Bosses

This page is designed to be able to identify the different bosses in each season, and explanations of how to more easily defeat them.

Grunty

 * Grunty is a boss commonly found in Early Spring. A relatively simple design, he stands atop a tower and spawns grunts to attack
 * In order to deal damage to Grunty, you must knock the tower down by launching the spawned grunts into the tower while they are staggered. Once the tower falls down, Grunty enters the battlefield and is vulnerable.
 * He can spawn a number of grunts based upon how far the tower is leaning
 * Upright: Spawns 2 normal grunts on both sides of the tower.
 * Slightly Tilting: Spawns 2 yellow grunts on either side of the tower.
 * Heavily Leaning: 4 yellow grunts spawn, two on either side of the tower.
 * Tower has collapsed: Grunty joins the room and is vulnerable.
 * Grunty only spwans more grunts whenever all of the previous grunts have been killed.


 * Tips:
 * If you are playing as Midas, or have a weapon with increased influence drop, you can farm influence by killing the grunts without knocking the tower down.
 * Try to keep at least one grunt alive when the tower is almost collapsing, until the tower is destroyed. This prevents the 4 stronger grunts from spawning.
 * You must always hit the tower on the same side of the room, otherwise the tower will restabilize.



The Maw

 * The Maw is easily identified as a massive, purple worm with the appearance of other worms attached to it.


 * After it emerges, it will attack in one of two patterns, and after a short time it will go underground and re-emerge for another attack.


 * Once a set amount of damage has been dealt to the worm, rather than emerging, 3 worms spawn in random locations which also shoot at you. Once these worms have died, the maw will emerge again.


 * Attacks:
 * Shoots a cone of projectiles
 * Shoots one projectile aimed at you, that jumps around for a while after hitting the ground (and inflicts contact damage).
 * When about 2/3 and 1/3 of his hp he goes underground and spawns 3 little worms that shoot at you.
 * Getting hit by The Maw itself as it emerges from the ground or makes one of its attacks does a very large amount of damage to your character.


 * Tips:
 * The Maw telegraphs both of its attacks by its animations. The wider animation is the single projectile, which moves faster and is more dangerous, it can be parried from a distance to do a high amount of damage.
 * If parrying seems difficult, use spells to damage the maw from a distance, rather than risking damage from close range.
 * If you have high jumping abilities or spirits, you can avoid damage by attacking him in an area its attacks can not reach you.
 * You can parry any projectile The Maw or its worms shoot at you. Killing the Maw by ONLY parrying its projectiles unlocks the achievement "A Taste of His Own Medicine"

Son of Grunty



 * Unlocked after defeating both forms of Grunty (In spring and summer)


 * Son of Grunty is identified by being a grunt riding on a large yellow fly.


 * Son of Grunty is arguably the most difficult boss which spawns in the Spring Seasons


 * Attacks:
 * Spawn eggs : Spawns 3 blue eggs which hatch into fly minions. Use spells, or even close range attacks to break these before they hatch if possible


 * Spit : Shoots multiple waves of projectiles from one side of the room in an outward cone. These projectiles have a swiveling pattern as they move, making them more difficult to dodge.


 * Charge : Son of Grunty swoops to the ground and charges across the room. Once the boss reaches the other side of the room, it starts moving back to the animation beginning, vulnerable to all attacks while it moves.


 * Aerial Assault : Son of Grunty flies across the screen, dropping either pots which leave a patch of fire, or one red, randomly moving projectile with an exploding barrel which detonates after a set time.


 * Tips:
 * You can prevent damage from his spit attack in multiple ways. You can stand underneath him, attempt to parry his projectiles, or even try to jump over them.
 * His flames take up much of the floor in the room, making his other attacks that much harder to dodge. This can lead to unavoidable damage in certain cases, even if your parries are perfect.

The Burrower

 * The Burrower is a worm-like boss which enters the room, dropping 3 grunts on the ground.
 * He will dash through the room, damaging you on contact.
 * The Burrower can not be damaged by spells or melee attacks, but instead you must hit the staggered grunts into his body to deal damage.


