Showing 57 of 108 items.
Act
Act 2
Bowlbug (Egg)
Bite deals damage and grants Block at the same time, letting it keep a guard while it attacks.
- Act
- Act 2 - Hive
- Type
- Normal
- HP Range
- 21–22
- Move Pattern
- Uses Bite every turn, gaining Block with each bite.
- Ascension Changes
- Ascension 8: HP rises from 21–22 to 23–24. Ascension 9: Bite damage changes from 7 to 8; Bite's Block rises from 7 to 8.
Bowlbug (Nectar)
After a light first Thrash, Buff gives it 15 Strength and makes each later Thrash hit much harder.
- Act
- Act 2 - Hive
- Type
- Normal
- HP Range
- 35–38
- Move Pattern
- Opens with Thrash, uses Buff to gain Strength, then repeats Thrash.
- Ascension Changes
- Ascension 8: HP rises from 35–38 to 36–39. Ascension 9: Buff Strength changes from 15 to 16.
Bowlbug (Rock)
A fully blocked Headbutt leaves it Dizzy and skips its next turn, giving you time to attack.
- Act
- Act 2 - Hive
- Type
- Normal
- HP Range
- 45–48
- Move Pattern
- Starts with Headbutt; after it becomes Dizzy, it skips its turn.
- Ascension Changes
- Ascension 8: HP rises from 45–48 to 46–49. Ascension 9: Headbutt damage changes from 15 to 16.
Bowlbug (Silk)
Toxic Spit applies Weak between two-hit Thrashes, taxing both your attacks and your Block.
- Act
- Act 2 - Hive
- Type
- Normal
- HP Range
- 40–43
- Move Pattern
- Alternates between Thrash and Toxic Spit.
- Ascension Changes
- Ascension 8: HP rises from 40–43 to 41–44. Ascension 9: Thrash damage changes from 4×2 to 5×2.
Chomper
Clamp hits twice while Screech weakens you, pressuring both your Health and your damage.
- Act
- Act 2 - Hive
- Type
- Normal
- HP Range
- 60–64
- Move Pattern
- Alternates between Clamp and Screech.
- Ascension Changes
- Ascension 8: HP rises from 60–64 to 63–67. Ascension 9: Clamp damage changes from 8×2 to 9×2.
Exoskeleton
Its opening move changes with its slot, then Skitter and Mandibles attack while Enrage can raise its damage.
- Act
- Act 2 - Hive
- Type
- Normal
- HP Range
- 24–28
- Move Pattern
- Its opening move depends on its lineup position; afterward it uses Skitter and Mandibles, and some positions trigger Enrage.
- Ascension Changes
- Ascension 8: HP rises from 24–28 to 25–29. Ascension 9: Mandibles damage changes from 8 to 9; Skitter hits 3 to 4 times.
Hatchling
Nibble repeats every turn, so several Hatchlings can quickly add up to a real threat.
- Act
- Act 2 - Hive
- Type
- Normal
- HP Range
- 19–22
- Move Pattern
- Uses Nibble every turn.
- Ascension Changes
- Ascension 8: HP rises from 19–22 to 20–23. Ascension 9: Nibble damage changes from 4 to 5.
Hunter Killer
Tender drains Strength and Dexterity as you play cards, while Bite and Puncture keep up attack pressure.
- Act
- Act 2 - Hive
- Type
- Normal
- HP Range
- 121
- Move Pattern
- Opens with Tender, then uses Bite and three-hit Puncture in a changing pattern.
- Ascension Changes
- Ascension 8: HP rises from 121 to 126. Ascension 9: Bite damage changes from 17 to 19; Puncture damage changes from 7×3 to 8×3.
Louse Progenitor
Web Cannon applies Frail, while Pounce hits hard and Curl and Grow adds Strength and Block as the fight continues.
- Act
- Act 2 - Hive
- Type
- Normal
- HP Range
- 134–136
- Move Pattern
- Opens with Web Cannon; later moves include Pounce, Curl and Grow.
