Video summary

All BOSSES GUIDE + TIERLIST | An Average Campaign

Main summary

Key takeaways

Gaming

Storyline (as implied)

  • The video is a walkthrough-style guide that moves through the game’s progression of increasingly difficult bosses—from early zones (e.g., forest and early bosses) through mines, crimson forge, and final-endgame content.
  • The late game escalates into “team/gear/difficulty checks,” culminating in endgame “big bad” encounters like Bone Drake and a newer added boss (Master).

Gameplay highlights & boss-by-boss key tips (with suggested difficulty tiers)

The creator ranks bosses and provides practical “how to beat” notes, heavily emphasizing:

  • Blocking at specific energy thresholds
  • Taunting to keep damage off your team
  • AoE vs. multi-wave/add-heavy fights
  • Prepping status solutions, especially cleansing for bleed/void effects
  • Managing healing by bringing health potions

Baby (easy/medium)

  • How to beat: Spam block until it uses its chaos cut, then kill it.
  • Strategy note: The creator claims they haven’t died when blocking that ability (and says solo wasn’t tried).
  • Tier: Labeled “Hard,” though noted as among the easier bosses.

Ancient Envoy / Duel Gods (two-boss-style)

  • How to beat: Kill the right dagger/“dagger dude” first—the bard/support does less damage and mainly buffs the other.
  • Tier: “It’s all right” (mid difficulty).

Mech Monarch / Mines boss (medium-hard)

  • Difficulty driver: Long fight + adds; if it reaches 10 steam stacks, it triggers a team-wide earthquake AoE.
  • How to beat:
    • Taunt
    • Use AoE to down the adds quickly
    • Prevent steam from stacking too fast
    • Bring health potions
  • Tier: “Hard” (rated harder than Baby in their ordering).

Goblin Chief (easiest)

  • How to beat: Bring AoE, and don’t fight too early (it becomes harder if you’re underpowered).
  • Tier: “It’s all right / easiest tier” (called the easiest boss overall).

Paladin (mines boss; hard)

  • Difficulty driver: Two high-damage energy moves plus a blind mechanic that stalls the fight and makes it harder to hit.
  • How to beat:
    • Solo: get lucky with dodging/blind windows
    • Team: have warrior taunts
    • Block the energy moves and heal your team
  • Tier: Above Mech Monarch placement (“a little above” in their phrasing), though they consistently treat Paladin as very difficult.

Twin Blood Sisters (Crimson Forge; very hard)

  • Difficulty driver: Bleed stacks ramp quickly; cleansing is limited.
  • How to beat:
    • Apply/stack bleed for heavy damage per turn (creator mentions ~100 damage per turn style bleed ticks)
    • Use multiple health potions to survive while bleed ramps down
    • Optional counter: bring a cleansing bard (noting it can remove only two bleed stacks at once, which keeps the fight tough)
  • Tier: S tier (first S-tier they mention).

Bone Drake (final big bad; hard)

  • Difficulty driver:
    • Necroenesis: hits the whole team (~30 damage) and cuts healing in half (healing redirects to it)
    • Adds/spawns + AoE
  • How to beat:
    • Taunt + good team comp
    • Bring 2 health potions
    • Use prep to handle whole-team pressure and AoE
  • Tier: Hard, phrased as above Baby and Paladin; among the top end.

Void Herald (two-wave; hard)

  • Difficulty driver: Two-wave fight with annoying adds; void burn mechanics can threaten max HP; then a high-damage beam + life steal.
  • How to beat:
    • Bring a cleansing bard
    • Have enough healing potions
    • Use AoE to clear the first wave(s)
    • Bring enough burst/tempo for the main beam phase
  • Tier: Near the top of Hard (they debate placement vs. Paladin/Bone Drake).

Mr. Bones (key-lock / door to boss; easier than top tiers)

  • How to access: Get a key by talking to an ectoplasm dude/wraith, then open the door.
  • How to beat:
    • Taunt and use health potions
    • Has AoE and applies cripple (increases damage taken), but HP/damage pressure is manageable with good DPS
  • Tier: “It’s all right” (similar bucket to Ancient Envoy; said to be interchangeable).

The Hulk / Cobalt boss (mid difficulty due to waves)

  • Difficulty driver: The boss itself is almost harmless, but there are two waves before it. Without AoE, you can’t progress safely/quickly.
  • How to beat:
    • Use AoE for faster wave clears
    • Bring enough sustain (health potions mentioned conceptually)
  • Tier: “Hard” or borderline—depends on AoE availability; called harder than Mr. Bones.

Giant (forest end boss; easy)

  • How to beat:
    • Block when it has three energy
    • Handle a “fracture” move via team healing (use priest heal if multi-person)
  • Tier: Very low (easy).

Rat Maharaga + Scientist combo (paired fight; harder than it looks)

  • Difficulty driver:
    • Rat adapts to your damage type (e.g., physical can trigger a response where it “takes half damage” after you hit it a certain way)
    • The Scientist makes it extreme: “zero damage until everyone dies” behavior (as described)
    • They fight simultaneously, making the pair tougher than either alone
  • How to beat: Nuke quickly before adaptation matters; mostly accept the gimmick and focus on burst/management.
  • Tier: Bottom of “It’s all right,” still harder than Crimson Envoy, easier than Giant (in their debate).

Mr. Dante / Challenger in the Dark (easy-to-mid)

  • Difficulty driver: Big nuke at a specific energy timing.
  • How to beat:
    • Use a warrior taunt
    • When it hits three energy, block its four energy move (otherwise it “obliterates your team”)
    • Use health potions
    • Kill before/through that window
  • Tier: Easier than top-tier bosses; “a little harder than Mr. Bones.”

Master (newly added boss; dark mirror-style; top-end hard)

  • Difficulty driver: Lives scale with team size.
    • With 4 teammates, it has 4 lives (also stated as ~400 HP per life, implying ~1,200 HP total).
  • How to beat:
    • Bring 1–2 health potions
    • Use a solid team comp
  • Tier: Around/above Void Herald in their final placement debate; interchangeable with Bone Drake based on their phrasing.

Key overall strategies/tips emphasized

  • Blocking at the right energy thresholds is the repeated core defense mechanic.
  • Taunt is crucial in nearly every difficult fight to prevent team wipes.
  • AoE is the biggest build requirement for multi-wave/add-spawn bosses (Mech Monarch, Hulk waves, Void Herald waves, etc.).
  • Bring counters to status effects:
    • Cleansing Bard for bleed/void burn
    • Health potions to stabilize healing checks
  • Burst/tempo matters: some bosses are easier if you kill fast before gimmicks fully ramp (Rat adaptation, steam stacks, void beam phase prep).

Featured gamers/sources mentioned at the end

  • No other gamers/creators/sources are explicitly credited at the end of the subtitles.

Original video