World Bosses are powerful enemies in JoJo's Bizarre Adventure: Golden Spirit, and each one has its own fight inside the World Boss mode in the Hall of Trials. You build a team and send it into battle, with the aim of dealing as much damage as you can. The mode has its own rules for unlocking, scoring and rotation, and the bosses have some tricks of their own, so it helps to know the basics before you start.
Weekly Rotation
Weekly Rotation
Tarukus
Friday’s boss uses Bleed, a silencing roar, and a Chain Death Match triggered at full Energy.
- Day
- Friday
- JoJo Part
- Part 1: Phantom Blood
- HP
- 999,999,999
- Starting / Max Energy
- 10,000 / 20,000
- ATK / DEF by Difficulty
- Minion: 970 ATK / 295 DEF; Promote: 7,908 / 3,110; Hard: 19,550 / 6,842; Extreme: 36,362 / 13,635; Hell: 81,390 / 20,347.
- Skills and Mechanics by Difficulty
- Minion to Hell: a frontal cone within 6 tiles deals 500% ATK and applies 1 / 1 / 1 / 2 / 3 Bleed stacks (10s cooldown). His roar deals 800% ATK and Silences for 10 / 10 / 10 / 15 / 20s (30s cooldown; first at 10s). At full Energy, Chain Death Match locks Tarukus and the enemy who dealt the most damage; that target loses 2% Max HP per second at an increasing rate, while Tarukus gains bonus damage equal to 0.5% of his Max HP on Minion and 1% on Hell. Breaking Stance makes Tarukus take 100% more damage for 5s; his next Chain deals 50 / 40 / 30 / 20 / 10% more damage.
Wamuu
Saturday’s boss follows a forward Sandstorm with close-range damage and a high-damage cone attack.
- Day
- Saturday
- JoJo Part
- Part 2: Battle Tendency
- HP
- 999,999,999
- Starting / Max Energy
- 10,000 / 20,000
- ATK / DEF by Difficulty
- Minion: 1,453 ATK / 480 DEF; Promote: 7,908 / 3,110; Hard: 24,192 / 8,467; Extreme: 45,453 / 13,635; Hell: 81,390 / 20,347.
- Skills and Mechanics by Difficulty
- Wind Mode: Divine Sandstorm hits enemies within 6 tiles ahead for 500% ATK, then deals 300 / 350 / 400 / 450 / 500% ATK per second to units within 1 tile for 10s; its cooldown is 18 / 18 / 12 / 12 / 9s. At full Energy, Final Mode: Atmospheric Rift deals 1,200% ATK in a forward cone, and Wamuu takes 2,000% more damage from damage-over-time effects while channeling. Breaking Stance makes Wamuu take 100% more damage for 5s and reduces the next Rift’s damage by 10 / 20 / 30 / 40 / 50%.
Cool Ice
Sunday’s boss builds Energy over time, then sweeps the field while immune during flight.
- Day
- Sunday
- JoJo Part
- Part 3: Stardust Crusaders
- HP
- 999,999,999
- Starting / Max Energy
- 0 / 20,000
- ATK / DEF by Difficulty
- Minion: 2,055 ATK / 766 DEF; Promote: 10,506 / 4,202; Hard: 24,192 / 8,467; Extreme: 52,153 / 15,645; Hell: 81,390 / 20,347.
- Skills and Mechanics by Difficulty
- An active attack begins after 3s, then repeats every 18 / 18 / 18 / 18 / 12s: it deals 500% ATK to a random target and Immobilizes for 10s; Hell also applies Bleed. Cool Ice’s Attack and Energy Regen rise over time. At full Energy, he enters Cream and sweeps the field for 1,200% ATK, then can spiral toward the center up to three times; he is immune to damage and Stance loss while flying. Breaking Stance stuns him, increases damage taken by 100%, and stops Energy recovery until his Stance refills; attacks during the refill can break Stance again.
Akira Otoishi
Monday’s boss drains Energy and recharges Chili Pepper when its Energy reaches zero.
- Day
- Monday
- JoJo Part
- Part 4: Diamond is Unbreakable
- HP
- 999,999,999
- Starting / Max Energy
- 12,000 / 12,000
- ATK / DEF by Difficulty
- Minion: 2,750 ATK / 1,142 DEF; Promote: 10,506 / 4,202; Hard: 28,824 / 10,088; Extreme: 52,153 / 15,645; Hell: 81,390 / 20,347.
- Skills and Mechanics by Difficulty
- A 10s active attack (first at 2s) deals 500% ATK to the nearest target and absorbs all of its Energy. A 20s teleport attack hits near the farthest target for 2,400% ATK divided across affected units; its first cast is after 3s on Minion through Extreme and after 10s on Hell. Chili Pepper starts at full Energy, loses Attack, Attack Speed, and Defense as it spends Energy, then teleports to a battery to recharge at zero and cannot be Stunned while recharging. Breaking Stance stuns it for 5s and makes it take 100% more damage, unless it spends 3,000 Energy to avoid the stun; crowd-control effects deal more Stance damage.
Notorious Chase
Tuesday’s boss uses two tentacles, drains Energy with HP loss, and adds piercing strikes over time.
- Day
- Tuesday
- JoJo Part
- Part 5: Golden Wind
- HP
- 999,999,999
- Starting / Max Energy
- 0 / 10,000
- ATK / DEF by Difficulty
- Minion: 2,750 ATK / 1,142 DEF; Promote: 13,464 / 5,386; Hard: 28,824 / 10,088; Extreme: 59,789 / 17,936; Hell: 81,390 / 20,347.