- Ascension Changes
- Ascension 8: HP rises from 134–136 to 138–141; Curl and Grow Block rises from 14 to 18. Ascension 9: Web Cannon damage changes from 9 to 10; Pounce damage changes from 14 to 16.
Mysterious Knight
War Chant adds Strength before Ram or two-hit Flail can cash it in for damage.
- Act
- Act 2 - Hive
- Type
- Normal
- HP Range
- 101
- Move Pattern
- Opens with Ram, then randomly picks War Chant, Flail, or Ram; War Chant cannot repeat, while the attacks can.
- Ascension Changes
- Ascension 8: HP rises from 101 to 108. Ascension 9: Flail damage changes from 9×2 to 10×2; Ram damage changes from 15 to 17.
Myte
Toxic Cornucopia adds Toxic cards to your hand, while Bite and Suck keep the pair attacking.
- Act
- Act 2 - Hive
- Type
- Normal
- HP Range
- 61–67
- Move Pattern
- Its opening move depends on its position; it then cycles through Toxic Cornucopia, Bite, and Suck.
- Ascension Changes
- Ascension 8: HP rises from 61–67 to 64–69. Ascension 9: Bite damage changes from 13 to 15; Suck damage changes from 4 to 6; Suck Strength changes from 2 to 3.
Ovicopter
It lays Tough Eggs that hatch into Hatchlings, then attacks or gains Strength when it cannot lay more.
- Act
- Act 2 - Hive
- Type
- Normal
- HP Range
- 124–130
- Move Pattern
- Opens with Lay Eggs, then uses Smash and Tenderizer; it lays eggs again when possible or uses Nutritional Paste otherwise.
- Ascension Changes
- Ascension 8: HP rises from 124–130 to 126–132. Ascension 9: Smash damage changes from 16 to 17; Tenderizer damage changes from 7 to 8; Nutritional Paste Strength changes from 3 to 4.
Parafright
Slam is its only move, so it attacks every turn without giving you a setup window.
- Act
- Act 2 - Hive
- Type
- Normal
- HP Range
- 21
- Move Pattern
- Uses Slam every turn.
- Ascension Changes
- Ascension 9: Slam damage changes from 16 to 17.
Slumbering Beetle
Its Plating absorbs damage while it sleeps, but unblocked hits wake it sooner before its growing Roll Out.
- Act
- Act 2 - Hive
- Type
- Normal
- HP Range
- 86
- Move Pattern
- Starts with Snore while asleep behind Plating, then uses Roll Out after it wakes.
- Ascension Changes
- Ascension 8: HP rises from 86 to 89; Plating rises from 15 to 18. Ascension 9: Roll Out damage changes from 16 to 18.
Spiny Toad
Spike Explosion hits hard after Protruding Spikes, and Tongue Lash adds another heavy attack.
- Act
- Act 2 - Hive
- Type
- Normal
- HP Range
- 116–119
- Move Pattern
- Cycles through Protruding Spikes, Spike Explosion and Tongue Lash.
- Ascension Changes
- Ascension 8: HP rises from 116–119 to 121–124. Ascension 9: Spike Explosion damage changes from 23 to 25; Tongue Lash damage changes from 17 to 19.
The Merchant???
Enrage adds Strength, while Spew Coins can hit eight times and Throw Relic adds Frail, so its attacks grow harder to manage.
- Act
- Act 2 - Hive; Act 3 - Glory
- Type
- Normal
- HP Range
- 165
- Move Pattern
- Opens with Swipe, then randomly uses Spew Coins, Throw Relic, or Enrage; Throw Relic is followed by Swipe or Spew Coins.
- Ascension Changes
- Ascension 8: HP rises from 165 to 175. Ascension 9: Swipe damage changes from 13 to 15; Throw Relic damage changes from 9 to 10.
The Obscura
Illusion brings in a Parafright, while Sail adds Strength before Piercing Gaze and Hardening Strike make the fight harder to block.
- Act
- Act 2 - Hive
- Type
- Normal
- HP Range
- 123
- Move Pattern
- Opens with Illusion, then cycles through Sail, Piercing Gaze, and Hardening Strike.
