Peglin is a roguelike, so every run plays out differently, and losing ends it. You fire orbs into a pegboard to hurt the enemies and bosses in your way. The monsters you face come in three main kinds: regular foes, tougher minibosses, and a boss at the end of each act. Enemies take their own turn after yours, so every fight is a trade between the damage you deal and the damage you take, and knowing how each kind behaves helps you choose the right orbs and relics.
Act / encounter
Act 1 — Forest
Avogadro
Hides behind a tree, then burrows close to attack.
- Act / encounter
- Act 1 — Forest
- Enemy type
- Boss
- Health
- 602
- Attacks
- Melee 8
- Behavior
- Hides behind its tree between attacks, then burrows beside the player to hit. It can retreat and send an Euphorbia minion; its bombs grow when it returns.
Batty
A fast bat that heals when it hits.
- Act / encounter
- Act 1 — Forest
- Enemy type
- Regular enemy
- Health
- 65
- Attacks
- Melee 2
- Behavior
- Moves two spaces per turn and heals when its hit lands. It is immune to Darcness.
Betsy the Leshy
Alternates Tangled with ranged attacks and summons a Bushy.
- Act / encounter
- Act 1 — Forest
- Enemy type
- Boss
- Health
- 1,250
- Attacks
- Ranged 6
- Behavior
- Starts beside a Venom Battrap. She applies Tangled on odd turns, attacks on even turns, and adds a Bushy minion on turn four.
Blue Slimedrop
A Forest slime with both melee and ranged attacks.
- Act / encounter
- Act 1 — Forest
- Enemy type
- Regular enemy
- Health
- 80
- Attacks
- Melee 3; Ranged 2
- Behavior
- Uses a melee hit when close and a short ranged attack when the player is farther away.
Bushy (Minion)
Betsy’s small melee minion.
- Act / encounter
- Act 1 — Forest
- Enemy type
- Regular enemy
- Health
- 20
- Attacks
- Melee 3
- Behavior
- A small minion summoned by Betsy the Leshy. It moves in to block the player and attack.
Elite Slimeglob
A tougher Forest slimeglob fought as a miniboss.
- Act / encounter
- Act 1 — Forest
- Enemy type
- Elite / miniboss
- Health
- 360
- Attacks
- Melee 7
- Behavior
- A Forest miniboss with much more health than a regular slimeglob and a stronger melee hit.
Euphorbia (Minion)
Avogadro’s stationary plant minion.
- Act / encounter
- Act 1 — Forest
- Enemy type
- Regular enemy
- Health
- 70
- Attacks
- Ranged 3
- Behavior
- A stationary plant minion used by Avogadro. It charges for two turns before its ranged attack.
Green Slimedrop
A Forest slime with weak melee and ranged attacks.
- Act / encounter
- Act 1 — Forest
- Enemy type
- Regular enemy
- Health
- 60
- Attacks
- Melee 1; Ranged 1
- Behavior
- Uses a melee hit when close and a short ranged attack when the player is farther away.
Minnie the Minotaur
Charges across the board after telegraphing its attack.
- Act / encounter
- Act 1 — Forest
- Enemy type
- Elite / miniboss
- Health
- 543
- Attacks
- Melee 22
- Behavior
- Moves two spaces per turn, telegraphs a charge, then hits for heavy melee damage.
Old Growth Venom Battrap
Three stationary traps that charge ranged attacks.
- Act / encounter
- Act 1 — Forest
- Enemy type
- Elite / miniboss
- Health
- 250
- Attacks
- Ranged 5
- Behavior
- A Forest miniboss encounter with three stationary Venom Battraps. They telegraph their ranged attacks for three turns.
Red Slimedrop
A stronger Forest slime with melee and ranged attacks.
- Act / encounter
- Act 1 — Forest
- Enemy type
- Regular enemy
- Health
- 110
- Attacks
- Melee 5; Ranged 3
- Behavior
- Uses a melee hit when close and a short ranged attack when the player is farther away.
Slime Boss
Approaches with ranged attacks, then swallows the player.
