Overview
HUGE SPOILER ALERT!!!Boss action pattern guide and how to counter them.Currently only includes Normal mode. May or may not update on Expert mode. Once I figure out the patterns on Expert, I might create a new guide if there is huge difference with Normal. Otherwise will just update in this guide.Feel free to tell me if any part of this is not consistent with your understanding or boss’ behavior during your runs. Would appreciate if we can make this guide created together by the Community. It is quite time consuming for me to analyse each boss pattern by my own.
How to read
Boss actions are described in my own word. As the official text seems to don’t do what they say and worded in confusing way sometimes.
Boss’ actions are shown in the following format
<(Action Count)> <Attack Name> <[Target]> <Effects>
For example: (9+) Surging Shank[1] D
- Action count number in ( ) means countdown before the boss perform that action if your Ally Speed is +0. It is only available for some bosses currently.
- A number in [target] means how many ally will be hit by the attack.
- [A] in [target] means that the attack is AoE and will hit all allies.
- D in effects is short for “deal damage to target”.
- (?) means the particular information is not confirmed. As the game do not allow save/load, it is hard to find out alone. Would appreciate the community’s help on these.
- “Ally” and “Enemy” is referring characters from player’s point of view.
Stage 1- Living Armor
HP: 66
Cast “Blurry Shield” every start of the turn.
- Blurry Shield (Gain Complete Defense x1)
- Complete Defense will prevent the next attack damage but not any debuff.
- (Technically, it is just increasing armor to 100% so if you have an attack which have 100% piercing armor you can ignore Complete Defense)
Each turn, perform a random action from below:
- (9+) Surging Shank [1] D
- (9+) Pierce [A] D+ Bleeding (5 pain D/turn)
- (9+) Shield Blow [1] D+ Stun
Strategy
- Since it can only prevent 1 attack/turn, if you do not have enough Attack Skill in Hand, best to save them for the next turn and focus on healing instead.
- 3 cost Skill and 2 cost Fixed Ability will generally be useless if you only have 3 Mana/turn.
Stage 1- Cerberus
HP: 88
Action List
- (1) Scratch [A] D
- (1) Crunch [1] D
- (9+) Roar [A] Small D
Have two actions each turn. The first is either Scratch or Crunch; the second must be Roar.
Strategy
- Kill it fast before it kills you.
- Don’t forget to heal and remember you can always exchange your Hand once per turn to get what you want. With it Roaring every turn, your green healing gauge will be depleted very fast if you do not heal immediately.
Stage 2- The Witch
HP: 205
Passive: Curse
Creates a Curse Skill in player’s hand at the start of each turn.
Every 1N-th and 2N-th turn: create Crucifying Curse.
Every 3N-th turn: create Weakening Curse.
Curse Skill list
Crucifying Curse: Exclude, Swiftness, Bind. Choose an ally and get 5 pain D/turn debuff (5 turns). The debuff cannot be disabled. Auto-cast on all allies if remains in Hand at the end of the turn.
Weakening Curse: Exclude, Swiftness, Bind. Choose an ally and get ATK -25%, Healing Power -25%, Evade -5% debuff (5 turns). The debuff cannot be disabled. Auto-cast on all allies if remains in Hand at the end of the turn.
Action List (1 Action per turn, as below)
- <If no Doll exists> Moving Doll Summon 2 random Dolls.
- <If at least 1 Doll exists> Enchant Doll Give a Doll 1x Berserk stack (Receiving damage
+30%, ATK +40%)
Strategy
- You must play the Curse Skill every turn. Do not allow it to sit in your Hand at the end of turn.
- Since she will not summon any Doll as long as there is at least 1 alive, you do not have to kill all Dolls every turn. Just kill 1 of them to reduce damage, and kill the other one if the Berserk stack is too high to make her reset them.
- Recommend to kill a Butler Doll and allow a Maid Doll to stay alive because Butler Doll’s Taunt will block your attacks on Witch.
- Since the Curse will expires after 5 turns, if you think the fight is going to drag to longer turns, it might be beneficial to not cast a same Curse on the same character to avoid refreshing the 5 turns counter.
Stage 2- Golem
HP: 231
Passive:
- Each turn, 1 of player’s random Hand have “Upgrade Module” buff. (Discarded after 1 turn + when cast, create a random skill that cost 1 less.)