- Ascension Changes
- Ascension 8: HP rises from 123 to 129. Ascension 9: Piercing Gaze damage changes from 10 to 11; Hardening Strike damage changes from 6 to 7 and its Block rises from 6 to 7.
Thieving Hopper
Thievery and Nab steal Gold, and it can Escape if you let the fight continue too long.
- Act
- Act 2 - Hive
- Type
- Normal
- HP Range
- 79
- Move Pattern
- Cycles through Thievery, Flutter, Hat Trick, Nab and Escape.
- Ascension Changes
- Ascension 8: HP rises from 79 to 84. Ascension 9: Thievery damage changes from 17 to 19; Nab damage changes from 14 to 16; Hat Trick damage changes from 21 to 23.
Tough Egg
Hatch turns it into a Hatchling with fresh Health, so damage dealt before it hatches can be lost.
- Act
- Act 2 - Hive
- Type
- Normal
- HP Range
- 14–18
- Move Pattern
- Uses Hatch; after the timer ends, it becomes a Hatchling.
- Ascension Changes
- Ascension 8: Egg HP rises from 14–18 to 15–19; Hatchling HP rises from 19–22 to 20–23. Ascension 9: Hatchling Nibble damage rises from 4 to 5.
Tunneler
Burrow builds Block before Attack from Below lands a heavy hit.
- Act
- Act 2 - Hive
- Type
- Normal
- HP Range
- 87
- Move Pattern
- Cycles through Bite, Burrow and Attack from Below.
- Ascension Changes
- Ascension 8: HP rises from 87 to 92; Burrow Block changes from 32 to 37. Ascension 9: Bite damage changes from 13 to 15; Attack from Below damage changes from 23 to 26.
Decimillipede Segment (Back)
The back segment uses Writhe, Constrict, and Bulk, and can reattach while another segment survives.
- Act
- Act 2 - Hive
- Type
- Elite
- HP Range
- 40–46
- Move Pattern
- Cycles between Writhe, Constrict, and Bulk; when one segment falls, it can reattach if another remains.
- Ascension Changes
- Ascension 8: HP rises from 40–46 to 46–52. Ascension 9: Writhe damage changes from 5×2 to 6×2; Bulk damage changes from 6 to 7; Constrict damage changes from 8 to 9.
Decimillipede Segment (Front)
The front segment can reattach while another segment survives, so killing it alone may not end the threat.
- Act
- Act 2 - Hive
- Type
- Elite
- HP Range
- 40–46
- Move Pattern
- Cycles between Writhe, Constrict, and Bulk; when one segment falls, it can reattach if another remains.
- Ascension Changes
- Ascension 8: HP rises from 40–46 to 46–52. Ascension 9: Writhe damage changes from 5×2 to 6×2; Bulk damage changes from 6 to 7; Constrict damage changes from 8 to 9.
Decimillipede Segment (Middle)
The middle segment shares Writhe, Constrict, and Bulk, keeping the three-part elite attacking as a group.
- Act
- Act 2 - Hive
- Type
- Elite
- HP Range
- 40–46
- Move Pattern
- Cycles between Writhe, Constrict, and Bulk; when one segment falls, it can reattach if another remains.
- Ascension Changes
- Ascension 8: HP rises from 40–46 to 46–52. Ascension 9: Writhe damage changes from 5×2 to 6×2; Bulk damage changes from 6 to 7; Constrict damage changes from 8 to 9.
Entomancer
Personal Hive adds Dazed to your Draw Pile each time an Attack hits it, while Beeeees! and Spear! keep up the pressure.
- Act
- Act 2 - Hive
- Type
- Elite
- HP Range
- 145
- Move Pattern
- Starts with Beeeees!, then uses Spear! and Pheromone Spit in sequence; the spit grows its hive and Strength.
- Ascension Changes
- Ascension 8: HP rises from 145 to 155. Ascension 9: Beeeees! hits 7 to 8 times; Spear! damage changes from 18 to 20.
Infested Prism
Vital Spark builds its Strength while Whirlwind hits three times and Pulsate deals another attack.