 * Attacks:
 * ​From the Ceiling: The Burrower digs through one of the top corners of the room, digging straight down. Once he is fully through, he digs from the bottom of the room, moving towards the other side of the room from the bottom and continuing the same pattern until it reaches the opposite wall.
 * From the Floor: Appears from one of the bottom corners of the room, making an arc towards the center of the room, repeating the same pattern from the center to the opposite corner.
 * From the Wall: Digs through the wall, moving horizontally. If he Appears from the top corner from the wall, he will move horizontally until he reaches the center of the screen and bending downwards. He then reappears, digging up and to the opposite corner.


 * Tips:
 * There is a visible indication of where the Burrower is about to come out. Use this to easily identify the attack he is using.
 * The burrower always mirrors his attacks to the opposite side of the room. if he arcs to the center from one side of the room, he will arc to the opposite side of the room from the center. If he digs from the ceiling, he will dig from the floor slightly to the opposite end of the room.

The Sisters

 * The sisters are two Large flies of two different colors. The green one has a toxic aura which damages the character.
 * Attacks:
 * - Normal Fly
 * Spawns eggs which hatch into various fly grunts.
 * - Toxic Aura Fly
 * Lays eggs which hatch, bursting into poison unless destroyed by spells or attacks.


 * Tips:
 * Destroy as many eggs as possible, especially those spawned by the green fly. This is because even if flies do spawn from the eggs, you can knock any staggered fly grunts into the Sisters to do massive damage.
 * The eggs can also be knocked back at the Sisters to do a large amount of damage to them. This also breaks the eggs and prevents flies or poison clouds to spawn from these eggs.



The Maw

 * The Maw can also appear in the Summer Season. This version, unlike the previous, when it uses its quick sideways attack flings two large projectiles rather than one, both of which jump higher and more quickly than those produced by the Spring version. Additionally, it spawns four worm grunts at a time, each of which shoot three projectiles instead of one. This makes it necessary to parry, as it can be difficult to dodge all of these attacks. Similar to the basic version of the maw, it is safest to attack it with spells.

Grunty

 * A more difficult version of Spring Grunty


 * Attacks:
 * Upright: Spawns 2 grunts on opposite sides of the screen
 * Near Collapse: Spawns 4 mage grunts
 * Collapsed: Grunty joins the fight and is vulnerable.
 * This version of Grunty may summon jumping red sparks from his tower. These cannot be attacked and deal damage to your character upon collision
 * Tips:
 * Keeping one of the easier grunts alive until the tower has fallen is now even more beneficial.
 * As with the previous Grunty, grunts only respawn when the entire group has been defeated. Both versions of Grunty can spawn more grunts while the tower is falling, so it is best to leave one standing even if you know the tower is going to collapse, until Grunty joins the fight.



Automaton

 * A mechanical creature that spits fire and fires lasers. he can be green (spawns cages) or Orange (Spawns explosive barrels)


 * It regularly stands on a burning platform, however the Automaton occasionally jumps and hangs from the ceiling instead.
 * The Automaton often has a shield up, preventing you from being able to deal damage.


 * Attacks:
 * Laser: Shoots a laser, turning its head around once to move the laser across the room.
 * Fire: spits orbs of fire that jump around the room. These can spawn fire which fall to the ground and occasionally jump across the floor. This attack CAN be parried, however the fires can not.
 * Barrels/Cages:Sends out barrels which explode, or cages that spawn mobs upon breaking.
 * Sometimes jumps and hangs on to the ceiling, slightly changing the angle of the laser.
 * Tips:
 * Hit the cages before they explode to prevent grunts from spawning
 * Hide under one of the platforms in order to avoid the laser
 * Spells are typically safer, as the burning platform Automaton stands on can be dangerous to attack over
 * The explosive barrels can also damage the Automaton. If you kill the Automaton this way, it earns an acheivement.

Son of Grunty

 * A more difficult version of Son of Grunty


 * Attacks:
 * Spawn eggs : spawns 5 blue eggs which spawn minions


 * Spit : creates 3 waves of 4 projectiles which are hard to dodge


 * Charge : Exactly what the name implies. This charge can be jumped over easily.


 * Pots : drops pots or barrels + a red blob that jumps around and damages you on contact (total of 3 times when he begins the attack)

Master Alchemist

 * A boss very similar to the normal alchemist enemies.