- Each turn, 1 of player’s another random Hand have “Shatter Module” debuff (Discarded after 1 turn + cannot be exchanged + If this remains in hand at end of the turn, Golem will cast Earth Shatter.)
Action List (1 random Action per turn chosen from below)
- (9+) Earthquake [A] D
- (9+) Slam Dunk [1] D
If “Shatter Module” remains in player’s Hand at end of turn, perform the following instead:
- (9+) Earth Shatter [A] D (very high damage)
Strategy
- Make sure to play Shatter Module card every single turn or you will have difficulty surviving even if you miss one turn.
- You do not need to play Upgrade Module every single turn if the condition do not allow it. On some turn you may play SM and do not play UM, but not vice versa. If you do want to play UM in a turn, make sure to calculate that you have enough mana and play UM before SM, as you might see some cards that reduce cost when you cast another cards, or more answers before you play SM.
- Basically trying to play SM and UM every single turn, and heal when you ally health is low to get auto-win.
Stage 3- Parade Tank
HP: 176
Action List (1 Action/turn as below):
- Kaboom [A] D (~40 damage)
- Drum of Death [1] Healing received decreased + Summon “Parade Robot”
- Drum of Weakening [1] Attack power decreased
Action pattern is always in the above order, starting from Kaboom on turn 1, Drum of Death on turn 2, and so on.
Strategy
- The whole fight is about whether can you outheal its Kaboom damage.
- Since it only perform Kaboom every 3 turns, and the Parade Robot only does Weak Attack, even with 1 Healer you should be able to heal up fast enough before the next Kaboom comes. Keep track of who is near or at Death’s Door to prioritize heal.
Stage 3- Joker
HP: 172
Passive: Cuff Trick
Skill that aren’t Lucy give Joker 1 stack of Cuff Trick. At 4 stacks, Stun + D the Ally who give Joker the last stack and reset stack count to 0.
Action List
- (0) Think of a Card Joker shows the player 3 random cards from their Deck. The player choose 1 of them to be transformed into a Joker.
- (1) Whistle: Summon 1 “Enraged Jester”.
- (3~4) Hidden Dagger [2] D + Bleeding (5 pain D/turn)
On turn 0 and turn 3, will perform Think of a Card –> Hidden Dagger.
On turn 1 and every 1+4N-th turn, will perform Whistle –> Hidden Dagger. (?)
On other turns, will only perform Hidden Dagger.
Joker
Swiftness, Discard after one turn. Draw a skill. All Ally with Bleeding or Stun take 15 damage when this card is cast or discarded.
Strategy
- The only thing that stop you from taking down his low HP is Joker and Cuff Trick.
- Immediately play/exchange Joker if there is no Stun or Bleeding member in party as Joker might give Bleeding via Hidden Dagger later in a turn. If there is Stun or Bleeding member, try to play only when everyone affected is above 15 HP.
- Characters (enemy or ally) which are Stun will receive free Weakening Resistance (including Stun), so try to make the same character hit the Cuff Trick in a row to take advantage of the Resistance.
Stage 4- Time Eater
HP: 2??
Passive: Absorb Time
- All Ally Skill (except Lucy) gain “Count 9”.
- Skill that automatically discard after X turns will remain until next turn.
- Player get 1x “Fast Forward” in Hand every start of the turn. (because of the point above?)
- At start of battle, the leftmost character gets “Amplify Time” buff x1.
Fast Forward
Exclude, Swiftness, Discarded after 1 turn.
Next skill played can be instantly cast. Wasted if next skill cast is Lucy’s since first point in Passive don’t affect Lucy in the first place.
Amplify Time
- When one of your skill with Count is cast (NOT when played), move this buff to the ally to your right and it gain 1 stack.
- ATK +7% /stack.
- If you have “Amplify Time” at the start of your turn, gain “Overload Time” debuff (10 D/turn).
Action List (Each turn, perform 2 of the following at random. Will show in Cast List on the right.)
- (10~15)Collapse Space Time [A] D + Evade -5%
- (10~15) Time Impact [1 ally with Amplify Time] D
- (10~15) Twisted Time [1 ally with Amplify Time AND 1 ally on their left] D
A “Timeless Gear” is respawned if not exist. It gains +15% ATK UP/turn but reset when it respawn.
Strategy
- Try your best to play your Ally Skill in the order of 1st ally>2nd ally>3rd ally>4th ally>1st ally so that you can get many stack of “Amplify Time” in a short number of turns.