- Act
- Act 2 - Hive
- Type
- Elite
- HP Range
- 161
- Move Pattern
- Cycles through Jab, Radiate, Whirlwind, and Pulsate; Vital Spark adds Strength over time.
- Ascension Changes
- Ascension 8: HP rises from 161 to 171; Pulsate Block changes from 20 to 22. Ascension 9: Jab damage changes from 15 to 17; Radiate damage changes from 11 to 13; Whirlwind damage changes from 5×3 to 6×3; Pulsate damage changes from 8 to 10; Vital Spark Strength rises from 2 to 3; Radiate Block changes from 11 to 13.
Crusher
Adapt raises its Strength before Bug Sting hits twice and Guarded Strike lands a heavy blow.
- Act
- Act 2 - Hive
- Type
- Boss
- HP Range
- 209
- Move Pattern
- Cycles through Thrash, Enlarging Strike, Bug Sting, Adapt and Guarded Strike.
- Ascension Changes
- Ascension 8: HP rises from 209 to 219. Ascension 9: Thrash damage changes from 12 to 14; Bug Sting damage changes from 6×2 to 7×2; Guarded Strike damage changes from 12 to 14; Adapt Strength changes from 2 to 3.
Knowledge Demon
Curse of Knowledge clutters your deck while Knowledge Overwhelming hits three times.
- Act
- Act 2 - Hive
- Type
- Boss
- HP Range
- 379
- Move Pattern
- Opens with Curse of Knowledge, Slap, Knowledge Overwhelming, and Ponder; then it chooses between Curse of Knowledge and Slap based on its curse counter.
- Ascension Changes
- Ascension 8: HP rises from 379 to 399. Ascension 9: Slap damage changes from 17 to 18; Knowledge Overwhelming damage changes from 8×3 to 9×3; Ponder damage changes from 11 to 13; Ponder Strength changes from 2 to 3.
Rocket
Targeting Reticle marks the setup before Precision Beam and Laser deliver its heavier attacks.
- Act
- Act 2 - Hive
- Type
- Boss
- HP Range
- 199
- Move Pattern
- Cycles through Targeting Reticle, Precision Beam, Charge Up, Laser and Recharge.
- Ascension Changes
- Ascension 8: HP rises from 199 to 209. Ascension 9: Targeting Reticle damage changes from 3 to 4; Precision Beam damage changes from 18 to 20; Charge Up Strength rises from 2 to 3; Laser damage changes from 31 to 35.
The Insatiable
Liquify Ground fills your deck with Frantic Escapes, while Lunging Bite and repeated Thrashes keep attacking.
- Act
- Act 2 - Hive
- Type
- Boss
- HP Range
- 321
- Move Pattern
- Opens with Liquify Ground, then cycles through Thrash, Lunging Bite, Salivate, and another Thrash.
- Ascension Changes
- Ascension 8: HP rises from 321 to 341. Ascension 9: each Thrash deals 8×2 to 9×2 damage; Lunging Bite damage changes from 28 to 31; Salivate Strength changes from 2 to 3.
Act
Act 3
Axebot
Boot Up grants Block and Strength before The One-Two and Hammer Uppercut attack.
- Act
- Act 3 - Glory
- Type
- Normal
- HP Range
- 70–78
- Move Pattern
- Starts with Boot Up, then cycles through The One-Two and Hammer Uppercut.
- Ascension Changes
- Ascension 8: HP rises from 70–78 to 76–86. Ascension 9: The One-Two damage changes from 9×2 to 10×2; Hammer Uppercut damage changes from 12 to 14; Boot Up Block changes from 10 to 15; Boot Up Strength changes from 3 to 4.
Battle Friend V1.0
This version stays inert during the three-turn event fight, leaving a short window to damage it before the trial ends.
- Act
- Act 3 - Glory
- Type
- Normal
- HP Range
- 75
- Move Pattern
- Does nothing during the three-turn event fight.
- Ascension Changes
- -
Battle Friend V2.0
It does not attack during the event fight, so its larger Health pool is the main challenge before the three-turn trial ends.
- Act
- Act 3 - Glory
- Type
- Normal
- HP Range
- 150
- Move Pattern
- Does nothing during the three-turn event fight.