- Skills and Mechanics by Difficulty
- Two tentacles prioritize nearby units with the highest Attack Speed; HP lost to its attacks drains the same share of Energy, and the tentacles pause for 15s after taking a damage threshold (90s cooldown; first at 90s). Starting after 10s, Tentacle Strikes pierce a line for 600% ATK every 6 / 5 / 4 / 3 / 2s. At full Energy, Notorious Chase becomes Weakened to absorb drained Energy, then deals 1,200% ATK to all enemies; breaking Stance also triggers Weakened and restores Stance afterward. From the third Weakened ending onward, it sends a random-direction strike every 6 / 5 / 5 / 5 / 5s. With no target in melee range, it launches Tentacle Strikes continuously.
Risotto Nero
Wednesday’s boss lays Iron Caltrops under groups and reduces ranged damage while in Stealth.
- Day
- Wednesday
- JoJo Part
- Part 5: Golden Wind
- HP
- 999,999,999
- Starting / Max Energy
- 10,000 / 20,000
- ATK / DEF by Difficulty
- Minion: 4,619 ATK / 2,115 DEF; Promote: 13,464 / 5,386; Hard: 33,525 / 11,733; Extreme: 59,789 / 17,936; Hell: 81,390 / 20,347.
- Skills and Mechanics by Difficulty
- Iron Caltrops appears in the area with the most enemies (15s cooldown; first at 3s). Stealth reduces ranged damage taken by 40 / 50 / 60 / 70 / 80%. At full Energy, Risotto throws 13 daggers at the enemy with the highest HP, each for 300% ATK. Every 30s he moves to a position opposite his current one; breaking Stance stuns him for 10s, skips movement, and removes his ranged-damage resistance.
F.F.
Thursday’s boss spreads Micro Plankton and splits into smaller colonies when its Stance Bar breaks.
- Day
- Thursday
- JoJo Part
- Part 6: Stone Ocean
- HP
- 5,000,000
- Starting / Max Energy
- 10,000 / 20,000
- ATK / DEF by Difficulty
- Minion: 4,619 ATK / 2,115 DEF; Promote: 17,106 / 6,842; Hard: 33,525 / 11,733; Extreme: 67,825 / 20,347; Hell: 81,390 / 20,347.
- Skills and Mechanics by Difficulty
- Every 15s after an initial 3s, F.F. sprays Micro Plankton across all units. At full Energy, black liquid tentacles strike random targets for 700% ATK as area damage within 1 tile. Breaking Stance splits F.F. into two Plankton Colonies, which split into three Tiny Plankton Colonies when damaged; those reform into F.F. in a Weakened state. Each Stance break raises max Stance and the damage threshold colonies absorb before splitting. Colonies attack nearby units and shatter for 300% F.F. ATK to nearby enemies plus Micro Plankton.
How to Unlock and Play World Boss Mode
You unlock World Boss mode by clearing stage N4-10 on Normal difficulty. Once it's open, you get a few attempts each day, and every run is scored on the damage you deal rather than on finishing the boss off.
Each boss comes in several difficulty levels, and the higher levels bring much stronger stats. Each fight is rated from B up to SSS, based on the damage you deal in a single challenge.
Single-Server and Cross-Server Phases
World Boss runs in two phases. In the single-server phase, bosses open one after another, and earning an SSS rating on the boss you're fighting unlocks the next one. How quickly you move through them also depends on the age of your server.
The cross-server phase starts later, once you've earned SSS ratings on every boss at Extreme difficulty and your server has reached a set age. From then on, a different boss comes up each day on a fixed weekly schedule.
How the World Bosses Fight
Each boss builds up Energy during a fight, and when its Energy is full, it unleashes a powerful ultimate attack.
Each boss also has a Stance Bar. When that bar runs out, the boss reacts in its own way, often by taking extra damage for a few seconds, and that moment is usually your best window to deal damage.
Attacks vary a lot. Some pin a random character in place, some drain Energy from the characters they hit, and others sweep a wide area in front of the boss or drop hazards where your team crowds together.
How to Prepare for a World Boss Fight
Crit stats are worth investing in. The bosses have zero Crit Resistance and zero Effect Resistance at every difficulty, so your Crit Rate, Crit Boost and debuff chances all work at full strength.
Weather is another thing to check. You can see it in the upper right corner of the screen before a battle, and because it affects every unit on the field, it can change which team does best.
Ranged characters gain extra damage for each tile between them and their target, so keeping them back is worth it. Scoring rewards single-target damage on the boss and its minions, so teams built around one heavy hitter tend to score higher than teams built for area damage. If minions are on the field, open with a crowd-control character, then pour your Energy into your main attacker's ultimate.
Once three characters from different Fighting Styles have used their ultimates, your whole team gets a 25% boost to final damage. Early runs are a good place to test formations, weather and timing before you commit to one setup.
World Boss Rewards and Daily Rankings
Rankings are based on the damage you deal each day to the newest boss available on your server. In the cross-server phase, rankings are shared across the whole region.
Ranking rewards are paid out every day at 4:00 AM (UTC-4). Before that, a settlement period runs from 3:45 to 4:00 AM, and no new challenges can start during it.
Rewards include Challenge Coins, which you spend at the Boss Store, along with other ranking rewards.
FAQ
Can you actually defeat a World Boss?
Most of the bosses list 999,999,999 health, so the mode is built around the damage you deal, not a final blow.
Do my character levels matter in World Boss?
In the cross-server phase, every character and ability is set to level 100 for the fight, so a higher level gives you no edge there.