- Best to let AT stays at high HP ally to control where the “Overload Time” debuff, TI, and TT goes.
- Although Timeless Gear has weak initial attacks, kill Timeless Gear when you think its damage is getting high, or when it has a chance to finish off ally at Death Door.
- Watch out the Cast List to predict which ally need to be target of Heal.
- Play Fast Forward on card that gives more cards to open up more option, or emergency heal if someone is going to die.
Stage 4- Ruby & Sapphire
Ruby HP: 370 ; Sapphire HP: 370 (Shared Health)
Passive: Shared Health
- When one of them is damaged/healed, the other will also get the same damage/heal. Hence, AoE damage will deal x2 damage to them in total.
At start of battle, 1x Cleanse is added to player’s Deck.
Cleanse: Swiftness, Bind, Can be used 4 times. Remove all Stigmas of single target. If this is not in your hand at start of your turn, draw it.
Action List (Each turn, perform 1 of the following set at random. Ruby has countdown 1~4, Sapphire has countdown 3~6. Action listed in Ruby–>Sapphire order, and will be performed at that order. Ruby’s attack will inflict Ruby Stigma; Sapphire’s attack will inflict Sapphire Stigma)
- Growling Flame [A] D AND Storming Frost [1] D
- Chained Slash [1] D AND Chained Slash [1] D
- Hasty Slash [1] AND Double Slash [2] D
If HP is 212(?) or less, perform the following instead of the 1 random set above (ONCE):
Ruby & Sapphire: Blow of Harmony [A] D + Inflict “Ruby Stigma” and “Sapphire Stigma” + One of them gain “Counter Attack”.
Ruby Stigma
Takes 8 D when cast own skill.
Sapphire Stigma
Own skill cost +2.
Strategy
- Since you cannot control who get the Stigma (unlike most other boss), best to keep the Cleanse until someone have a lot of Stigma stack (preferably after BoH). However this may not be possible most of the time when your attacker gets some Ruby Stigma.
- You can use Taunt to decide who will receive the Stigma. Recommended to let a character who have good Fixed Skill to tank all the Stigma as Fixed Skill is not affected by Stigma.
- Notice the information at top right corner of your screen. Ruby and Sapphire have different Evade chance and Armor. When you are attacking, target the one that you are better at.
- After they perform BoH, ignore the above point and avoid attacking the one with Counter Attack.
Stage 5- Reaper
HP: 423
Passive: The Reaper
- Cast “Death Sentence” at end of turn. Prioritize the skill owner at the top of Hand ignoring Lucy’s skill. Next turn, that skill cost gets -1.
Start with a Pharos High Priest follower with the Follower buff (ATK +15%/turn).
- The Follower buff is reset if the follower is defeated and later respawned (see below).
Boss’ Action List (Have 2 actions per turn. The first action is randomly decided between
Breathtaker and Death Scythe. If no follower exist, use Reaper’s Call instead in the first action slot. The second action is always Death Sentence.)
- Breathtaker [1] D + Abilities debuffed debuff (anyone know what does this do?)
- Death Scythe [2] D + Bleeding (5 painD/turn)
- (If no follower exist) Reaper’s Call: Summon a random follower.
- Death Sentence [1] D + Mark of Death debuff
Mark of Death
When an ally that already have MoD is hit by Death Sentence, all allies take 26 true damage.
Strategy
- The whole fight is about the MoD debuff. If managed poorly, the 26 true damage can wipe out the whole team even if it just trigger once.
- Since the MoD debuff last exactly 4 turns and you have 4 allies, if you can get a different ally to take the Death Sentence attacks every turn, you can prevent the 26 true damage forever by deciding them to take the debuff every turn in the same exact order every 4 turns.
- Since you can choose who to receive Death Sentence attack by putting the character’s skill on top of your Hand, remember that you can exchange your Hand to accomplish the above point. Your skill on top of Hand get discounted next turn so make sure to get rid of it.
- Keep in mind that you do not have to play every skill in your Hand even if you have the Mana. It is good to save a card of a character that you want to take Death Sentence next turn just in case if you don’t draw them in next turn.
