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  4. Enemies

All 64 Enemies and Bosses and How to Beat Them in Peglin

Updated on November 1, 2026 (3 days ago)

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.

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Act / encounter

Act 1 — Forest

17 items

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

20 items

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

21 items

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

4 items

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

2 items

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

Q.

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.

Q.

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.

Q.

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.

Q.

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.

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