Dungeon Boss Phase
Clear every soldier-phase encounter and you face the dungeon's boss - a one-on-one duel between your avatar and the final monster. The mechanics are covered in detail on Boss Phase Overview; this page covers how it fits into a dungeon run specifically.

Entering the Boss Fight
The boss fight starts automatically the moment the last soldier-phase encounter ends in victory. A "Boss Phase!" overlay plays for a moment, then the scene transitions - your avatar on one side, the boss on the other.
You don't tap to start, pick options, or pause between phases. It's the natural continuation of the run.
Avatar-Only Combat
Your soldiers do not participate in the boss phase. They leave the field. Only your avatar faces the boss.
This is the sharpest break in a dungeon run. Everything before was tactical squad combat; from here it's just you.
Full HP Refresh
Your avatar enters the boss phase at full HP, even if they were nearly dead at the end of the last soldier encounter. The boss also starts at full HP. Both sides load fresh.
No status effects, charges, or cooldowns carry over. See Boss Phase Overview for the full list of what's suspended.
Why reset HP between phases
The boss fight is meant to be a clean test of the avatar's build - class, allocation, equipment, real-life stats. If the avatar started the boss phase at whatever HP they happened to have at the end of the soldier phase, the outcome would partially depend on something that isn't really about the build. The refresh keeps the boss phase's signal clear.
How the Fight Plays Out
The boss phase runs on a simple model: strict alternation, basic attacks only, speed decides who goes first. See Auto-Resolution and Avatar vs Boss for the full mechanics.
Some things worth knowing in the dungeon context specifically:
- Class perks still apply - your avatar's perks are passive properties of basic attacks and defensive math. They don't need skill activation.
- No player input - you watch. There's no forfeit during the boss phase itself; once it starts, it plays to the end.
- Dodge, parry, crit, variance all roll - the fight isn't deterministic. Two runs of the same dungeon against the same boss can go differently depending on what the rolls produce.
Winning Clears the Dungeon
If your avatar kills the boss, the dungeon is cleared:
- The attached goal's
dungeonClearedflag flips on. - First-clear rewards pay out - gold scaled to your level, a guaranteed item drop at Rare or better (with a skew toward Rare).
- Your dungeon fight record records the victory.
- A results screen confirms the outcome.
The dungeon remains re-enterable, but repeat runs pay reduced rewards - the first-clear payout is one-time.
Losing the Boss Fight
If the boss kills your avatar:
- The run ends in defeat. No rewards.
- The attempt is recorded, and the dungeon's attempt counter goes up.
- No material cost - no gold lost, no equipment damaged, no soldiers removed.
- You can retry the dungeon, but there's no "retry just the boss" shortcut. Retry means running the whole dungeon again from the first soldier-phase encounter.
Why the Boss Phase Feels Like a Verdict
The design intent
By the time you reach a dungeon boss, you've put effort into picking a class, allocating attributes, gearing up, keeping real-life stats healthy, and keeping the required habits going. The boss fight is where all of that gets tested - in isolation from tactical play. The auto-battle model isn't a shortcut; it's the whole point. A win feels earned through preparation; a loss feels like a prompt to keep investing in the avatar.