- Act / encounter
- Act 1 — Forest
- Enemy type
- Boss
- Health
- 900
- Attacks
- Melee 8; Ranged 2
- Behavior
- Uses a ranged attack while approaching. When close, it swallows the player and deals melee damage each turn.
Slime Hive
A Forest miniboss that summons waves of Slimedrops.
- Act / encounter
- Act 1 — Forest
- Enemy type
- Elite / miniboss
- Health
- 735
- Attacks
- No direct attack
- Behavior
- Summons three Green Slimedrops, two Blue Slimedrops, one Red Slimedrop, then a Rainbow Slimedrop in sequence. Each summon costs it 30 health.
Stompy Stomp
A miniboss that leaves a Stomp obstacle when defeated.
- Act / encounter
- Act 1 — Forest
- Enemy type
- Elite / miniboss
- Health
- 475
- Attacks
- Melee 4; Ranged 8
- Behavior
- A Forest miniboss that stomps the board, then leaves a dead Stomp obstacle behind when defeated.
Stumpy Stump
Leaves a shot-blocking Stump obstacle when defeated.
- Act / encounter
- Act 1 — Forest
- Enemy type
- Regular enemy
- Health
- 200
- Attacks
- Melee 2
- Behavior
- Leaves a dead Stump obstacle when defeated; the obstacle blocks shots.
Venom Battrap
A stationary Forest trap that charges its attack.
- Act / encounter
- Act 1 — Forest
- Enemy type
- Regular enemy
- Health
- 70
- Attacks
- Ranged 3
- Behavior
- Stays in place and telegraphs its ranged attack for two turns before firing.
Webber
A spider that attacks from the air and alters the board with webs.
- Act / encounter
- Act 1 — Forest
- Enemy type
- Regular enemy
- Health
- 150
- Attacks
- Ranged 2
- Behavior
- Alternates between upper and lower lanes and attacks only while airborne. Its web peg can alter the board.
Act / encounter
Act 2 — Castle
Ballista Militia
A castle boss that fires a Conefusion bolt and sends Janitors.
- Act / encounter
- Act 2 — Castle
- Enemy type
- Boss
- Health
- 3,000
- Attacks
- Ranged 30
- Behavior
- Fires every five turns and applies Conefusion with its bolt. Castle Janitors it sends out can block the path, and the bolt can hit them.
Brick Slimebox
A heavy slimebox that can attack from two spaces away.
- Act / encounter
- Act 2 — Castle
- Enemy type
- Regular enemy
- Health
- 311
- Attacks
- Melee 6; Ranged 6
- Behavior
- Moves two spaces and can strike from two spaces away. Tangled stops its attack, and it cannot pass an enemy within two spaces.
Castle Janitor (Minion)
A Ballista Militia minion that explodes on contact.
- Act / encounter
- Act 2 — Castle
- Enemy type
- Regular enemy
- Health
- 50
- Attacks
- Melee 7
- Behavior
- Appears in Ballista Militia’s fight. It moves toward the player and explodes on contact.
Castle Lightning Rod
A stationary rod that changes how attacks damage it.
- Act / encounter
- Act 2 — Castle
- Enemy type
- Regular enemy
- Health
- 575
- Attacks
- No direct attack
- Behavior
- Stays in place and protects other enemies from targeted attacks. Projectile attacks deal double damage, while targeted attacks deal half damage.
Chanballier
Fires every other turn and falls onto units below when defeated.
- Act / encounter
- Act 2 — Castle
- Enemy type
- Regular enemy
- Health
- 200
- Attacks
- Ranged 2; falling body 500
- Behavior
- Fires every other turn. When defeated, its body falls and deals 500 damage to units below it.
Demon Hand
A Castle miniboss with a heavy melee strike.
- Act / encounter
- Act 2 — Castle
- Enemy type
- Elite / miniboss
- Health
- 1,989
- Attacks
- Melee 25
- Behavior
- A Castle miniboss with a heavy melee strike. It has far more health than a regular Castle enemy.
Demon Wall
Advances behind two knights and kills on contact.
