Solwaris — home
English
PvE · Weekly boss · The King’s Plateau

The boss fight: the Alpaca King

A monarch who never fights up close if he can avoid it. He covers his plateau with frost glyphs, then pushes you onto them: whoever ends their turn on one of them is shattered, whatever their HP. But the trap cuts both ways: pushed onto his own glyph, he is the one left stunned, and vulnerable.

In short

The Alpaca King

He starts at the top of the King’s Plateau, opposite your heroes, and only comes down to push you back. He has 14,000 HP, whether you are solo, in a duo or in a trio, 14 AP and 6 MP on each of his turns. His passive, Royal Fleece, cushions your blows: 30% permanent damage resistance. His wool also partly resists AP and MP removal, but it does not pin him to the ground: he can be pushed, pulled and swapped like any other fighter. That is the whole key to the fight.

He does not seek melee. When you stick to him, he bucks to send you away, or leaps back; he prefers mid-range, from where he spits and lays his glyphs. His whole game is throwing you onto the frost; yours is never ending a turn there, and throwing him onto it. In a trio, he hits 5% harder; solo and in a duo, nothing changes.

The Alpaca King at the top of the plateau, three frost glyphs laid, facing the Warrior, the Arcanist and the Brute
The Alpaca King and three of his frost glyphs: the Warrior, the Arcanist and the Brute stay outside the golden diamonds.
FighterHP soloHP duoHP trioAPMPRole
Alpaca King14 00014 00014 000146Boss

His spells

SpellAPRangePer turnEffect
Frost Glyph22 – 61Lays a permanent frost glyph in a diamond, 2 to 6 tiles away, without line of sight: the target tile and the 4 around it (13 tiles, a radius of two, below half his HP). Anyone who ends their turn on it is shattered — only he is safe there. Two per turn. He stops laying them once they cover 40% of the map, and never lays one that would cut the plateau in two or leave a tile more than 3 steps from safe ground.
Buck41260 to 75 melee damage, and the target is pushed back 3 tiles in line (4 below half his HP). A wall, an obstacle, the edge of the plateau or another entity stops it: 30 collision damage per missing tile. Twice per turn, never the same target twice.
Spit32 – 6235 to 45 damage in a straight line, 2 to 6 tiles away, in line of sight: the target is pushed back 3 tiles (30 collision damage per missing tile) and, glued with spit, loses 2 MP on their next turn. Twice per turn, never the same target twice.
Royal Leap22 – 41He leaps to a free tile 2 to 4 tiles away, in line of sight: never over an obstacle. Once per turn.
Stampede42 – 61Alpaking Evolved only. He charges in a straight line, up to 6 tiles: every entity in his path is knocked 1 tile aside and takes 45 to 60 damage; an obstacle stops the charge. Once every three turns.
Frost Glyph: the King’s range, 2 to 6 tiles, without line of sight
Frost Glyph: 2 to 6 tiles, without line of sight — over rocks and crevasses.
Frost Glyph: the golden seal sets on the plateau
The seal drops and sets: the target tile and the 4 around it, in a diamond.
Frost Glyph: the golden diamond laid in front of the Warrior
Once laid, it never leaves: the Warrior can cross it, but not end his turn on it.
Buck: the Warrior pushed back 3 tiles, onto a glyph
Buck: 69 damage, and the Warrior pushed back 3 tiles, straight onto a glyph. On his turn, he has to get off it.
Buck: the Warrior backed against a low wall does not move back
Backed against a low wall, the Warrior doesn’t give a single tile: 69 damage, and 90 from the impact, 30 per missing tile. The glyph behind him stays far away.
Spit: the King’s line, 2 to 6 tiles
Spit: in a straight line, 2 to 6 tiles away, in line of sight.
Spit: the Arcanist pushed back onto a glyph, glued with spit
The Arcanist hit: 41 damage, pushed back 3 tiles onto a glyph, and 2 MP fewer on her next turn.
Royal Leap: pinned by the Warrior, the King leaps back
Royal Leap: pinned by the Warrior, he leaps backwards, in line of sight.
Royal Leap: the King lands three tiles away
He lands out of Lunge range: the Warrior has to walk to reach him.
Stampede: the Alpaking Evolved’s line charge, up to 6 tiles
Stampede: once evolved, he charges in a straight line, up to 6 tiles.
Stampede: the Warrior and the Arcanist knocked aside
The Warrior and the Arcanist knocked one tile aside: 54 and 45 damage.

