All Army Attack Bosses

Updated

You build the army to beat bosses. The store page says so in the first block of body text, and the November 10 briefing calls those bosses enormous. No boss name is printed in that copy. What the store does show is a Boss Curse screen with two cards: Dead End and Muddy Waters.

Fight the curses as the boss system you can prepare for. The creature on the other side of the health bar can wait until the demo names it.

NameText on the cardScreen
Dead EndCards cannot be sold this turnBoss Curse
Muddy WatersThis turn, on Refresh: Friendly Units lose 2% ATK SPD and 2% SPDBoss Curse

How to play the two curses

Dead End says cards cannot be sold this turn. The shop cleanup is gone. Fight or Flight is the separate push-or-pull, and it does not sell the card for you. Draft the row you are willing to keep before you accept this curse. A Neutral row-clear, which destroys other cards in the row and takes the units, is a different tool from selling. It still works as a converter if the curse only blocks the sell action. Confirm that interaction in the demo before you rely on it. The line itself is on the cards page.

Muddy Waters says that this turn, on Refresh, friendly units lose 2% attack speed and 2% speed. Refreshing the shop under this curse makes the army slower. If your Plant plan spends gold to earn free Refreshes, those free Refreshes may still count as Refresh. The line is "on Refresh," not "on paid Refresh." Assume both until a build shows a split. That assumption protects a factions Plant run from donating speed for a prettier row.

Warning: Do not take Muddy Waters on a round where you already planned three Refreshes. The tax is a percentage of speed, and a wide Warcluck army feels it on every body.

What the base says about curses

A store screenshot of the base progress panel includes the line "Bosses gain Curses" next to collecting medals, on an Arid Wastes track. Curses are not a one-off tutorial popup. The home base treats them as something bosses gain while you progress. A Level 2 marker sits on that same panel. What Level 2 unlocks beyond that line is unconfirmed. The practical read is: deeper Arid Wastes attempts add curse pressure, so your medal path and your curse answers should grow together.

Press says Arid Wastes has six escalating difficulties after the Prologue. Stack that on the curse line and the late difficulties are where Dead End and Muddy Waters stop being curiosities. The maps page and the demo page split the region from the difficulty count.

What not to prepare

Do not prepare a boss-weakness chart. No element, no stagger bar, and no enrage timer is printed. Battle screenshots show a shared timer and two health bars, including fights that look like army-versus-army rather than army-versus-a-single-giant. One desert shot has a stone tower with a health bar of its own. It might be a boss. The image does not name it. Leave the name unconfirmed.

Do not prepare a "best curse" ranking. Two cards are not a tier list. Dead End punishes hoarders who needed to sell. Muddy Waters punishes Refresh spam. Pick the curse that misses the plan you already locked. Builds is where that plan comes from.

Verdict: Learn Dead End if your economy is selling, and Muddy Waters if your economy is Refresh. Name the actual boss only when the health bar has a name attached.

FAQ

Are curses optional?

The screenshot presents them as a choice of two cards under the heading Boss Curse. Take one. Skipping the screen entirely is unconfirmed.

Do curses last the whole run?

Both readable cards say "this turn." Plan for a one-turn effect, and re-read the card if a later build drops the words "this turn."

Where do new boss names go?

On this page, in the table, once a screenshot or the demo prints the name. Until then the update log should not pretend a silhouette is a boss entry.

Sources: Steam store page, Steam community announcement, store screenshots