- Act / encounter
- Act 2 — Castle
- Enemy type
- Boss
- Health
- 7,000
- Attacks
- Lethal, unblockable contact
- Behavior
- Slowly advances toward the player behind two knights. If it reaches the player, its contact attack is lethal and cannot be blocked.
Domesticated Battrap
A stationary Castle trap that telegraphs ranged attacks.
- Act / encounter
- Act 2 — Castle
- Enemy type
- Regular enemy
- Health
- 300
- Attacks
- Ranged 6
- Behavior
- Stays in place and telegraphs its ranged attack before firing. It appears in a Castle encounter behind mirrors.
Enchanted Mirror
A stationary mirror whose Rebound grows each turn.
- Act / encounter
- Act 2 — Castle
- Enemy type
- Regular enemy
- Health
- 777
- Attacks
- No direct attack
- Behavior
- Stays in place with Rebound that rises by one each turn. It resists targeted attacks and is weak to projectile attacks.
Fright Knight
Teleports in to attack, then leaves.
- Act / encounter
- Act 2 — Castle
- Enemy type
- Regular enemy
- Health
- 120
- Attacks
- Melee 10
- Behavior
- Teleports beside the player, attacks, then leaves. It repeats this two-turn cycle.
Height Knight
A tougher, taller knight fought as a miniboss.
- Act / encounter
- Act 2 — Castle
- Enemy type
- Elite / miniboss
- Health
- 600
- Attacks
- Melee 10
- Behavior
- A tall Castle miniboss with much more health and stronger attacks than a regular knight.
Impolite Knight
A stationary knight that telegraphs crossbow shots.
- Act / encounter
- Act 2 — Castle
- Enemy type
- Regular enemy
- Health
- 450
- Attacks
- Ranged 6
- Behavior
- Stays in place and fires its crossbow every third turn after telegraphing the shot.
In-flight Knight
A Castle knight that attacks every other turn.
- Act / encounter
- Act 2 — Castle
- Enemy type
- Regular enemy
- Health
- 200
- Attacks
- Ranged 6
- Behavior
- Fires a ranged attack every other turn.
Kite Knight
A knight whose front shield blocks attacks.
- Act / encounter
- Act 2 — Castle
- Enemy type
- Regular enemy
- Health
- 200
- Attacks
- Melee 4
- Behavior
- Keeps a shield in front of itself, blocking attacks that hit the shield until it is bypassed or broken.
Knight Knight
A Castle knight with melee and ranged attacks.
- Act / encounter
- Act 2 — Castle
- Enemy type
- Regular enemy
- Health
- 200
- Attacks
- Melee 5; Ranged 2
- Behavior
- A standard Castle knight that alternates between melee and ranged attacks.
Light Knight
Heals weakened groups of enemies or attacks from range.
- Act / encounter
- Act 2 — Castle
- Enemy type
- Regular enemy
- Health
- 150
- Attacks
- Ranged 3
- Behavior
- Heals other enemies by 25 when at least two remain, their combined health is below 60%, and it did not heal on the previous turn. Otherwise it uses a ranged attack.
Malevolent Portrait (Minion)
Dulls its column, then leaves Spinfection pegs when defeated.
- Act / encounter
- Act 2 — Castle
- Enemy type
- Regular enemy
- Health
- 90
- Attacks
- Ranged 4 when its column has no regular pegs left
- Behavior
- Dulls pegs in the column below it. Once no regular pegs remain there, it fires for 4. When defeated, it restores the dull pegs and leaves three Spinfection pegs.
Pigment of Imagination
A Castle boss that fights with Malevolent Portraits.
- Act / encounter
- Act 2 — Castle
- Enemy type
- Boss
- Health
- 4,500
- Attacks
- Ranged 2
- Behavior
- Starts with two Malevolent Portraits, then moves to summon a third. It replaces Portraits killed on the previous turn; otherwise it fires for 2. The Portraits dull pegs and create Spinfection pegs when defeated.
Requite Knight
A miniboss that switches defenses against different attack types.