 * Attacks :
 * Poison Pot : Throws a green flask at the ceiling, causing acid drops to fall from the ceiling on one side of the room.
 * Flame Pot : Throws 4-5 red flasks, sending a line of flame in a random direction from its landing point across the entire screen.
 * Ice Pot : Throws a pot at the ground, freezing it and causing the ground to act as spikes for a short time.
 * Lightning : The boss drinks a fluid to transform into a lightning orb, either spiraling outwards from the center of the room, or quickly moving from one side of the room in a vertical zig-zag pattern to the opposite end of the room.
 * Tips :
 * Having the blessing of Itzli on your character's body works against the ice pot attack, making you invulnerable to taking damage from it.
 * Dodging the lightning orb attacks is most easily done by dashing.

The Hermit
'''There are two variations of the Hermit. They can be distinguished by their color of shell.'''
 * The Hermit can be identified as a large Hermit Crab. the Hermit is attached to the right wall by its shell. His head is the only vulnerable area.

Green Hermit:

Attacks:
 * Summons a single slime orb which circles the room.
 * Attacks the area directly in front of it with its claws. Stand back to avoid damage.
 * Shoots a waving line of poison from its mouth across the room. Hide under it to avoid damage, however keep your eyes open for a slime ball.
 * At roughly 1/2 life, it hides in its shell, summoning flies (yellow, purple, and red ones) It will use its next attack regardless of the number of flies remaining on the screen. It then hits the ground with its claws to shake the room, causing rocks which can damage you to fall from the roof. In order to get the hermit to come from its shell after this, you must launch a rock at the hermit's shell to continue.
 * At roughly 1/4 life, it will hide in its shell again and summon more waves of flies, hitting the floor and shaking rocks loose from the roof again. As with the previous stage, you must launch a rock at the Hermit to continue.

Red Hermit: Tips:
 * Many of the Red Version Hermit's attacks are the exact same. The separation is that rather than spawning flies, the Red version of the Hermit will simply spawn more of the green slime orbs which circle the room.
 * Do not immediately blink to attack the hermit. It generally begins its cycle with a claw attack, which can damage you in the air.
 * Stand under its mouth when it begins to spray poison. Take the opportunity to hit him with spells until it stops spraying poison. Once the coast is clear, feel free to blink to his mouth. Be ready to dash to the left to dodge its next attack. Rinse and repeat.
 * Launching a rock may be difficult depending on the number of spawned flies, as you might dash to the fly instead of launching the rock as planned.
 * He is one of the more difficult bosses to avoid damage in. Prepare to lose at least a couple hearts.

Early Winter
The boss for Early Winter is always mechanically the same, however the boss can visually be any of these playable characters: Attacks (general):
 * Midas
 * Ghat
 * Gilgamesh
 * Theseus
 * Memnon
 * Chulainn
 * The boss will assume the spell casting stance and shoot soul shards outward at random angles. These bounce off the walls and disappear after a set distance traveled.
 * The boss will assume the parry stance and reflect any damage outwards for around 3 seconds. Note that unlike the player's character, this boss's parry window is for the entire length of the animation.
 * The boss will dash across the screen in an S pattern across the screen, damaging the player if any dashes hit.
 * The boss will summon and launch pots. These pots can be launched back at the boss to deal damage,  even if the boss is in its parry stance 
 * The character may summon grunts or flies.
 * The character will become invincible for a small period of time around roughly 1/2 health and 1/4 health, however, unlike other bosses with this effect, this is not an indication of a new attack.

Tips:
 * You can dodge any of these abilities, however these attacks do a larger amount of damage than most other enemies in the game
 * Do your best to dodge the spells and pots.
 * Avoid attacking them during their parry stance.
 * Strong spells make this fight easier. You'll have more time to see their attacks coming.

Humbaba
Attacks:
 * Wikipedia sources states: "Humbaba has the paws of a lion and a body covered in horny scales; his feet had the claws of a vulture, and on his head were the horns of a wild bull." This is a fitting description. Humbaba occupies the right side of the stage exclusively and with its enormous size, it nearly touches the roof with his head.
 * Humbaba may pound the ground with his fists and summon vents of icy wind from the floor from right to left.
 * He may summon icy orbs near his head that hover at his eye level. They shoot ice spears outwards in all directions. They have low health, and are easy to destroy if attacked.
 * Humbaba can summon ice crystals which fly from right to left. They do not all fly at the exact same time, however there is always one area you can dodge through by going through the gap within the crystals.
 * At roughly 2/3 health, he shields himself for a short time and drops three giant ice crystals from the roof that function as platforms for the rest of the fight.
 * At roughly 1/2 health, he shields himself shortly and will cover the ice floor with spikes for the duration of the fight. Stand on the ice crystals to avoid damage, unless you already have the blessing of Itzli on your body.

