Video summary
Be the Final Boss New Units!! Updated Tier List + ALL Changes
Main summary
Key takeaways
Storyline / Progression
This update focuses on late-game progression against increasingly difficult raid content and a leaderboard-driven meta. Players can fight raid bosses (including with friends) to gain damage boosts, unlock raid-exclusive units, and access new boss abilities at specific wave thresholds.
The creator frames the experience as an endgame grind, with new mechanics designed to improve gameplay sustainability and unit viability over time.
Gameplay / Systems Changes Highlighted
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New boss abilities (unlocked by clearing specific wave counts):
- Bone Wall
- War Cry
- Soul Rend
- Imperial Judgment
- Wave unlock points mentioned: 250, 500, 1,000, 1,150 / 1,500 (one value is unclear due to subtitle error)
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Raids with friends
- You can fight raids with a friend to earn boosts and bonus damage, helping with leaderboard climbing.
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New units + new abilities
- 6 new units are added.
- Units include healing and new raid-secret content.
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Spin wheel / soul progression changes
- Notes are extended for later-game players; one part is unclear and mentions it “may not even really work.”
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Battle pass / quest QoL
- Battle pass quests are now claimed automatically upon completion.
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Purchasing units when short on souls
- If you’re short on souls, you can buy rolled units with Robux (creator calls this “insane”).
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Skill tree cost changes
- New upgrades add very large costs (example: 100B gold).
- The creator argues these are mostly “trophies” for late-game players and typically not worth it for most.
New Units Mentioned (Creator’s Tier / Usage Opinions)
“Secret” units and rarity
The creator lists three secret pulls and their perceived rarity:
- Rare: Crypt Squire
- Mythic: Abyss Stalkers
- Legendary: Plague Alchemist
Other secret / boss-obtainable units mentioned
- Fallen Emperor (obtained via regular rolls and/or boss-related routes per the creator’s explanation)
- Imperial Vanguard (from raid/boss content)
- Warden (raid boss reward; creator dislikes it)
Creator’s key evaluations
-
Plague Alchemist (tested live) — praised
- Ability: heals the 3 lowest-health minions for 12% of their max health
- Strategy implication: stacking multiple Plague Alchemists could massively improve team sustain
- Tier guess: starts B tier, could shift to A/C/D, or very high (“goose tier”) depending on further testing
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Crypt Squire — low priority
- Tier: B tier
- Notes: decent defense and cheap, but lacks healing
- Abilities (not base kit) are emphasized as what matters for early tanks
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Abyss Stalkers — “mid”
- Tier: B tier
- Described as a melee unit that’s “all right” (roughly around Demon Butcher Barbarian level in the creator’s framing)
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Soul Collector — downgraded
- Moved back down to D tier
- Creator says: it “is not good”
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Fallen Emperor — strong recommendation
- Placed above Demon Lord
- Passive described as “basically a Demon Lord but with a good passive”
- Suggested strategy: use 2 Fallen Emperors, then fill remaining slots with Demon Lords
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Warden — negative
- Creator calls it a horrible/terrible secret
- Obtained by doing 30 million damage to the Warden boss
- Creator claims: payoff isn’t worth it; prefers Doomfist
- Reason: Warden does not heal
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Imperial Vanguard — top highlight of the update
- Creator calls it the best new thing from the update
- Active: 15% healing plus damage reduction
- Strategy comparison: “bone guard and soul king combined.”
- Access: from raid/boss content (creator says it’s random which mutation you get)
- Also noted: it doesn’t require souls once you’re eligible via raid/boss
Weapons / Expensive Upgrades
- New swords are mentioned as extremely expensive:
- Examples: 25B and 65B gold for relatively small attack-related upgrades
- Creator’s guidance:
- Swords are generally weak for the meta
- Late-game costs are likely irrelevant for most players; consider only if you’re buying everything last
Boss Ability Usage Tips (Creator’s Practical Guidance)
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War Cry (recommended)
- Effect: nearby minions gain 50% attack speed for 8 seconds
- Tip: stacking more damage is valuable; prioritize when you reach the wave unlock
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Bone Wall (situational/low priority)
- Creator suggests you typically won’t use it unless you’re hard-carrying (not the norm)
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Soul Rend (unclear but not preferred over War Cry)
- Mentions a weapon-damage style effect
- Creator says it may be useless in most cases, with potential only for late game
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Imperial Judgment (dismissed by creator)
- Creator believes it looks weak:
- 45% weapon damage with five strikes
- Creator prefers Soul Rend and says it “seems really bad.”
- Creator believes it looks weak:
Strategy / Meta Takeaways
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Move away from a “horrible meta” (creator’s frustration)
- Creator complains about relying on Archers and not matching others’ performance at higher wave clears.
- Plague Alchemist is presented as a way to break the pattern by enabling team sustain.
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Recommended unit setup direction
- For damage-race setups using Demon Lords:
- Consider 2 Fallen Emperors + rest Demon Lords for passive value
- For damage-race setups using Demon Lords:
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Prioritize Imperial Vanguard when relevant
- Healing + damage reduction is framed as extremely strong compared to other new raid units
New Codes
- No new codes were mentioned.
Included Gamers / Sources Mentioned
- King Goose (referenced as the channel creator: “another King Goose video”)
- No other specific gamer names, brands, or external sources were clearly identified in the subtitles.
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