- Act / encounter
- Act 2 — Castle
- Enemy type
- Elite / miniboss
- Health
- 1,500
- Attacks
- Melee 10
- Behavior
- Changes its defense based on attack type: it counters projectile attacks with Rebound and targeted attacks with a shield. Its health and status effects carry between forms.
Shield Mage
Builds shields, then blasts when its Ballwark is high.
- Act / encounter
- Act 2 — Castle
- Enemy type
- Elite / miniboss
- Health
- 1,000
- Attacks
- Ranged 4
- Behavior
- Places two shields every other turn. Its Ballwark increases with the number of shields; once it passes 300, it blasts and removes the shields.
Act / encounter
Act 3 — Mines
Batteye
Moves quickly through the Mines to strike nearby.
- Act / encounter
- Act 3 — Mines
- Enemy type
- Regular enemy
- Health
- 180
- Attacks
- Melee 4
- Behavior
- Moves two spaces per turn and attacks when it reaches the player.
Crevice Webber
A stronger spider that attacks while airborne.
- Act / encounter
- Act 3 — Mines
- Enemy type
- Regular enemy
- Health
- 400
- Attacks
- Ranged 4
- Behavior
- A stronger Mines spider that alternates between airborne and grounded positions; it only attacks while airborne. Its ranged damage is doubled in the current game version.
Crystal Mirror
A stationary mirror that reflects attacks differently by type.
- Act / encounter
- Act 3 — Mines
- Enemy type
- Regular enemy
- Health
- 999
- Attacks
- No direct attack
- Behavior
- Stays in place with Rebound 8. It takes half damage from targeted attacks and double damage from projectile attacks.
Crystal Slimedrop
A tougher Mines slime with melee and ranged attacks.
- Act / encounter
- Act 3 — Mines
- Enemy type
- Regular enemy
- Health
- 550
- Attacks
- Melee 6; Ranged 3
- Behavior
- A hard Mines slime that uses melee when close and a short ranged attack from farther away.
Crystal Slimeglob
A tough slimeglob that can gain strength from Sporeshrooms.
- Act / encounter
- Act 3 — Mines
- Enemy type
- Regular enemy
- Health
- 1,400
- Attacks
- Melee 8
- Behavior
- A tough Mines enemy that gains Muscircle and can become stronger when a Sporeshroom buffs it.
Flying Sapper (Minion)
A fast Mines minion that explodes on contact.
- Act / encounter
- Act 3 — Mines
- Enemy type
- Regular enemy
- Health
- 300
- Attacks
- Melee 30
- Behavior
- A fast minion that moves three spaces per turn and explodes when it reaches the player.
Giant Radiaworm
A stationary Mines enemy with a ranged attack.
- Act / encounter
- Act 3 — Mines
- Enemy type
- Regular enemy
- Health
- 600
- Attacks
- Ranged 5
- Behavior
- Stays in place and attacks from range.
Invisible Miniboss
An untargetable Mines miniboss in an invisible-enemy fight.
- Act / encounter
- Act 3 — Mines
- Enemy type
- Elite / miniboss
- Health
- 1,500
- Attacks
- Melee 10; Ranged 5
- Behavior
- The Mines miniboss encounter hides the miniboss and its minions; a visible Lightning Rod is also present. The miniboss cannot be targeted normally.
Invisible Minion
An untargetable Mines enemy with several encounter variants.
- Act / encounter
- Act 3 — Mines
- Enemy type
- Regular enemy
- Health
- 500
- Attacks
- Melee 5; ranged 3 (variant-dependent)
- Behavior
- An untargetable Mines enemy. The encounter can include basic, explosive, and ranged invisible minion variants.
Mines Lightning Rod
A stationary rod that changes how attacks damage it.
- Act / encounter
- Act 3 — Mines
- Enemy type
- Regular enemy
- Health
- 777
- Attacks
- No direct attack
- Behavior
- Stays in place and protects other enemies from targeted attacks. Projectile attacks deal double damage, while targeted attacks deal half damage.
Night Knight
A fast Mines knight that attacks at close range.