- The Boss will prioritize summon follower than to attack you (the Summon is not a free action. It have to forgo 1 attack to summon a follower), so if you kill the follower every turn, you can think of it as you give the Boss 40 damage shield to negate 1 of his attack every turn. However, this is often not necessary until the Follower buff have grown to an uncontrollable level.
Stage 5- Sacred Karaela
HP: 383
- Passive: Summon a “Burning Cross” at start of each turn, even when one already exist.
- At start of turn, 1 random ally get “Sacred Brand” buff.
Burning Cross
- Passive: If attacked, remove this buff and deal 8 (or 2 if attacker have Sacred Brand) D to attacker
- Taunt
Sacred Brand
- Create an “Evangelize the Sacredness” skill in Hand at start of the your turn.
- Cannot restore health.
- If fainted, give SB to an ally.
- Receive less damage from Blazing Shield and Blazing Cross.
Evangelize the Sacredness
Transfer SB to an ally.
Self gain Sacred Debris (If an ally with SB play a skill other than EtS from Hand, cast a copy of it and remove this buff.)
Boss’ Action List (Each turn, perform 2 of the following action randomly):
- Blazing Shield [1] D+ Boss get “Blazing Shield” buff. (If attacked, remove this buff and deal 8 (or 2 if attacker have Sacred Brand) D to attacker.)
- Burning Splendor [A] D + Blazing Fire debuff (Receive critical chance +10% + 6D/turn)
- Dazzling Flash [2] D + Stun + Weakened Armor
If HP is 177(?) or less, perform the following instead of the above (ONCE):
Consecration [1 ally with SB] High D.
Will say “Who was marked? I will purify you!” at the start of the turn when this skill is counted. Do nothing if there is no ally with SB for some reason.
Strategy
- Play EtS if you want to heal the current buff holder, or if you want to cast someone’s skill twice.
- Make sure your attacker have SB before attacking enemy with BC or BS, or you will deal a lot of damage to yourself.
- Recommend to kill BC spawned every turn as they also have normal attacks that deplete green healing gauge and can cause faints. Also they will be blocking some attacks because they have Taunt.
Stage 5- Pharos Leader
HP: 440
Passive: Dominate
- You must cast the first ally attack skill you play on another ally each turn.
- If you don’t, do the above randomly by casting 1 and selecting random targets at the end of your turn. Do nothing if your hand do not have any attack skill.
Boss’ Action List (Perform 1 action/turn in this exact order, starting turn 1 from Strange Idea,
Turn 2 Fear of Death…etc)
- Strange Idea [1] D + debuff (Take own Skill in hand x3 pain D/turn)
- Fear of Death [2] D + Weakening Mind (ATK Power and Healing Power -25%)
- Rising Dominance [A] debuff (1 dmg/turn/stack)
If HP is 317(?) or less, cast the following instead (ONCE):
Obey: Target ally gain 4x Complete Obedience.
Thereafter, perform 1 action/turn in the following order, continuing sequence from the above “Boss’ Action List”:
SI–>OBEY–>FoD–>OBEY–>RD–>OBEY–>SI–>……
eg. If before the first OBEY is cast, the Boss used RD, then she will use SI the turn after OBEY is casted, and continue the above pattern thereafter.
Complete Obedience
- At start of turn, play random learnt attack skill and give it Count. If the buff holder did not learnt any, play a random one instead.
- If attacked by an ally, remove 1 stack AND cancel the Counting skill in point above.
- At end of turn, remove 1 stack.
- Cannot take action.
Strategy
- Think of RD as a bonus turn for you to prepare your stuff as it only deals minimal damage.
- Always attack an ally with CO every turn. This way, the CO will only last 2 turns. Given that the boss only cast OBEY every 2 turns, this will prevent the situation where 2 of your Ally have CO at the same time from happening.
- Azar can just use his Hollowed Sword to deal minimal damage to ally every turn consistently.
- If you only have 1 attack skill in hand, considering exchange it to prevent first point of Passive, but beware as you might draw a more powerful attack, so have a grasp of your deck content at all times. Exchange can also be used to minimise SI debuff damage.
- HEALLLLLLLLLLL!!!
Stage 6- Summoner & Sleeping Hedgehog
HP: 44
Passive: Protected
- All single target attack which targets Summoner is redirected to Sleeping Hedgehog.
- Do nothing against AoE attacks, Pain damage, or random effect that do not target.
Sleeping Hedgehog (HP: 141)
- Always do nothing.