Tips:
 * Humbaba is a relatively easy boss. His moves are highly telegraphed and he has very few invulnerability frames.
 * Attack his head with spells or your weapon, simultaneously destroying any summoned ice orbs as well.
 * Be careful after defeating him as the floor may remain as spikes for a short period of time, potentially damaging you.

Astral
Tips:
 * After beating early winter on a playthrough, late winter and astral zones will unlock.
 * Astral has a repeating pattern of rooms starting with a brief respite, 3 normal enemy rooms, and a boss room. This pattern snakes the zone from the bottom left to the top right where the final boss is
 * The respite room consists of 3 pedastals with full hearts, a single spirit pedastal, and a single breath pedastal. There is no cost to any of these.
 * Astral has no hidden secrets, and also has massively increased enemies per room.
 * The bosses and boss order is always the same beginning with the maw, followed by the burrower, the automaton, the hermit, and last boss. These versions of the bosses are all the combinations of both versions of each boss, as well as having a new mechanic to the earlier bosses
 * Maw - Summons one of the Sisters as well as the worm grunts
 * Burrower - Grunts are typically Shielded, burrower moves faster
 * Automaton - Attacks much faster and uses every attack
 * Hermit - Spawns both a circling slime orb and Fly grunts
 * The blessing of Gran Bwa on your body can help you sustain exceptionally well, as those 3 hearts in the room of respite can effectively be 6 instead
 * Shield peircing or breaking is a necessity. The blessings of Balor (sword) or Itzli (spells), as well as certain other effects such as The blessing of agni to make your spells explode can make clearing these rooms a breeze rather than a chore. The Masher is a great weapon for these rooms, but is ineffective for the last boss since your damage output relies on the dead corpses. Find some other source of damage before astral such as influence=damage, health lost=damge or blessing of shiva on your weapon.
 * Once you pass through a boss room, you can't go back. Make sure you take everything you need before continuing.
 * Take advantage of spikes as they can instantly kill any (and I do mean ANY) enemy.

The Last Boss
Attacks: Tips:
 * The first time you reach the final boss, it will be ascended Hanuman. Once you defeat ascended Hanuman, the character you ascended with will be the next final boss.
 * Rather than attacking directly, the final boss has 3 objects which attack. Until these objects are destroyed, the final boss can not be damaged.
 * The boss has a shield until the spawned attacking objects are destroyed, from there you may attack the final boss.
 * The final boss can attack with relation to their main melee weapons, spells, or breaths.
 * He may send out his weapon, which remains still for a moment before going onto one of his patterns, which include twirling around once, twirling while moving in a horizontal figure 8, or twirling three times.
 * The spell, when sent out, will hover at his head's level in front of the shield briefly before shooting out spells. Depending on the revealed spell, it might shoot the genesis spell or soul shards.
 * The breaths he sends out will each be unique and have a unique attack. The breath will be apparent before the attack begins. The breath of Itzli shoots three skulls directly at the player that shoot a smaller spear the opposite direction of the object they hit. The breath of komoho summons a player sized wave, which can be easily jumped, from right to left. If his breath of Komoho hits, Komoho will appear from the ground and damage you for two full hearts. The breath of shamash summons a row of fire, with a gap just large enough for your character, that falls from the ceiling and remains there for a short period of time. The breath of skadi will shoot ice spears outwards at the player. The breath of serket lays poison clouds on the ground except for a player sized gap. Finally, the breath of fortuna will change to a random blessing and attack as usual.
 * Destroying all three objects will lower his shields and give you an opportunity to attack. After a short time, his shield will return and he will spawn the spell scroll, breath jar, and melee weapon to attack again.
 * After you take out the final boss's health bar, he will restore half of his health and spawn the three objects once more. He will use two attacks at the same time, rather than just one as before.
 * The objects have a lot of health, so be careful not to take too much damage.
 * Single target damage is stronger than area of effect damage, as the majority of this fight has you attacking one specific object rather than a large group.
 * If you have a strong spell, save it for when the objects are destroyed to do the most damage to the boss. If you have a strong breath, save it for the second stage of the fight to take out the objects faster. The two objects attacking at once is much more dangerous than just one.