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Boss Battles - Version 6 vs Version 7
Jun 21, 2026, 06:09 PM
Updated Illfang note to demo-confirmed; added the Sentry Golem mini-boss and the cutting-marker finishing-blow mechanic from the demo
Jul 22, 2026, 02:09 AM
Added the Arc Boss class and a roster of named bosses across both floors, plus the raid support structure
11In Echoes of Aincrad, boss battles are the major real-time combat encounters that gate progress through the floors of Aincrad. Each floor of the floating castle is sealed by a powerful floor boss, and clearing that boss is what unlocks the path upward. At launch the game covers the first two floors, so the headline encounter players prepare for is the Floor 1 boss.223344Floor Bosses5566A floor boss waits at the end of the labyrinth at the top of each floor. The Floor 1 boss is Illfang the Kobold Lord, a large kobold-type boss confirmed in the free demo. He fights in multiple phases and changes weapon as his health drops, wielding a curved talwar in the demo build. A smaller Sentry Golem is fought earlier in the demo as a lead-in encounter. Floor bosses are built as group encounters where coordinating with your AI partner through the Switch System matters as much as raw damage.7788BossFloorTypeNotesIllfang the Kobold LordFloor 1Floor bossGuardian of the Floor 1 labyrinth; clearing it opens the way to Floor 2.Sentry GolemFloor 1Mini-bossA stone guardian fought before the floor boss in the demo; telegraphs heavy stomps and wide ground sweeps.99Field Enemies and Minibosses10101111Outside the labyrinth bosses, the floors are populated by tougher field enemies. Confirmed examples include the Ruin Kobold Trooper and the Kobold Sentinel, both kobold-type foes encountered in the early floors, alongside beast enemies such as the Frenzy Boar. For the full roster of field foes, see Monsters.12121313Preparing for a Boss14141515Because the developers have described the game as one where it is very easy to die, preparation is the difference between a clean clear and a wipe. Useful steps before a boss fight include strengthening and synthesizing gear at the Smithy, stocking healing consumables, leveling up to raise your Attributes, and practicing defensive techniques such as parrying and dodging. Managing your Stamina and skill resources during the fight is essential, since Sword Skills drain quickly and leave you exposed if mistimed.16161717How a Boss Fight Plays18181919Once a boss battle begins, players cannot retreat from it, so the fight is committed to from the moment it starts. Reading the boss's attacks and answering them with defensive options such as parrying, dodging, and the counter that follows a well-timed guard matters as much as raw damage, and coordinating position swaps with your AI partner keeps pressure off whichever of you is more exposed. The free demo released ahead of launch ends its first stretch with a boss encounter set during the in-universe closed beta, giving new players an early read on how these fights escalate.20202121Landing the finishing blow uses a cutting marker: once a boss's health is emptied, a marker appears and a cutting-attribute heavy attack severs the target to end the fight. Holding the attack instead triggers a slower crash attack, so the timing of that last hit matters.22222323Death Game Mode24242525Players who enable Death Game Mode face the highest stakes during boss fights, as dying in that mode deletes the save. The mode echoes the death-game premise of the source material, but it is an optional setting rather than the default experience.262627+Arc Bosses28+29+Alongside floor bosses and dungeon guardians there is a third class: the Arc Boss, sealed inside an Ark out in the field. Arc Bosses summon weaker enemies from their own family during the fight, and several of them bring a party member in to help once the first phase is cleared. Most are optional, but a specific trio has to be defeated late in the campaign to break a seal blocking story progress.30+31+Named Bosses32+33+The campaign runs a boss encounter at the end of most main-quest areas, on top of the dungeon guardians and Arc Bosses. The list below covers the named encounters confirmed across both shipping floors.34+35+BossWhereNotesIllfang the Kobold LordPrologue, Floor 1 raid, and Labyrinth revisitThree phases. Opens behind a shield, swaps to a longsword, then fights from the ground.Sentry GolemPrologue and a Floor 2 sanctuaryThe first boss of the game. The sanctuary encounter puts three golems in the arena at once.Snowcap BoarFloor 1Inflicts Frozen. Loses its tusks after the first phase.Geinspore GrizzlyFloor 1Large, slow, and fire-based. Applies Burning.Dire Strife WolfFloor 1Fast and nimble, with lightning attacks that paralyse.Wrathful ShrewmanTeardrop CaveSurrounded by lesser shrewmen and uses smoke bombs that blind.Shrewman QueenTeardrop Cave depthsFought on a return trip after the beta ends.Raging BoarFloor 1Three phases, each broken by a heavy attack to the nose.Flowering NepenthesWest ForestA carnivorous plant boss that summons lesser nepenthes.Large NepenthesPath to the LabyrinthThree phases. Regenerates to full health when cut in half.Kobold ChampionThe LabyrinthSingle-phase guardian.Ruin Kobold ChieftainLabyrinth Crucible ChamberTwo phases, nimbler than other kobold enemies.Thorncrown Mountain SpiritNortheastern HillsA level 20 boss with two phases, best fought from behind.Bulbous BaoFloor 2A bao-type enemy that rolls into a ball and leaps.Trampling OxFloor 2, east of UrbusTwo phases, with a leaping stomp that sends out a shockwave.Thousand Spears SpineFloor 2 plainsThree phases. Fires spines that stick in the ground and explode, then burrows.Troll LeaderPath to the sanctuaryTwo phases.Tyrant GolemRelic HallThree phases of area attacks and lasers. Safest fought close to its legs.Trembling CowGrasslands of the Sacred CowThree phases, adding dust whirlwinds and then arena-length charges.Cursed ShrewmanFloor 2 and a sanctuaryTeleports and grabs, and fires red projectiles that build Instant Death.Thunderhorn OxPath to TaranCalls down lightning and can paralyse.Storm HornetSouthwestern forestThree phases, ending with an arena-wide dust and wind attack.Troll ReaverForest caveSingle phase, but fought alongside an elite troll and applies Burning.Troll Ark ShamanRelic HallThree phases with a huge health pool, a summoned clone, and a linear laser in the final phase.Blood Wolf LeaderVolor's SanctuaryTwo phases of fire attacks that inflict Burning.Red MordredSacred Mountain TempleThree phases of fire attacks, adding elite bear enemies each phase.White MorriganVolor's Sanctuary Relic HallThe guardian seen in the campaign's visions. Summons golems, burrows, and takes flight.36+Raid Encounters37+38+Not every floor boss is a duel. The first floor boss is fought as a large-scale raid in which a group of players holds the frontline and your role is support: the boss cannot be approached directly, and your job is to clear the smaller enemies that spawn while the raid grinds its health down. The boss refills its bar once, so the support phase runs twice before the encounter resolves.39+40+Raids are also where the campaign's story turns, and the fallout from the first one drives much of what follows.41+2742See Also28432944Illfang the Kobold LordMonstersCombat SystemSwitch System