- Ascension Changes
- -
Battle Friend V3.0
It stays inert through the event fight, and the challenge is dealing enough damage before the three-turn trial ends.
- Act
- Act 3 - Glory
- Type
- Normal
- HP Range
- 300
- Move Pattern
- Does nothing during the three-turn event fight.
- Ascension Changes
- -
Devoted Sculptor
Forbidden Incantation gives it Ritual, so Savage gains damage as its Strength builds.
- Act
- Act 3 - Glory
- Type
- Normal
- HP Range
- 162
- Move Pattern
- Opens with Forbidden Incantation, then uses Savage every turn while its Ritual adds Strength.
- Ascension Changes
- Ascension 8: HP rises from 162 to 172. Ascension 9: Savage damage changes from 12 to 15.
Fabricator
It summons helper bots until its side is full, then uses Disintegrate while the bots keep adding pressure.
- Act
- Act 3 - Glory
- Type
- Normal
- HP Range
- 150
- Move Pattern
- Randomly chooses Fabricate or Fabricating Strike while it can add a bot; when its side is full, it uses Disintegrate.
- Ascension Changes
- Ascension 8: HP rises from 150 to 155. Ascension 9: Fabricating Strike damage changes from 18 to 21; Disintegrate damage changes from 11 to 13.
Frog Knight
For the Queen grants Plating before Strike Down Evil and Tongue Lash, with Beetle Charge added below half health.
- Act
- Act 3 - Glory
- Type
- Normal
- HP Range
- 191
- Move Pattern
- Opens with Tongue Lash, Strike Down Evil, and For the Queen; below half health, it can use Beetle Charge before returning to Tongue Lash.
- Ascension Changes
- Ascension 8: HP rises from 191 to 199; Plating rises from 15 to 19. Ascension 9: Strike Down Evil damage changes from 21 to 23; Tongue Lash damage changes from 13 to 14; Beetle Charge damage changes from 35 to 40.
Globe Head
Channel Lightning sets up the cycle before Shocking Slap and Galvanic Burst hit.
- Act
- Act 3 - Glory
- Type
- Normal
- HP Range
- 148
- Move Pattern
- Cycles through Shocking Slap, Channel Lightning and Galvanic Burst.
- Ascension Changes
- Ascension 8: HP rises from 148 to 158. Ascension 9: Channel Lightning damage changes from 6×3 to 7×3; Shocking Slap damage changes from 13 to 14; Galvanic Burst damage changes from 16 to 17.
Guardbot
Guard adds protection every turn, letting it stall while its allies attack.
- Act
- Act 3 - Glory
- Type
- Normal
- HP Range
- 16–20
- Move Pattern
- Uses Guard every turn.
- Ascension Changes
- Ascension 8: HP rises from 16–20 to 17–21.
Living Shield
Shield Slam protects its allies; once alone, it Smashes and gains 3 Strength each turn, making a long fight dangerous.
- Act
- Act 3 - Glory
- Type
- Normal
- HP Range
- 55
- Move Pattern
- Uses Shield Slam while allies remain; once alone, it uses Smash and gains 3 Strength each turn.
- Ascension Changes
- Ascension 8: HP rises from 55 to 65. Ascension 9: Smash damage changes from 16 to 18.
Noisebot
Noise repeats every turn, so remove it before its disruption keeps interfering with the fight.
- Act
- Act 3 - Glory
- Type
- Normal
- HP Range
- 18–23
- Move Pattern
- Uses Noise every turn.
- Ascension Changes
- Ascension 8: HP rises from 18–23 to 19–24.
Owl Magistrate
Magistrate Scrutiny weakens you before Peck Assault and Verdict deliver its attacks.
- Act
- Act 3 - Glory
- Type
- Normal
- HP Range
- 231
- Move Pattern
- Cycles through Magistrate Scrutiny, Peck Assault, Judicial Flight and Verdict.
- Ascension Changes
- Ascension 8: HP rises from 231 to 247. Ascension 9: Magistrate Scrutiny damage changes from 16 to 17; Verdict damage changes from 33 to 36.