- Act / encounter
- Act 3 — Mines
- Enemy type
- Regular enemy
- Health
- 777
- Attacks
- Melee 6
- Behavior
- Moves two spaces per turn and attacks when it reaches the player.
Peg-ta
Starts with one refresh peg and restores pegs as it is hit.
- Act / encounter
- Act 3 — Mines
- Enemy type
- Elite / miniboss
- Health
- 444
- Attacks
- Ranged 6
- Behavior
- Starts the fight with a refresh peg as its only peg. Hitting refresh or critical pegs restores pegs, up to 120; its ranged attack hits for 6.
Peglin Sapper
Moves toward the player and explodes on contact.
- Act / encounter
- Act 3 — Mines
- Enemy type
- Regular enemy
- Health
- 500
- Attacks
- Melee 40
- Behavior
- Moves one tile per turn and explodes on contact. Defeating it can also damage nearby enemies.
Peglin Sapper (Minion)
A Peglin Sapper minion with the same contact attack.
- Act / encounter
- Act 3 — Mines
- Enemy type
- Regular enemy
- Health
- 500
- Attacks
- Melee 40
- Behavior
- A Peglin Sapper minion that moves one tile per turn and explodes on contact. Its base health and contact damage match the regular Sapper.
Qaballistic Ruins
Four rotating stone segments with different buffs and attacks.
- Act / encounter
- Act 3 — Mines
- Enemy type
- Boss
- Health
- 3,500–4,000 per segment (4 segments)
- Attacks
- Ranged 3 / 3 / 1 / 1 by segment
- Behavior
- Four colored stone segments rotate clockwise and attack in a repeating order. The red segment deals extra damage, the purple one strengthens the others, the blue one heals under set conditions, and each defeated segment strengthens those left.
Slenderlin
A Mines miniboss that strengthens itself and Sappers.
- Act / encounter
- Act 3 — Mines
- Enemy type
- Elite / miniboss
- Health
- 2,500
- Attacks
- Ranged 4
- Behavior
- Fires a ranged attack and periodically grants itself and Sappers Muscircle.
Sporeshroom
A stationary shroom that buffs or heals passing enemies.
- Act / encounter
- Act 3 — Mines
- Enemy type
- Regular enemy
- Health
- 400
- Attacks
- Ranged 1
- Behavior
- Stays in place and releases spores every other turn. Enemies that pass it can be healed or strengthened.
Super Sapper
A stationary boss that fires and can regenerate the board.
- Act / encounter
- Act 3 — Mines
- Enemy type
- Boss
- Health
- 6,000
- Attacks
- Ranged 1
- Behavior
- Stays in place and fires every turn. It grows stronger when hit by Rigged Bombs, can send out Sapper minions, and regenerates the peg grid every five turns on Cruciball 20.
Thesaurosus
Pulls the player in, then uses fire breath and a heavy claw.
- Act / encounter
- Act 3 — Mines
- Enemy type
- Boss
- Health
- 12,000
- Attacks
- Claw 20; fire breath 3 × 4 (12 total)
- Behavior
- Stays in place and pulls the player toward its inhale slot. It breathes fire for four hits of 3, then claws for 20, pushes the player back, and reshuffles the pegs. An orb entering the inhale slot gives it Muscircle.
Tri-beam Shade
A Mines miniboss that builds Muscircle before firing a laser.
- Act / encounter
- Act 3 — Mines
- Enemy type
- Elite / miniboss
- Health
- 131
- Attacks
- Laser damage scales with Muscircle
- Behavior
- Starts with one Muscircle and one Intangiball, then gains two of each every turn. It approaches and fires a laser whose damage scales with Muscircle.
Turned Knight
A healing knight miniboss fought on an upside-down board.
- Act / encounter
- Act 3 — Mines
- Enemy type
- Elite / miniboss
- Health
- 1,691
- Attacks
- Melee 11
- Behavior
- A Mines miniboss fought on an upside-down board. It heals itself every few turns and attacks at close range.
Act / encounter
Act 4 — The Core
Black Hole Slimedrop
A Core slime whose void attack drains maximum health.
