's better to try and design a deck working around their abilities and exploiting their weaknesses.
- There is no time limit in Boss Battles.
- You can find a discussion with the devs about the design ideas of the boss battles here.
- Dev talk #6 was about boss battles and a summary can be found here.
- Patch 1.96 in May 2018 introduced Bloodbound Spells for Bosses in order to "patch up weaknesses in a boss fight and thus provide either much-needed utility or removal".
Assorted tips against Bosses[ | ]
Bosses are all very different, and often require completely different strategies. Look at a specific boss' article to find advice on how to beat them best. But here are a few general strategies about boss battles collected from various experienced players.
- Try Abyssian swarm, the Bosses do not play well against Deathwatch (Shadow Watcher, Shadowdancer)
- Magmar Grow decks are also often a valid option (Gargantuan Growth, Juggernaut, Gigaloth being the epitome of Boss crushers)
- Trial decks can also fare well, often overwhelming Bosses in the late game (Underlord Xor'Xuul, Grand Strategos)
- Bosses do not play around Shadow Creep and decks using it can be quite efficient
Boss decks usually don't run a lot of removal, meaning your big threats have a good chance to generate advantage.
Boss AI has specific quirks, limitations or bugs that you can exploit
- They will often chase minions over hitting your General (Gor, spreading minions around)
- Bosses use their own attack aggressively, until they have less than 10 health (take advantage of this with Earth Sister Taygete, Wild Tahr, Crimson Oculus)
- They do not play around Thunderhorn.
- A bug will prevent them to deal with Sarlac the Eternal (they get close to it but never attack it, and wait there doing nothing).
For the most aggressive Bosses, the early game can be tricky. Plasma Storm and other mass removal spells can help a lot, along with body blockers and healing (Rescue-RX, Azure Herald, other Build minions...)
Visual identification guide[ | ]
Card | Name | Rarity | Type | Attack | Health | Ability | Set |
---|---|---|---|---|---|---|---|
Andromeda |
Basic |
General | 3 | 42 | Flying Whenever the enemy General plays a minion, transform it into a random minion with the same mana cost. |
||
Archmagus Vol |
Basic |
General | 2 | 40 | Attacks damage all enemy minions. | ||
Archonis |
Basic |
General | 6 | 60 | At the end of each turn, deal damage to the player equal to their remaining mana. | ||
Automaton 8 |
Basic |
General | 3 | 60 | Ranged. Attacks hit the target and all enemies around that target. Take damage equal to the total damage dealt |
||
Boreal Juggernaut |
Basic |
General | 5 | 40 | Frenzy Whenever this damages an enemy minion, it is stunned. |
||
CALIBERO |
Basic |
General | 2 | 20 | At the start of your second turn and every turn thereafter, equip a random artifact. | ||
Cade the Desolator |
Basic |
General | 3 | 35 | Frenzy Whenever an enemy damages or takes damage from this, teleport that enemy to a random location. |
||
Cindera |
Basic |
General | 2 | 35 | Frenzy. Your minions have "Dying Wish: Deal 2 damage to all nearby enemies." At the start of your turn, teleport to a random location. |
||
Crystalline Champion |
Basic |
General | 3 | 30 | Forcefield All minions summoned from the action bar gain +2 Attack, but -2 Health. |
||
D3C |
Basic |
General | 2 | 1 | Provoke Cannot be damaged while other D3cepticle parts live. |
||
Grym the Vengeful |
Basic |
General | 3 | 30 | Whenever a friendly minion dies, deal 3 damage to a random minion and restore 3 health. | ||
Harmony |
Basic |
General | 3 | 25 | All minions cost 0 mana. | ||
High Templar Kron |
Basic |
General | 2 | 30 | Whenever an enemy minion dies, summon a prisoner on their space. Kron's spells cost 2 less to cast. |
||
Kahlmar the Spell Eater |
Basic |
General | 3 | 35 | Whenever the enemy casts a spell, gain a random keyword. Whenever any minion is summoned it gains the keywords of its General. | ||
Legion (Boss) |
Basic |
General | 2 | 8 | All Legion restore 3 health at the end of turn. All killed Legion respawn in a corner at the start of turn. |
||
Malyk |
Basic |
General | 2 | 30 | Ranged. Whenever your opponent summons a minion, they draw a card. Whenever your opponent overdraws, summon a 3/3 Ooz |
||
Megapenti |
Basic |
General | 4 | 40 | Minions summoned from Megapenti's action bar gain Rebirth: Serpenti. | ||
Monolith Guardian |
Basic |
General | 2 | 15 | Whenever Monolith Guardian destroys an enemy, it assimilates them. | ||
Nahlgol |
Basic |
General | 2 | 40 | At the start of your turn spawn an Exhuming Sand tile randomly on the board. | ||
Orias the Heretic |
Basic |
General | 0 | 35 | Whenever Orias damages an enemy, he gains +1 Attack. | ||
Paragon of Light |
Basic |
General | 3 | 20 | Gains new keyword abilities as health decreases. | ||
Rin the Shadowsworn |
Basic |
General | 1 | 40 | Rin's minions have Grow +1/+1. Whenever Rin takes damage, summon that many wraithlings. | ||
Santaur the Terrible |
Basic |
General | 4 | 50 | At the start of Santaur's turn, spawn a Frostfire Elf nearby | ||
Scion of the Void |
Basic |
General | 2 | 30 | Flying. Deals double damage on counter attacks. Whenever this deals damage, restore that much Health to it. |
||
Shadow Lord |
Basic |
General | 3 | 30 | Whenever an enemy minion is moved for any reason, summon a Kaido Asasssin behind them. Whenever a friendly minion is moved for any reason, give it +1/+1. | ||
Shinkage Zendo |
Basic |
General | 6 | 20 | The enemy General moves and attacks as if they are a Battle Pet. | ||
Skurge |
Basic |
General | 1 | 25 | Ranged At the start of your turn, take 3 damage but gain +1 Attack. |
||
Skyfall Tyrant |
Basic |
General | 2 | 35 | Ranged. Can't move. At the start of your turn, equip a Frost Armor artifact. |
||
Solfist |
Basic |
General | 3 | 35 | Whenever Solfist destroys a minion, reactivate it. At the end of Solfist's turn, deal increasing damage to himself and all nearby enemies. | ||
Soulstealer |
Basic |
General | 3 | 30 | Whenever the enemy General plays a minion, it becomes their new General. Whenever Soulstealer dies, he inhabits the body of one of his minions. | ||
Taskmaster Beatrix |
Basic |
General | 3 | 35 | Cannot be targeted by spells. Generals cannot move. All minions summoned act like Battle Pets. |
||
The Invader |
Basic |
General | 3 | 80 | At the start of your turn, deal 6 damage to a random minion or General. | ||
Umbra |
Basic |
General | 2 | 30 | Whenever an enemy summons a minion, summon a 1 health clone nearby your General. | ||
Unhallowed |
Basic |
General | 2 | 50 | Whenever this takes damage, spawn a random Haunt nearby. | ||
Wolfpunch |
Basic |
General | 2 | 40 | Celerity Has +4 attack on opponent's turn. At the start of your turn, spawn a Fox Ravager. |
||
Wu'jin the Trickster |
Basic |
General | 3 | 30 | Flying. Whenever this attacks or is attacked, summon a decoy nearby. At the end of turn, teleport to a random corner. |
||
Xel |
Basic |
General | 1 | 30 | At the start of your turn, damage the enemy General equal to the amount of minions they own. Deathwatch: Restore 1 health and deal 1 damage to the enemy General |