Scroll of Biting
More Teeth adds Strength, making later Chomps and two-hit Chews more dangerous.
- Act
- Act 3 - Glory
- Type
- Normal
- HP Range
- 30–37
- Move Pattern
- Uses Chomp, then gains Strength with More Teeth and randomly mixes in Chew.
- Ascension Changes
- Ascension 8: HP rises from 30–37 to 33–39. Ascension 9: Chomp damage changes from 14 to 16; Chew damage changes from 5×2 to 6×2.
Slimed Berserker
Vomit Ichor adds Slimed to your deck, while Smother and Furious Pummeling threaten large hits.
- Act
- Act 3 - Glory
- Type
- Normal
- HP Range
- 261
- Move Pattern
- Opens by adding Slimed to your deck, then uses attacks and debuffs, including Smother and Furious Pummeling.
- Ascension Changes
- Ascension 8: HP rises from 261 to 281. Ascension 9: Smother damage changes from 30 to 33; Furious Pummeling damage changes from 4×4 to 5×4.
Stabbot
Stab hits every turn, so it keeps applying steady pressure until removed.
- Act
- Act 3 - Glory
- Type
- Normal
- HP Range
- 18–23
- Move Pattern
- Uses Stab every turn.
- Ascension Changes
- Ascension 8: HP rises from 18–23 to 19–24. Ascension 9: Stab damage changes from 11 to 12.
The Forgotten
Miasma steals Dexterity and adds it to its own, so each Dread hit grows stronger as the fight goes on.
- Act
- Act 3 - Glory
- Type
- Normal
- HP Range
- 106
- Move Pattern
- Alternates between Miasma, which steals Dexterity and grants Block, and Dread, which deals damage based on its Dexterity.
- Ascension Changes
- Ascension 8: HP rises from 106 to 111.
The Lost
Debilitating Smog steals Strength before Eye Lasers hits twice.
- Act
- Act 3 - Glory
- Type
- Normal
- HP Range
- 93
- Move Pattern
- Alternates between Debilitating Smog, which steals Strength, and Eye Lasers.
- Ascension Changes
- Ascension 8: HP rises from 93 to 99. Ascension 9: Eye Lasers damage changes from 4×2 to 5×2.
Turret Operator
It fires Unload! twice, then Reload adds Strength before the cycle repeats.
- Act
- Act 3 - Glory
- Type
- Normal
- HP Range
- 41
- Move Pattern
- Uses Unload! twice, then Reload before repeating the cycle.
- Ascension Changes
- Ascension 8: HP rises from 41 to 51. Ascension 9: each Unload! attack changes from 3×5 to 4×5 damage.
Zapbot
Zap is its only move, so it attacks every turn while it remains alive.
- Act
- Act 3 - Glory
- Type
- Normal
- HP Range
- 18–23
- Move Pattern
- Uses Zap every turn.
- Ascension Changes
- Ascension 8: HP rises from 18–23 to 19–24. Ascension 9: Zap damage changes from 14 to 15.
Flail Knight
War Chant raises Strength before Ram or two-hit Flail can turn that buff into damage.
- Act
- Act 3 - Glory
- Type
- Elite
- HP Range
- 101
- Move Pattern
- Opens with Ram, then randomly picks War Chant, Flail, or Ram; War Chant cannot repeat, while the attacks can.
- Ascension Changes
- Ascension 8: HP rises from 101 to 108. Ascension 9: Flail damage changes from 9×2 to 10×2; Ram damage changes from 15 to 17.
Magi Knight
Dampen downgrades your cards while Magi Knight lives, Power Shield blunts attacks, and Magic Bomb threatens a heavy hit.
- Act
- Act 3 - Glory
- Type
- Elite
- HP Range
- 82
- Move Pattern
- Cycles through Power Shield, Dampen, Ram, Prep and Magic Bomb.
- Ascension Changes
- Ascension 8: HP rises from 82 to 89; Power Shield Block changes from 5 to 9; Prep Block changes from 5 to 9. Ascension 9: Power Shield damage changes from 6 to 7; Magic Bomb damage changes from 35 to 40; Ram damage changes from 10 to 11.