- Act / encounter
- Act 4 — The Core
- Enemy type
- Regular enemy
- Health
- 6,000
- Attacks
- Ranged 1; void drain
- Behavior
- A Core slime whose void attack drains the player’s maximum health. It advances like other slimes.
Orbserver of Radia
A Core boss with extreme health and special effect pegs.
- Act / encounter
- Act 4 — The Core
- Enemy type
- Boss
- Health
- 600,000
- Attacks
- Ranged 8
- Behavior
- A Core boss with 600,000 base health and Intangiball. Its attacks interact with the board’s special effect pegs.
Painbow Slimedrop
A fleeing Core slime that drops coins when hit or defeated.
- Act / encounter
- Act 4 — The Core (can also appear in the Slime Hive)
- Enemy type
- Regular enemy
- Health
- 200
- Attacks
- No direct attack; it flees
- Behavior
- Runs from battle instead of attacking. Hitting or defeating it returns stolen coins and adds more coins to the board; the Slime Hive can rarely summon one.
Slobelisk
A Core miniboss with a symbol-based effect and Intangiball.
- Act / encounter
- Act 4 — The Core
- Enemy type
- Elite / miniboss
- Health
- 12,000
- Attacks
- Ranged 8
- Behavior
- A Core miniboss whose symbol signals its current special effect. It attacks from range and uses Intangiball, which limits how much damage it can take in one turn.
Act / encounter
Cross-act encounters
Mimic
A chest mimic whose stats rise by act and grants an extra relic option.
- Act / encounter
- Acts 1–4 (special or miniboss nodes; stats vary by act)
- Enemy type
- Elite / miniboss
- Health
- Forest 400; Castle 1,000; Mines 1,750; Core 6,000
- Attacks
- Ranged 4 / 5 / 6 / 7 (Forest / Castle / Mines / Core)
- Behavior
- Appears as a chest and throws relics to attack. Its health and damage rise by act; defeating it provides an extra relic option.
Rainbow Slimedrop
A fleeing slime that adds coins to the board.
- Act / encounter
- Acts 1–3 (rare fights); Act 4 Rainbow Slime Encounter; can also appear in the Slime Hive
- Enemy type
- Regular enemy
- Health
- 200
- Attacks
- No direct attack; it flees
- Behavior
- Tries to flee instead of attacking. It adds coins to the board when hit and drops more when defeated; the Slime Hive can rarely summon one.
What Kinds of Enemies Are in Peglin
Most enemies are regular foes, and they come in families that share a look and a style. Slimes are common in the Forest, knights guard the Castle, and sappers and crystal creatures turn up in the Mines. Some of them fly, and each family moves and attacks in its own way, so a tactic that works on one may do little against another.
Minibosses are the tougher foes you meet along the way, and most of them come with a trick. Some shield the pegs around them, some call in helpers, and some break the normal rules of the board. They don't end an act the way a boss does, but they can drain your health fast if you walk in unprepared.
Bosses are the big fights at the end of each act, and beating one is how you move on. Many bring minions, which are smaller enemies that soak up the hits aimed at the boss. Several also change the board mid-fight, so the pegs you were counting on may be gone by your next shot.
How Enemies Attack and How Targeting Works
Each fight runs in rounds. You aim and fire your orbs, the foes they hit take damage, and then the enemies get their own turn to attack. Since your health is the limit, you have to keep their attacks in mind while you build up your damage.
The game picks your target at the start of each fight. It chooses the closest enemy and ranks enemies on the ground above flying ones, and in a boss fight the boss comes first. You can change the target by clicking an enemy or pressing Tab or Shift, but only while you are lining up a shot. Once an orb is in the air or the enemies are taking their turn, the target is locked, and if your target dies, the game picks a new one the same way.
A few enemies break these rules. Rod enemies, such as the Lightning Rods in the Castle and the Mines, always send your attacks to the front-most rod. The invisible miniboss turns off manual targeting, so every attack goes to the closest enemy.
