Auto-Resolution
Boss fights don't use the CTB turn system that drives soldier-phase combat. They run on a simpler model: strict alternation, basic attacks only, no decisions. The fight plays out automatically while you watch.

Why Boss Fights Auto-Resolve
The soldier phase tests tactical play - positioning, skill timing, charge management, reading the timeline. The boss phase tests something else: the quality of your avatar's build. Auto-resolution strips tactics out of the boss fight so the outcome is a pure function of how you've built your avatar.
A well-built avatar wins. An under-invested one doesn't. A skilled player can't salvage a poor build through clever play, and an unskilled player isn't penalized for having a good one.
What Rules Apply
The boss fight uses a stripped-down turn model:
- Two units only - your avatar and the boss. No allies, no supporting monsters.
- Basic attacks only - each side uses its class's basic attack, turn after turn, until one falls.
- Strict alternation after the first turn - whoever goes first, the pattern is A, B, A, B until the fight ends. Speed does not give the faster unit more turns - it only decides who goes first.
- Speed decides who goes first - higher effective Speed acts first. On an exact tie, the avatar goes first.
- Damage pipeline runs normally - the damage pipeline from the soldier phase applies on every attack. Defense reduction, crit rolls, dodge rolls, parry (for Knight avatars), minimum damage floor - all of it.
What Rules Are Suspended
Everything tactical is off:
- No skills. Neither side can cast any skill, regardless of their class's normal kit.
- No status effects. No buffs, no debuffs, no DoT, no crowd control. Nothing can be applied, nothing ticks down.
- No charges. Not a resource in the boss phase.
- No cooldowns. Not a concept.
- No AI decisions. The boss swings its basic attack every turn, full stop. No target picking, no reactive choices.
- No player input. You don't pick actions, targets, or defensive options. You watch.
- No multi-phase bosses. No transformations, enrage states, or HP-threshold triggers. A boss is a single-phase enemy that fights from full HP to zero the same way throughout.
What You See
The boss fight surface is minimalist:
- Your avatar on one side with portrait, HP bar, and stats panel.
- The boss on the other side, mirrored.
- Attack animations playing on each turn.
- Damage numbers floating up, HP bars animating down.
- Visual cues for normal hits, crits, dodges, and (for Knight defenders) parries.
No action bar. No skill cards. No inspection panel - the stats are already visible. No forfeit button.
Watching the Rolls
Because there's no input, the boss fight becomes about reading what the RNG produced:
- Normal hits pop a standard damage number and drop the HP bar.
- Critical hits shake the screen, play a heavier haptic, and show the damage in an emphasized style - especially visible on Archer or Rogue avatars, which crit often and hard.
- Dodges produce no impact - just a "MISS" or "0" floater on the defender.
- Parries (Knight defender only) produce no impact - a "PARRY" floater instead.
You can't skip or accelerate the animations. The fight plays at the pace the animation system sets - usually a minute or less total.
Deterministic Given a Seed
The boss fight is deterministic - same avatar, same boss, same random seed produces the same sequence of rolls and the same outcome. In practice the seed isn't user-controlled, so repeat fights feel like independent rolls.
Related Pages
- Boss Phase Overview
- Avatar vs Boss
- Speed - why the first-turn tiebreaker matters
- Battle Overview - the damage pipeline that runs here too
- Class Perks
