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Bosses can be found randomly in every level of Vagante, they are stronger and tougher than normal mobs and activate a background soundtrack when engaged. When killed they drop a Treasure Key used to open treasure chests or branch doors.

Baby Dragon[edit | edit source]

The Baby Dragon is one of the three bosses to spawn in the Dark Caves, it also spawns in a pair in The Catacombs.
It has around 65 HP.

Behavior[edit | edit source]

Initially sleeping, it will wake up when the player gets close to it. At times, it's capability of flying might make the fight harder for melee characters.

Attacks[edit | edit source]

Attack Description
Dive The Dragon does a dive to the ground, stunning players if they're touching the ground.
Enrage After losing half of it's health, the dragon gets a red hue, moves faster and spits fire more quickly.
Spit Fire The Dragon stands still and spits 3 fireballs in succession.

Strategy[edit | edit source]

Try standing behind an obstacle when the Dragon is spitting fire and getting close to hit it just after it spits a third fireball, but be wary that they can start spitting fire again immediately. Fighting it on small maps spaces is probably best as that gives you obstacles to hide behind and you can quickly get close to the dragon to attack it.

The dragon's fireballs cannot hurt you while underwater, so if it is in, you can attack it without consequence. Be aware that the more fire the dragon shoots, the water slowly decreases. Therefore, if you are in shallow water, it may dissipate until the fire can hurt you again. (This fire immunity in water is not effective against the fire shot from divebomber minions.

The fireballs do not deal damage when the Hero has +4 fire resistance, rendering the Dragon effectively harmless.

Also if you have a chance , try running/swimming or fight it inside thewater.. making it an easy kill

Goblin King[edit | edit source]

The Goblin King is one of the three bosses to spawn in the dark caves.
It has around 65 HP.

Behavior[edit | edit source]

Will summon goblins as soon as it takes aggro on the player.

Attacks[edit | edit source]

Attack Description
Grab The Goblin lunges forward, if a player is in its way, the Goblin will grab them and throw them far away, dealing damage based on distance from the impact point.
Charge The Goblin will pause for a second and then charge forward, dealing damage to every player caught by it until it hits an obstacle briefly stunning itself.
Stomps The Goblin jumps up and down stomping the ground 3 times and will deal contact damage while doing so. The screen shakes and the player might have difficulty jumping due to the stomps.
Summon Goblins The Goblin summons 2 smaller goblins to its aid.

Strategy[edit | edit source]

It is recommended to fight this boss somewhere where you have a lot of horizontal mobility.

Also before you do anything, take out the 2 goblins before fighting the boss as they can mess up the fight for you which is bad because this boss does a lot of damage.

The Goblin King's charge attack is potentially his most dangerous attack, as that does a whopping 15 damage which is a lot for this early in the game. You can tell if he's about to do it if he raises his axe which makes a sound. You can avoid it by timing a jump, or jumping to a higher platform or behind him if you're not used to the timing between the axe raise and the charge. The downtime coming from this attack is a very good time to strike.

The Goblin King's grab attack is easily the most dangerous if there are any spikes near, as you could get thrown into spikes which is instant death without any spike protection gear. If the Goblin King withdraws his axe, he's about to do the grab attack. You can avoid it by timing a jump, or jumping to a higher platform. Jumping behind him works but if he's facing a nearby wall then run away before he bounces off the wall into you. The downtime coming from this attack is a good moment to attack the boss. Note that you can't free yourself by using frost nova if you're grabbed. If you're playing multiplayer, then you can free someone else who's being grabbed by using frost nova, and the player being grabbed will get stunned for a moment after he/she gets freed.

If the Goblin King lowers his axe slightly, then he does the jump attack. I'd recommend staying away from the boss during this as attacking while the boss is doing this will almost guarantee you taking damage which is not good in this game. The downtime is less compared to other attacks, so if you choose to attack during this downtime, then be aware of the Goblin's next move.

Patience is key during this fight, as the Goblin King's attacks do lots of damage but they have lots of downtime between them which is the only time when you should strike, and the goblins can be annoying as well if you decide not to kill them beforehand. If this boss spawns in a pit of spikes, then wait until his wall bounces or jumps destroys all of the spikes before facing the Goblin King.

Rock Worm[edit | edit source]

The Worm is one of the three bosses to spawn in the Dark Caves
It has around 100HP.

Behavior[edit | edit source]

The Worm appears after a player kills 3 worms.

Attacks[edit | edit source]

Attack Description
Burrow The Worm moves through the map, dealing 1-4 damage to the player if it touches them.
Poison Spit The Worm stands still and spits 3 poison projectiles in succession (5 faster poison projectiles after critically harmed). The poison projectiles deal damage and poison the player.

Strategy[edit | edit source]


The best bet is to wait until the Worm stops spitting poison, as it will stand still for a few seconds before burrowing again. If you freeze the worms head using the frost nova or iceball spell he will stop spitting poison until the next time he resurfaces. The worm takes increased damage on its head and less damage on its body. It can only move so far into open space from any wall, floor, or other environments. Therefore, if the player is distanced far enough from an open space before the worm is close enough to begin firing its poison, the worm will recede and move back into the surface area to come from another angle. If the player has such an environment, it can avoid the prompting the poison attacks altogether by getting far enough away that the worm is forced to recede, attacking its body as it leaves, and repeating until it dies.