Orbs decide who gets hit, too. Most orbs are thrown toward your target, so whatever stands in front of it takes the hit first. Targeting orbs skip that path and strike the chosen enemy directly, while some orbs hit every enemy on the board no matter who you picked.
Which Bosses You Face in Each Act
Every act ends with a boss, and which one you face depends on the act. The Forest ends with Avogadro, the Slime Boss, or Betsy the Leshy, and beating the Forest boss earns you a choice of relic.
The Castle's bosses are the Ballista Militia, the Demon Wall, and the Pigment of Imagination. The Mines hold Thesaurosus, the Super Sapper, and the Qaballistic Ruins, which are also called the Animated Ruins.
Act 4, The Core, ends with its own final boss, the Orbserver of Radia.
How to Beat Bosses in Peglin
Start by learning each boss's pattern, since most of them show you what is coming. The Ballista Militia loads its bolt the turn before it fires, Avogadro stays hidden behind the tree until it digs up beside you, and Thesaurosus repeats the same attack cycle for the whole fight. Once you know the rhythm, you can hold your strongest orbs for the moments the boss is exposed or about to strike.
Minions need a plan too. The Castle Janitors of the Ballista Militia and the Bushies of Betsy the Leshy soak up hits aimed at their boss, so you decide whether to clear them first or go straight for the boss. Targeting orbs, piercing orbs, and bombs are the usual tools for clearing a crowd. Pigment of Imagination's Malevolent Portraits turn the pegs in their columns dull, and the Spinfection they leave behind can overwhelm you if you clear them too often.
Timing and order matter as well. The Slime Boss gets far more dangerous once it engulfs you, so dealing heavy damage before that point is the smart play. With the Qaballistic Ruins, take the purple ruin down first, since it strengthens the others.
The Super Sapper resists regular bombs, so save your high-damage orbs for it and use bombs on the Sappers that keep arriving. Thesaurosus doesn't get stronger as the fight goes, so healing and sustain can carry you through it.
Which Bosses Are the Hardest in Peglin
The Demon Wall is a sharp difficulty spike. It moves forward slowly, and the knights standing in front of it are eaten if they survive long enough. Its attack can't be blocked, and if it reaches you, it swallows you, which is effectively instant death. So hit it early, before it closes in.
The Super Sapper is hard for a different reason. Its projectile can turn random pegs into Rigged Bombs each time it hits you, which can wreck your plans fast. It also keeps sending Sappers to block your shots, so the fight is about controlling the board as much as dealing damage.
The Orbserver of Radia is the toughest fight in a run. It has more than one phase, so the fight changes partway through, and it takes a strong build to win.
How Cruciball Changes Enemies and Bosses
Cruciball is a harder mode you unlock by beating the main game, and its levels unlock one after another. Each level stacks new changes on top of the earlier ones, and many of them make enemies tougher. Enemies and minibosses get tougher, minibosses hit harder, and regular battles can bring in extra enemies from the same area.
Bosses get tougher in their own ways. They gain health partway through the mode, and the final levels give each boss its own added difficulty, such as more frequent attacks, tougher minions, or forced targeting rules. Some bosses also change in specific ways, like the Ballista Militia firing faster.
FAQ
Which boss do you meet first in Peglin?
Avogadro is usually the first boss you meet, in the Forest. Defeating it wins the fight even if other enemies are still on the board, so you don't have to clear everything first.
Which Peglin bosses have achievements?
Several do. Defeating the Slime Boss earns End Of The Slime, Betsy the Leshy gives New Leshy on Life, and the Qaballistic Ruins give Won't Get Ruined Again. The Demon Wall unlocks All In All, and Pigment of Imagination earns Masterpieces In Pieces.
Does the Ballista Militia ever run out of defenders?
Yes. Its Castle Janitors are a limited supply, so if you can survive its bolts long enough, the Ballista runs out of them and is left open to direct hits. The bolts also damage any Janitor in their path, which helps thin the group out.
How do I stop the Super Sapper from wrecking my board?
Blind and Ballusion stop its projectile from hitting you, so no new Rigged Bombs appear. Ballwark and Puppet lower the damage, but they still let the bombs spawn.

