A strategy guide to the bosses with enough public encounter data for useful advice: the phase mechanic to prioritise, attacks to dodge, and weapon builds that fit the fight.
Coverage disclosure
Three detailed encounters; remaining move data is incomplete
Official Update 1.3 material describes 12 bosses. Public move data in our checked reference set supports detailed Golemancer, General Kri’su and Highpriest Un’glu sections. Captain Gwaelod is a named, incomplete entry. To’raka, King of the Abyss is listed as the Royal Abyss boss, but its public move page still has placeholder text and health values; those values are excluded here.
Phase mechanics often ask for distance or platforming. A theoretical damage gain is not useful if the build cannot reach the next safe lane.
Patch single-target damage
Tesla and Plasma builds should reserve an ability or charm for one isolated health bar; precision builds need an answer for add phases.
Learn the objective first
Pylons, adds, and invulnerability transitions override normal damage priority. Solve the phase condition before spending burst cooldowns.
Preserve the exit
Do not use the only dash to enter a damage window when a wave, vortex, or arena hazard can close the same route.
Documented boss strategies
The Golemancer
Abandoned Temple3 phases
Weakspots sit above the head and below the main body. After each of the first two phases, the boss becomes invulnerable and summons Golem Scrappers. Destroy an Enclosed Pylon to resume the fight; highlighted floor tiles remain dangerous during the transition.
Attacks
Leap Slam — jumps toward a player and leaves a damaging impact area.
Magma Projectiles — a three-way volley creates hazards at the landing points.
Shockwave — expanding rings cover the arena: one in phase 1, two in phase 2, three in phase 3.
Tile Flipper — from phase 2, a charged leap marks tiles red before they become damaging.
Hurricane — in phase 3, three dashes punish close-range positioning.
How to beat The Golemancer
Clear a route to the pylon before committing to boss damage. Jump the complete wave sequence, leave red tiles early, and aim for the exposed weakspots between attacks. Keep a direct boss-damage slot and use pack clear for Scrappers. The Trueborn variant changes the attacks: its mass tile pattern leaves a green safe tile, and its Hurricane tracks the player. Do not assume the base timing applies to that variant. The reference lists Stun, Freeze and Slow immunity; do not expect Frozen to disable this boss. Control immunity does not prove immunity to Frozen status bonuses; the current interaction needs testing.
General Kri'su
Gardens3 phases
A three-phase boss fought in a circular arena ringed by shallow Poison Water that continuously damages anyone standing in it. Kri'su uses water-based attacks to control space and pressure the whole arena.
Attacks
Cleave — a tall wave sweeps in a 180° arc in front of the boss.
Sweep — swings one hand at a time (near half, then far half); 360° damage that knocks you into the air after a short delay.
Tsunami — both hands send four fast waves in four directions, repeated in quick succession.
Circling Wave — a low ring of damage expands around the boss; more waves each phase.
Vortex — pulls players toward the boss, then detonates.
How to beat General Kri'su
Never stand in the Poison Water ring. Keep mid-range so you can read Cleave/Sweep arcs and jump the Circling Waves. During Vortex, sprint outward and use your dash (Supersonic helps). Bring a mobile, sustained-damage weapon — Tesla Gun or Disc Thrower shine here — and burst the boss between wave sets.
Highpriest Un'glu
Sanctuary3 phases
A three-phase boss. Phases 1 and 2 end with Un'glu becoming invincible and teleporting each player to a personal parkour zone with a charging pylon — destroy your pylon in time or you are teleported back and the boss gains armor. Trueborn enemies join at the start of phases 2 and 3.
Attacks
Sweeping Beams — two horizontal beams (like the Elite Catalyst) that appear near the boss and rush forward together, in varying patterns.
Invincible parkour phase — reach the top and destroy the charging pylon before the timer, or the boss armors up.
Trueborn adds — extra enemies spawn in phases 2 and 3.
How to beat Highpriest Un'glu
Prioritise the parkour pylons — every failed pylon makes the boss tankier, so mobility and quick platforming matter more than raw DPS here. Clear the Trueborn adds fast (an AoE weapon like the Plasma Launcher or Tesla Gun helps) so you are not overwhelmed, then focus the boss during vulnerable windows.
Captain Gwaelod
Submarine
A boss encountered in the Submarine area. Detailed, verified move data is not yet documented on the community wiki (boss health scaling in Abyssus is still being worked out).
How to beat Captain Gwaelod
General boss rules apply: bring single-target burst (Brine Revolver) for the health bar, keep a mobility charm to dodge telegraphed attacks, and don't run a pure glass-cannon setup. We'll expand this once verified move data is available.
What is confirmed about the true ending?
The game’s progression designer states that the Deep Water Tank is required for the true ending. The reviewed sources do not establish a complete current trigger sequence, so this page does not prescribe an unverified canister threshold or claim that Deep Water 30 is required.
Royal Heralds specifically requires all three Royal Abyss Elites before the final boss. That modifier’s effect is documented, but it is not by itself evidence for every ending requirement. Prepare through the Tank modifier guide and check the current in-game progression prompts.
Looking for regular enemies and elites? The consolidated enemy bestiary has documented attacks, target priority and counters.
Elites
Mini-boss tier enemies with modifiers and heavy attacks. The Elite Catalyst's beams are echoed by later bosses. Giant Slayer and Favored Foe charms shine against them.
Mechanical constructs ranging from fliers (Damselfly, Dragonfly) to heavies (Tank). The Loot Golem drops extra rewards — the Gold Lure charm makes them appear 10× more often.
Organic enemies with ranged volleys, explosive attacks and close-range pressure. Bulwarks protect other enemies with an immunity bond; remove that support before committing to the protected target.
Sanctuary enemies combine melee pursuit, delayed ranged attacks and summons. Keep cover available for ritual links and tracking beams. Trueborn Champion is a Royal Abyss Herald with incomplete public move data.
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