Summoner’s Action List (Perform 1 of the following action/turn in alternative manner.)
- Summon: Summon 2 different Mobs randomly. (Electric Hedgehog, Flame Hedgehog, Watcher)
- Rooting Spell [1] D + 1 of target’s skill in Hand gets Bind and Count.
Strategy
This fight is all about removing Summoner while keeping yourself alive so that she don’t spawn any more new minions.
If you have good AoE, you can kill Summoner while ignoring Sleeping Hedgehog.
Otherwise, kill the Sleeping Hedgehog first.
If she does have a chance to summon some minions, normally you will have enough time to deal damage to her after you clear the minions. If you cannot defeat her quickly, then clear the minions first.
Stage 6- Guardian Golems
Guardian Golem (Green) / Guardian Golem (Yellow)
HP: 2?? x2 (Shared Health)
Passive: Shared Health
- When one of them is damaged/healed, the other will also get the same damage/heal. Hence, AoE damage will deal x2 damage to them in total.
Passive: Golem’s Mark
- This enemy attacks will prioritize the skill owner of the top(Green) or bottom (Yellow) card of your Hand. (Ignore Lucy’s skill when counting)
- This priority will ignore ally’s Taunt.
Green Golem’s Action List (Each turn, perform the following)
(9+) Deep Cut [1 ally with skill at top of Hand] D
Yellow Golem’s Action List (Each turn, perform the following)
(9+) Deep Cut [1 ally with skill at bottom of Hand] D
Strategy
- Probably the most easiest fight in this game.
- Just beware not to have the same character appear in both top and bottom of your Hand so that you can distribute the damage and do AoE heal. (Unless that character is a tank and/or you are good in single target healing)
- Exchange your Hand if a particular ally you want is not in Hand.
- Heal up the green health bar before a second attack is dealt to you.
Stage 6- Cryomancer, Pyromancer, Electromancer
HP: 264 x3 (Shared Health)
Passive: Shared Health
- When one of them is damaged/healed, the others will also get the same damage/heal. Hence, AoE damage will deal x3 damage to them in total.
Boss’ Action List (Each turn, perform ALL of the actions below):
Electromancer: (0-1) Lighting Bolt [1] D + Electric Shock debuff (ATK, Healing Power and Armor -10%)
Cryomancer: (1-4) Ice Shackle [1] D + Stun
Pyromancer: (4-7) Fire Bolt [2] D + Burnt (7D/turn)
Strategy:
- Although each of them have the same armor and Evade Chance, each of them is good at 2 debuff resist but awful in 1 other debuff resist. Cryomancer have Pain resist of 0%; Pyromancer have Weakening resist of 0%; while Electromancer have a CC resist of 0%. Resistance other than their respective weakness are all 150%. This is important when you are selecting targets of debuff skill. Since they have Shared Health, targeting is not so important in terms of priority of defeating them, but targeting will be important to inflict debuff to them.
- You may not want to Exchange your Hand at the start of the turn like you usually do, as Cryomancer will often stun your ally in the middle of your turn. You may need to use the Exchange to remove Stun.
- Must have consistent Heal in Fixed Ability to withstand the high attack power from enemy.
Stage 6- The Forgotten King
HP: 792
Phase 1
Passive: Slacking
- One of your random Hand always gets this debuff. Whenever you play a card from Hand, the debuff move to another card in your Hand. If you do play the card with debuff, Boss gain ATK +10% buff.
Boss’ Action List (Phase 1) Always perform the following in this order in turn 1 AND subsequent turns when Shackling Chain exist at the start of the turn.:
(2~4) Blade Rush [2] D+ Bleeding (5 pain D/turn)
(2) Punishment [1] D+ Incoming Healing decreased
Boss’ Action List (Phase 1) Always perform the following in this order if Shackling Chain do not exist at the start of the turn.:
(2~4) Shackling Chain [1] You choose an ally from 2 random ones to get 1x Tightening Shackles debuff + Summon Shackling Chain.
(2) Punishment [1] D+ Incoming Healing decreased
Tightening Shackles
- Gain 1 stack of this every end of turn. At 4 stack faint this character.
- Cannot take actions.
- Removed by defeating Shackling Chain
Shackling Chain’s Action List
- (When Summon): Blurry Shield (Complete Defense x1 = blocks the first damage it takes. Does not ignore debuff.)
