Boss Phase Overview
Every dungeon and most adventure quests end with a boss phase - a one-on-one duel between your avatar and the boss. It's auto-resolved, uses only basic attacks, and is deliberately stripped of every tactical lever the soldier phase has. The boss phase is a check on your avatar's build, not on how cleverly you play.

How the Boss Phase Starts
The boss phase triggers automatically the moment the preceding soldier-phase fight ends in victory. A brief "Boss Phase!" interstitial plays, then the screen transitions to the boss arena - your avatar on one side, the boss on the other.
You don't choose to start the boss fight. It's the natural continuation of the run.
Your Avatar Alone
Soldiers do not participate in the boss phase. They leave the field. Only your avatar stands against the boss.
This is the sharpest break between phases. The soldier phase is about your team; the boss phase is about you.
What Carries Over from the Soldier Phase
Most things that matter to the avatar's power carry over unchanged:
- Equipment - your gear stays on you. No swapping mid-run.
- Class, identity attributes, real-life-stat modifiers - all permanent or slow-moving.
A few things deliberately don't carry over:
- HP is refreshed to full at the phase boundary. Even if your avatar ended the soldier phase on 1 HP, you enter the boss fight fully healed.
- Status effects - neither side carries buffs, debuffs, or DoT into the boss phase. The units load fresh with no effect list.
- Charges and cooldowns - not part of the boss phase at all.
The full-HP reset is intentional. The boss fight is meant to be a clean test of your build, not a continuation of the soldier phase's attrition.
What You Can Do
Very little, and that's by design. The boss phase surface shows:
- Your avatar on the left, with a portrait, HP bar, and stats panel.
- The boss on the right, mirrored.
- No action bar (there are no actions to take).
You can't pick skills, choose targets, forfeit, or skip the animations. Your involvement is to watch what your build does.
Class Perks Still Apply
Even though skills are off and only basic attacks fire, your class perks are fully live:
- A Knight still gets its physical DR floor, and still rolls parry on incoming attacks.
- A Wizard still gets the magic damage multiplier on basic magic attacks, and still gets its magic DR floor.
- An Archer still ignores a chunk of the boss's physical DR, and still uses the highest crit multiplier in the game.
- A Rogue still gets the highest dodge floor, and still uses an elevated crit multiplier.
Class perks are passive properties of basic attacks and defensive math - they don't require skill activation. This is why your class choice still matters in the boss fight.
Why It's Auto-Resolved
The design rationale
The boss fight is a check on the avatar's build quality. By the time you reach the boss, you've put effort into class choice, allocation, equipment, and real-life patterns. The auto-battle format strips tactical play out of the equation so the outcome is directly attributable to what you built. A well-built avatar wins; an under-invested one doesn't. A skilled player can't compensate for a poor build with clever play, and an unskilled player isn't penalized for a good build. The soldier phase already handled the tactical test.
Where Boss Phases Happen
The boss phase appears in multiple combat surfaces:
- Dungeons - every dungeon ends with one.
- Boss-only adventure quests - these are just a boss phase, no soldier phase in front.
- Multi-phase adventure quests - finish the soldier phase, then the boss phase caps it.
- Arena - uses the same auto-battle model (avatar vs avatar).
Related Pages
- Auto-Resolution - how the turn model works
- Avatar vs Boss - the full rules of a boss fight
- Avatar Classes
- Class Perks
- Dungeon Boss Phase