Mecha Knight
Flamethrower hits repeatedly, and Windup signals the coming Heavy Cleave.
- Act
- Act 3 - Glory
- Type
- Elite
- HP Range
- 300
- Move Pattern
- Cycles through Charge, Flamethrower, Windup and Heavy Cleave.
- Ascension Changes
- Ascension 8: HP rises from 300 to 320. Ascension 9: Charge damage changes from 25 to 30; Heavy Cleave damage changes from 35 to 40.
Soul Nexus
Maelstrom hits four times, while Drain Life combines a heavy attack with healing.
- Act
- Act 3 - Glory
- Type
- Elite
- HP Range
- 234
- Move Pattern
- Opens with Soul Burn, then randomly uses Soul Burn, Maelstrom, or Drain Life.
- Ascension Changes
- Ascension 8: HP rises from 234 to 254. Ascension 9: Soul Burn damage changes from 29 to 31; Maelstrom damage changes from 6×4 to 7×4; Drain Life damage changes from 18 to 19.
Spectral Knight
Hex makes your cards Ethereal while it lives, and Soul Slash or three-hit Soul Flame keeps pressure on your Block.
- Act
- Act 3 - Glory
- Type
- Elite
- HP Range
- 93
- Move Pattern
- Opens with Hex, then uses Soul Slash or Soul Flame at random.
- Ascension Changes
- Ascension 8: HP rises from 93 to 97. Ascension 9: Soul Slash damage changes from 15 to 17; Soul Flame damage changes from 3×3 to 4×3.
Aeonglass
Increasing Intensity raises its Strength and Wither, making Ebb and Eye Lasers more dangerous.
- Act
- Act 3 - Glory
- Type
- Boss
- HP Range
- 512
- Move Pattern
- Cycles through Ebb, Eye Lasers and Increasing Intensity.
- Ascension Changes
- Ascension 8: HP rises from 512 to 535. Ascension 9: Ebb damage changes from 26 to 32; Eye Lasers damage changes from 11×2 to 12×2; Increasing Intensity Strength changes from 3 to 4; Wither rises from 1 to 2.
Queen
Puppet Strings and You Are Mine disrupt your turns; after the opening, she alternates support and attacks.
- Act
- Act 3 - Glory
- Type
- Boss
- HP Range
- 400
- Move Pattern
- Opens with Puppet Strings and You Are Mine; while Torch Head Amalgam lives, it repeats Burn Bright for Me, then the Queen cycles Off with Your Head, Execution, and Enrage.
- Ascension Changes
- Ascension 8: HP rises from 400 to 419. Ascension 9: Off with Your Head damage changes from 3×5 to 4×5; Execution damage changes from 15 to 18.
Test Subject #C14
Its move pattern changes after each recovery, ending with Lacerate, Big Pounce, and Burning Growl.
- Act
- Act 3 - Glory
- Type
- Boss
- HP Range
- 100 / 200 / 300 across its three phases
- Move Pattern
- Opens with Bite and Skull Bash. It repeats Multi-Claw after its early respawns; after the second, it cycles Lacerate, Big Pounce, and Burning Growl.
- Ascension Changes
- Ascension 8: phase HP changes from 100 / 200 / 300 to 111 / 212 / 313. Ascension 9: Bite damage rises from 20 to 22; Skull Bash damage rises from 14 to 16; Multi-Claw damage rises from 10 to 11; Lacerate damage rises from 10×3 to 11×3; Burning Growl adds 3 to 5 Burn and gives 2 to 3 Strength.
Torch Head Amalgam
It cycles Tackle twice, Beam, then two Weak Tackles, so its attack pattern mixes repeated hits and a beam.
- Act
- Act 3 - Glory
- Type
- Boss
- HP Range
- 199
- Move Pattern
- Cycles through Tackle twice, Beam, then two Weak Tackles before returning to Beam.
- Ascension Changes
- Ascension 8: HP rises from 199 to 211. Ascension 9: Tackle damage changes from 18 to 19; Weak Tackle damage changes from 14 to 15.

