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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.
  • Here is a video playlist with every Boss Battle made by Collazo.
  • 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.

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

Andromeda



Basic

General 3 42 Flying
Whenever the enemy General plays a minion, transform it into a random minion with the same mana cost.


Spirit orb
Core


Archmagus Vol

Archmagus Vol



Basic

General 2 40 Attacks damage all enemy minions.


Spirit orb
Core


Archonis

Archonis



Basic

General 6 60 At the end of each turn, deal damage to the player equal to their remaining mana.


Spirit orb
Core


Automaton 8

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


Spirit orb
Core


Boreal Juggernaut

Boreal Juggernaut



Basic

General 5 40 Frenzy
Whenever this damages an enemy minion, it is stunned.


Spirit orb
Core


CALIBERO

CALIBERO



Basic

General 2 20 At the start of your second turn and every turn thereafter, equip a random artifact.


Spirit orb
Core


Cade the Desolator

Cade the Desolator



Basic

General 3 35 Frenzy
Whenever an enemy damages or takes damage from this, teleport that enemy to a random location.


Spirit orb
Core


Cindera

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.


Spirit orb
Core


Crystalline Champion

Crystalline Champion



Basic

General 3 30 Forcefield
All minions summoned from the action bar gain +2 Attack, but -2 Health.


Spirit orb
Core


D3C

D3C



Basic

General 2 1 Provoke
Cannot be damaged while other D3cepticle parts live.


Spirit orb
Core


Grym the Vengeful

Grym the Vengeful



Basic

General 3 30 Whenever a friendly minion dies, deal 3 damage to a random minion and restore 3 health.


Spirit orb
Core


Harmony

Harmony



Basic

General 3 25 All minions cost 0 mana.


Spirit orb
Core


High Templar Kron

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.


Spirit orb
Core


Kahlmar the Spell Eater

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.


Spirit orb
Core


Legion (Boss)

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.


Spirit orb
Core


Malyk

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


Spirit orb
Core


Megapenti

Megapenti



Basic

General 4 40 Minions summoned from Megapenti's action bar gain Rebirth: Serpenti.


Spirit orb
Core


Monolith Guardian

Monolith Guardian



Basic

General 2 15 Whenever Monolith Guardian destroys an enemy, it assimilates them.


Spirit orb
Core


Nahlgol

Nahlgol



Basic

General 2 40 At the start of your turn spawn an Exhuming Sand tile randomly on the board.


Spirit orb
Core


Orias the Heretic

Orias the Heretic



Basic

General 0 35 Whenever Orias damages an enemy, he gains +1 Attack.


Spirit orb
Core


Paragon of Light

Paragon of Light



Basic

General 3 20 Gains new keyword abilities as health decreases.


Spirit orb
Core


Rin the Shadowsworn

Rin the Shadowsworn



Basic

General 1 40 Rin's minions have Grow +1/+1. Whenever Rin takes damage, summon that many wraithlings.


Spirit orb
Core


Santaur the Terrible

Santaur the Terrible



Basic

General 4 50 At the start of Santaur's turn, spawn a Frostfire Elf nearby


Spirit orb
Core


Scion of the Void

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.


Spirit orb
Core


Shadow Lord

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.


Spirit orb
Core


Shinkage Zendo

Shinkage Zendo



Basic

General 6 20 The enemy General moves and attacks as if they are a Battle Pet.


Spirit orb
Core


Skurge

Skurge



Basic

General 1 25 Ranged
At the start of your turn, take 3 damage but gain +1 Attack.


Spirit orb
Core


Skyfall Tyrant

Skyfall Tyrant



Basic

General 2 35 Ranged.
Can't move.
At the start of your turn, equip a Frost Armor artifact.


Spirit orb
Core


Solfist

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.


Spirit orb
Core


Soulstealer

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.


Spirit orb
Core


Taskmaster Beatrix

Taskmaster Beatrix



Basic

General 3 35 Cannot be targeted by spells.
Generals cannot move.
All minions summoned act like Battle Pets.


Spirit orb
Core


The Invader

The Invader



Basic

General 3 80 At the start of your turn, deal 6 damage to a random minion or General.


Spirit orb
Core


Umbra

Umbra



Basic

General 2 30 Whenever an enemy summons a minion, summon a 1 health clone nearby your General.


Spirit orb
Core


Unhallowed

Unhallowed



Basic

General 2 50 Whenever this takes damage, spawn a random Haunt nearby.


Spirit orb
Core


Wolfpunch

Wolfpunch



Basic

General 2 40 Celerity
Has +4 attack on opponent's turn. At the start of your turn, spawn a Fox Ravager.


Spirit orb
Core


Wu'jin the Trickster

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.


Spirit orb
Core


Xel

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


Spirit orb
Core

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