- (Technically, it is just increasing armor to 100% so if you have an attack which have 100% piercing armor you can ignore Complete Defense)
- (1~2) Standby: Do nothing. (?)
- (When ally have 4 stacks of Tightening Shackles): ??? (?)
Move to Phase 2 when HP is 450 or less, and prevent any damage beyond HP 450. Remove Slacking Passive and cast the following next turn:
Shield Pulse [A] D + Get King’s Will buff + Destroy all Shackling Chain + Summon 2 x Protecting Pillar without Taunt and 1 x Protecting Pillar with Taunt.
Phase 2
Passive: King’s Will
- Invincible
- Create Purifying Lighting in player’s hand each turn. Amount of card created increase per turn.
- Removed if only TFK is on enemy’s side.
Protecting Pillar
Discard all attacker’s skill when defeated.
Action: Do nothing. (?)
Purifying Lightning
- Exclude, Swiftness, Discarded after 3 turns.
- Select an ally to deal 40% max health as true damage and get Purifying Lighting Aftershock debuff (20% extra damage by PL). If discarded, cast on random ally.
Boss’ Action List (Phase 2)
- Always do nothing.
Move to Phase 3 when only TFK is on enemy’s side. Remove King’s Will passive and cast the following next turn.
King’s Rage: [A] D+ ally gets Bleeding debuff + Boss gain Divine Right buff and Complete Defense buff x1.
Phase 3
Passive: Divine Right
- Give all Fixed Ability “Once”.
- Player Exclude 2 cards from their Deck every turn. The player is shown 2 random cards in Deck to Exclude either one, and repeat this one more time. If during this procedures the Deck only have 1 card left, that card will be Excluded (without choices given). If there is 0 card in Deck, the Discard Pile is reshuffled and player is shown 2 random cards to choose from.
Boss’ Action List (Phase 3)
Always perform the following in this order every turn:
- (0~1) King’s Rage [A] D + Bleeding
This skill have the same name as the one he use when we enter Phase 3, but appears to be different skill since this one don’t grant Complete Defense. - (9+) Raging Blow [2] D
Strategy:
- Before battle,
- Use all your potions, scrolls, herbs, barriers whatever. You can’t bring them back home no matter you win or lose, so might as well just spend all of them here.
- Bread, Herbs and Golden Apple should be used in the camp after Stage 5 to get permanent buff for this stage.
- Recommend to use Identification Scroll on Potions and drink all the ones with positive effects. You do not have to check equipment if you already have Lifting Scroll or Purification Scroll.
- Must use the facility in Stage 6 that give you one more Relics. Passive buff is OP.
- If you have a lot of Gold in Stage 5 and can’t find good place to spend them, don’t worry as in Stage 6 you can get Purple rarity equipment for 1,700 Gold.
- Phase 1: Must kill Shackling Chain every two turns or your ally will die instantly. Spam your attack skills on TFK only after you kill (or you will) Shackling Chain, but look out for his HP as he will cast AoE damaging skill Shield Pulse after his HP falls to 450.
- Phase 2: Kill all the Protecting Pillar as fast as possible before your Hand is filled with tons of Purifying Lightning. Good to kill all of them in 1 turn, but 2 turns is acceptable as well. Note that 2 of the PP have no Taunt, but the other 1 AND TFK himself (which is invincible now) have Taunt. If you do not have enough attacks that ignore Taunt, you will learn your lesson here. In this Phase, TFK himself don’t deal any damage to you, so the only source of damage is your PL, which you can choose the targets.
- Phase 3: Me smart me go face. You will eventually lose due to no cards left in Deck if the battle goes long enough. So, kill the Boss fast. Spam all your attack skills. For Divine Rights, prioritize to remove non-attack skills. Since the Boss deal minimal damage in this Phase, you don’t have to feel bad excluding your Healing and Defense skill. If you do not have enough Attack Skill and can’t hit the Boss’s face before you run out of cards, you had learnt your lesson here. Next time, please build a deck with enough Attack Skills.
Changelog
2021/3/31: Updated based on kanarienvogel’s advice. Thank you!
2021/1/24: All boss’ information updated! There are still a few minor details that I am not sure, which is marked as (?). If you have those information feel free to contact me so I can add in the Guide!
2021/1/21: All boss’ information is updated except Reaper
2021/1/19: All boss’ information is updated except Reaper and The Forgotten King.