Rainbow Slime[edit | edit source]

The Rainbow Slime is the boss of the Slime Cave.

Behavior[edit | edit source]

It will chase a player similar to a regular green slime however it is much faster.

Attacks[edit | edit source]

Its attacks animations are very similar to a green slime, except it will turn into a spiky ball much more often. Unlike green slimes, they can hurt you by from below if they jump up at you.

Strategy[edit | edit source]

Rainbow slimes only take one point of damage from spike traps.

Mushroom Golem[edit | edit source]

The Golem is one of the three bosses to spawn in The Forest.

It has 250 health.

Behavior[edit | edit source]

It can't jump too high and it's usually not too mobile until it starts spinning. The Golem also harms any other enemies (besides the smaller golems) with its spinning and jumping attacks.

Attacks[edit | edit source]

Attack Description
Ground Smash The Golem smashes the ground, sending a shockwave through the ground, much like the shockwave spell.
Spin The Golem starts spinning like a ball. It becomes really mobile, can bounce and deals damage on touch.
Throw Boulders The Golem throws boulders, just like the trapped ones, at the player. Boulders deal around 30 damage.

Strategy[edit | edit source]

Don't try to fight it while it spins, preferably stand behind a wall and try to hit while it's standing still. Freezing it can temporarily immobilize the Golem even while it is spinning, but it will continue on the same trajectory once it unfreezes.

The strongest counter is the wand of digging, which deals 30 damage per charge to all golems, and can kill this boss in 9 charges.

Extraordinarily dangerous on ledges above the Hero without boulder protection due to the instant death squashing mechanic. Though, this mechanic will kill other enemies, as well as damage enemies with its other attacks besides the boulder. Typically, the Golem will be forced to remain on the ground floor of the Forest dungeon. Ranged attacks work well, as its movement, when not spinning, is very slow and its boulders only go so far. Arrows or long distance spells work well. Fighting the Golem in an area with many platforms above him is best as the player can jump up out of reach of attacks, gaining distance, and dropping back down to damage the Golem. Be careful though, as the Golem's Spin attack can make it bounce high up onto platforms above, so moving to a fairly high platform is safest. Further, despite looking extremely large, the Golem can spin through a space that is only 1x1. (Tested when using a Wand of Digging that destroyed terrain of 1x1 blocks. The Golem revved up his Spin and spun through to the other side.)

Golem Boss.png

Vine Lord[edit | edit source]

The Vine Lord is one of the three bosses to spawn in The Forest.
It has 225 HP.

Behavior[edit | edit source]

As soon as you trigger it, it will do one of its attacks.

Attacks[edit | edit source]

Attack Description
Man-eater Seeds The Vine Lord shoots out 2-5 seeds which grow into small man-eating plants which have around 12hp and deal 2 damage
Poison Seeds The Vine Lord shoots out a few poison seeds which will spread poison after a few seconds.
Needle shot The Vine Lord shoots out 6 needles in two bursts of three
Enrage After losing high amounts of HP the Vine Lord shoots out more seeds and attacks in a quicker manner.

Strategy[edit | edit source]

You should watch out for the visual cue that indicates the needle shot and try to evade the poison and the little man-eating plants.

Other than that the Vine Lord has no other attacks so you should be able to take him out easily.

Vine Lord.png

Wisp Queen[edit | edit source]

The Wisp Queen is one of the three bosses to spawn in The Forest.
It has around 250 HP.

Behavior[edit | edit source]

The Greater Wisp is usually in an area with large open space but will phase through obstacles.

Attacks[edit | edit source]

Attack Description
Wisp Belt The Wisp Queen summons wisps until it's surrounded by them. Killing the wisps in this phase will only cause the Greater Wisp to summon more of them.
Wisp Flurry The Wisp Queen moves towards the player, while its belt of wisps grows in radius and spins.
Wisp Launch The Wisp Queen launches the wisps in its belt at the player one by one in clockwise order until it's out of wisps.

Strategy[edit | edit source]

Be careful when fighting in melee range, as wisps will deal a large amount of damage in succession. It's best to fight it from long range. However, one method one can use is trying to proc continues Freezes on the Greater Wisp. The Wisp cannot summon more wisps while it is frozen.

Because of its ability to phase through terrain, it is best to fight the Greater Wisp on a fall through platform instead of any thick terrain that does not allow fall-through. This is because the Greater Wisp will always keep distance as far out from her so her wisps will hit, but her full body remains too far away from the player for its melee attacks. Therefore, try to keep the Greater Wisp in a position that you can easily reach its center to attack it (if using melee attacks/freeze proc strategy).

Wisp queen.png

Necromancer[edit | edit source]

The Necromancer is one of the three bosses that spawn in the Catacombs HP: 200 (around 180-250)

Behavior[edit | edit source]

Will follow the player with wall phasing ability, cannot be hit while he's moving.

