Boss Encounters
Bosses land on fixed days: 7, 14, 21, 28, and the EndBoss on Day X. Each boss day offers two possible bosses and you pick which one you face during the Morning Fate selection, which also flags whichever still owes you a Star. Day 7 is the Goblin King or the Blobb, day 14 the Magister or the Giant, day 21 the Gyrocopter or the Phoenix, and day 28 the Dragon or the Demon Spider. Bring a Marksman, because it targets whatever has the most health and shoots past minion escorts straight at the boss.
Bosses in Super Fantasy Kingdom do not play fair. They hit harder, they spawn adds, and some of them out-range your entire army. Knowing what to expect before the fight starts is the difference between a clean clear and a dead kingdom.
When Bosses Arrive, and Choosing Which Oneโ
Boss days are fixed at 7, 14, 21, and 28, with the EndBoss on Day X, the extra day that closes out a 28-day cycle. You do not need to scout for them.
What you do choose is which boss. Each boss day carries two possibilities, and your Fate selection during the Morning phase picks between them. The interface flags which of the two still owes you a Star, so that choice is also your progression lever.
| Day | Your two options |
|---|---|
| 7 | Goblin King or Blobb |
| 14 | Magister or Giant |
| 21 | Gyrocopter or Phoenix |
| 28 | Dragon or Demon Spider |
| X | EndBoss |
Bosses always drop Shards, and clearing one wipes every negative status effect off your units.
Boss Breakdownโ
The Blobbโ
A day 7 option that punishes players who skip area damage. Note the spelling, two b's.
- Health: 1,500 (buffed from 1,425 post-launch)
- Mechanic: Damages itself to split, spawning three minions at once. Minion health scaling was cut by 33%, but the volume still demands area coverage. The large health pool exists precisely because it self-damages.
- Counter: A Frost Mage clears the minions, since its attack explodes in a 20m radius and freezes what it catches. Keep the Marksman too. It targets the enemy with the most health, which is the Blobb itself, so it will not waste shots on adds.
The Goblin Kingโ
The other day 7 option, and the fight is a targeting problem and not a damage race.
- Health: 300 (increased from 246 post-launch)
- Minion Health: 5 per minion (increased from 1)
- Mechanic: The Goblin King never attacks. He is carried on a throne by his minions, who charge one at a time and soak the attacks meant for him.
- Counter: Bring a Marksman, whose Most HP targeting locks onto the king over his 5 HP escort. Do not rely on the Crossbowman here, because it fires at a random target and will spend most of its bolts on the wall.
The Magisterโ
The day 14 ranged option, an Elven airborne boss on the Ice element. It applies a small ice area attack that gradually strengthens as the fight drags on, so it punishes slow clears instead of out-ranging you outright.
The Giantโ
The other day 14 option. It pins all your units and carries small splash damage.
The Gyrocopter and the Phoenixโ
Your day 21 pair. The Gyrocopter drops area bombs. The Phoenix is the harder read at 3,700 health: its large fire area reaches even siege engines sitting on the bench, it heals itself, and it comes back immune to status effects on rebirth.
The Dragon and the Demon Spiderโ
Your day 28 pair. The Dragon deals strong splash damage. The Demon Spider has 7,500 health, strikes twice, is immune to poison, and pins your units before charging.
Dealing with Splash Damageโ
Splash is a boss property, not a wave property. The Giant, the Magister, and the Dragon all hit an area, and the Phoenix reaches your bench. Spread your line out on those days specifically instead of treating every night as a splash threat.
If you need a ranged answer and your board is full, buy additional battlefield slots with Coins. That is the real mechanic, and the currency is Coins and not Gold, which the Human kingdom uses as a building material for Ingots.
Siege is worth building for wave clear. A Trebuchet costs 6 Boards and 4 Stones at the Siege Camp and fires from the bench in a 20m radius every 5 seconds at fixed points. Level it by upgrading the Siege Camp with Faith. Treat it as area clear and not a boss duel, since it targets locations instead of picking out a boss.
Villainsโ
The Vagabond is a Villain and never a boss, and Villains are a separate Curse-gated system that starts on day 4: the Butcher at Curse 1, the Vagabond at Curse 2, the Heretic at 3, the Thief at 4, and the Arsonist at 5.
They matter more than their size suggests, because Villains go for your hero and apply Pinned, and losing your hero is the only way to lose a run. Keep a Swordsman between a Villain and your hero, since its Taunt pulls aggression in a 50m radius. The Special targeting item exists to focus Villains, Minibosses, and Bosses specifically.
Minibossesโ
Minibosses are not waves and they never attack you unprompted. They guard the four world resource buildings, one each for wheat, gold, wood, and stone, and you call one by paying a unit of the resource it is sitting on. Each tells you its health before you commit, and all four carry 50% knockback resistance.
Beating them earlier in a run means more days of collecting the resource they were sitting on. Since Patch 15 they no longer count toward Glory.
Frequently Asked Questionsโ
When do bosses appear in Super Fantasy Kingdom?
On fixed days: 7, 14, 21, and 28, plus the EndBoss on Day X. Each of those days offers two possible bosses, and your Fate selection in the Morning phase decides which one you face. The interface flags whichever still owes you a Star.
How do you beat the Blobb?
Bring a Frost Mage for the minions, since its attack explodes in a 20m radius and freezes what it catches. The Blobb has 1,500 health and splits into three minions by damaging itself. Keep your Marksman on the field too, because it targets whatever has the most health, which is the Blobb and not the adds.
Why is the Goblin King hard to kill?
Because he never attacks and never exposes himself. He is carried on a throne by minions who charge one at a time and absorb the hits meant for him. Bring a Marksman, whose Most HP targeting picks the 300 health king over his 5 health escort. The Crossbowman fires at random targets and will waste its bolts.
What is the Vagabond in Super Fantasy Kingdom?
A Villain, not a boss. Villains unlock one per Curse level and start appearing on day 4, with the Butcher at Curse 1 and the Vagabond at Curse 2. They target your hero and apply Pinned, and losing your hero is the only way to lose a run, so screen them with a Swordsman whose Taunt pulls them off.
How do minibosses work?
They guard the four world resource buildings covering wheat, gold, wood, and stone, and they never attack you unprompted. You call one by paying a unit of the resource it guards, and it shows you its health first. Clearing them earlier means more days collecting from that building.
What to Read Nextโ
- Team Composition. Comps built for each boss type.
- Spells and Relics. Spell timing during boss phases.
- Advanced Strategies. Curse Levels and the Endless Finale.
- Tips and Tricks. The king on the throne, Villains hunting your hero, and Fate picks.