Attacks[edit | edit source]

Attack Description
Summon Skeletons The Necromancer summons around 6-8 Fighter Skeletons and Wizard Skeletons which each have 20 HP
Throw Bones The Necromancer throws some bones which can't be destroyed and deal damage on impact.

Strategy[edit | edit source]

Right after triggering the boss and grabbing his attention, make sure to run to a previously cleared area wait for a while until he follow's you with his wall phasing ability, try to get at least 2 strikes on him, then retreat and repeat. Do not try to kill his Summoned Skeletons he will just summon more and more leaving you no time to go anywhere near him to land a strike and the skeletons will disappear by themselves. Because you can't collide with the thrown bones you will receive a high amount of damage if you touch them.

Abomination[edit | edit source]

The Abomination is one of the three bosses that spawn in the Catacombs HP: around 300

Behavior[edit | edit source]

Abom starts off with two spike balls, then gains spike balls as he loses health, they also don't orbit him when he's not attacking.

Attacks[edit | edit source]

Attack Description
Spawn Spike Balls The Abomination will spawn two spike balls shortly after getting triggered. It will summon up to two other spike balls, one at each after losing too much HP.
Emerge! The Mutant charges at the player, hitting the player with his circling spiked balls
Spiked Shot The Mutant Launch's each of his spiked balls into the player without much delay each dealing heavy damage and will return to him after they reached their maximum distance.

Strategy[edit | edit source]

If you have enough DPS you can get the jump on it and simply try to kill it in the time frame in which it summons its spike balls. You can also try to kite it and attack it using ranged spells or bows. While the abomination can move quickly through open areas, it is pretty slow while navigating through narrows chokepoints and while climbing up floors.


Zombie Dragon[edit | edit source]

The Zombie Dragon is one of the three bosses that you will encounter in the Catacombs HP: around 200

Behavior[edit | edit source]

The Zombie Dragon is a flying mob, which gives him enough mobility around the battlefield to chase the player in almost any area, Positions itself based on what attack it's going to do, Has Similar attack patterns to the Dragon in the Dark Caves

Attacks[edit | edit source]

Attack Description
Emerge! The zombie dragon charges at high speed at the player destoying terrain and dealing damage on impact, also releasing a shockwave similar to the Dark Cave's Dragon boss's stomp attack. Jump or hold on to ledges to avoid damage.
Explosive Flame Bolt Charges for 1 Explosive Flame bolt that explodes when hitting the player/ground
Explosive Flame Thrower The zombie dragon Charges to release 6-8 Explosive Flame bolts that are shot randomly around the area the dragon is facing
Homing Explosive Flames The zombie dragon Charges to release 6-8 Explosive Flame bolts that follow the player

Strategy[edit | edit source]

Just after the boss fight begins, retreat to a better positioning with no spike traps nor monsters and stay tuned for The Zombie Dragon to start his Emerge! attack animations. Jump upon his impact to avoid shockwave damage and counterattack quickly, then hide behind a wall at least 2 tiles tall fight to avoid damage.

The fireballs do still deal damage when the Hero has +4 fire resistance. This guide previously advised that the fire shield spell makes players immune to the Dragon's fire attacks, but that is no longer the case.

Behemoth[edit | edit source]

The Behemoth is one of the three bosses you will encounter in the last area of the game.


The Behemoth is composed of three body parts: one head and two hands. The Behemoth will attack with both of its hands until they are both destroyed. When they are, the Behemoth will lower itself, giving you an opportunity to attack its head before rising up again. Damaging his hands will not damage him.


Attacks Description
Ground pound The Behemoth will use one or both of its hands to smash the ground, which will create a Shockwave to the right and the left.
Hand charge The Behemoth will rapidly throw one of its hands at the player. Once the charge is over, the hands will hover back near the head of the Behemoth.
Lightning The Behemoth claps both hands together on your character, causing balls of lightning to appear, dealing lightning damage straight down after a short delay.


High mobility is of the essence in this fight. The Behemoth's attacks are few but pack a punch and can be difficult to avoid.

Having double jump, high jump or even triple jump can make jumping over the shockwaves of the ground pound an easy task as well as allow you to jump up to the Behemoths head to start attacking it early. Using homing spells or a bow you can damage his head while he still is in the air

Speed is also desirable as it makes it easier to get out of the way of the Hand charges.

The Behemoths head is also fairly tanky, so be prepared for a long fight.


Black Knight[edit | edit source]

Brood Demon[edit | edit source]

Evil Mage[edit | edit source]

Chimera[edit | edit source]

Serpent[edit | edit source]

Rust Fiend[edit | edit source]

Lost Adventurer[edit | edit source]

Tips and extra information[edit | edit source]

  • Bosses are unaffected by spike traps and will destroy them if they stomp on them.
  • Boulder Traps deal 20 damage to bosses.
  • Most bosses are significantly easier to deal with if you clear all the enemies of a level.
  • Even if you have a low chance of killing a boss, it is highly recommended to try and kill the boss anyways. If you don't plan on doing branch levels then it is okay to try and receive a level up from killing enemies in the level, though not skipping bosses is a good habit to get into.

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