The frost glyphs

A glyph does not hurt whoever crosses it: you can walk on it, be pushed onto it, start your turn on it. Only the end of your turn counts. A hero who ends their turn on a glyph is shattered, whatever their HP; so are their stationary entities left on it, explosive charges and War banner included. A summon that plays its own turn falls there too if it ends it on one. The King’s side, for its part, has nothing to fear there.

The glyphs stay until the end of the fight: the plateau shrinks every turn. But he never lays a glyph on a heroes’ starting tile, nor one that would cut the safe ground in two, nor one that would leave a frozen tile more than 3 steps from safe ground. There is always a way out. The danger is no longer having the MP to take it: one Spit, and the spit takes two of them away.

The Warrior on a frost glyph, at the end of his turn
End of turn: the Warrior stayed on a glyph.
The Warrior shattered by the frost glyph
Shattered: his turn ended on the glyph, he falls, whatever his HP.

The stunned King

It is your weapon against him. When a hero’s spell moves him — pushed, pulled, swapped or teleported — and he ends that movement on one of his glyphs, he is stunned. A hero’s trap that throws him onto a glyph stuns him too. It is not enough for him to walk onto one by himself: you have to send him there.

Stunned, he skips his next turn, with no glyph, no Buck, no Spit, and takes 50% more damage until the turn after. The avalanche, though, still sweeps the plateau. Afterwards, he plays at least 4 of his turns before he can be stunned again. To stun him, you therefore need two things: a glyph right next to him, and a spell that sends him onto it. He lays his glyphs around you; the further the fight goes, the more of them he has around him.

The Artificer’s Shove pushes the King onto his own glyph: stunned
Stunned: the Artificer’s Shove pushes him onto his own glyph. He will take 50% more damage.
The stunned King skips his turn
His turn: stunned, he does not play — no glyph, no Buck, no Spit.

The avalanche

The plateau’s event: a wind of snow. At the start of his 3rd turn, then every 3 of his turns, an avalanche sweeps the whole plateau, in one of the four directions. It is announced at the start of his previous turn: the plateau trembles, arrows show the wind’s direction, and only the sheltered tiles stay calm. So you have a whole turn to take shelter.

A tile is sheltered when a rock or a low wall stands between it and the wind, 3 tiles away at most, on the same line. The void of the crevasses gives no shelter, and neither does an ally. At the start of his next turn, every hero in the open is carried 3 tiles in the wind’s direction and takes 35 to 45 damage. The heavier cost lies elsewhere: a rock, a low wall, the edge or another fighter that stops them costs 30 impact damage per missing tile. Pressed against an obstacle on the side the wind comes from, you don’t move, but you take the impact of all three tiles. He is never hit, nor are your summons. He picks the direction that throws the most heroes onto his glyphs. Evolved or not, only one avalanche at a time.

The avalanche announced: the whole plateau trembles, except the tiles sheltered behind the rocks and low walls
The warning: at the start of his turn, the whole plateau trembles; the arrows show the wind’s direction. Only the sheltered tiles stay calm.
The Arcanist sheltered behind a low wall, the Warrior in the open with a glyph downwind
The Arcanist has taken shelter behind a low wall. The Warrior, in the open, has a glyph downwind; the Brute is pressed against a low wall on the windward side.
The avalanche sweeps the whole plateau, except behind the obstacles
It sweeps the whole plateau at the start of the King’s next turn, except behind the rocks and low walls.
The Warrior carried onto a glyph, the Brute stopped by a low wall, the Arcanist sheltered
The Warrior, in the open, is carried 3 tiles, onto the glyph: 40 damage. The Brute, stopped dead by the low wall: 36 damage and 90 from the impact. The Arcanist, sheltered, takes nothing.

The covered plateau

His glyphs don’t fade, but they have a limit. Once they cover 40% of the ground, he stops laying them. In return, he hits 25% harder until the end of the fight. In a long fight, that is often where everything is decided: less room for you, more glyphs around him to stun him on, and heavier blows.

The plateau covered in frost glyphs: he lays no more
The covered plateau: his glyphs cover 40% of the ground, he lays no more and hits 25% harder.

His evolution

Below 50% of his HP, he evolves into the Alpaking Evolved. He bucks as he transforms: your heroes are pushed back 2 tiles, and a glyph may be waiting where they land. Evolved, he has 3 AP more on each of his turns; his glyphs cover 13 tiles, a radius of two; his Buck pushes further; and Stampede joins his spells. The centre of an evolved glyph is three steps from its edge: after a Spit, walking is not always enough any more.

TierHP leftWhat changes
Alpaking50 to 100%2 frost glyphs per turn, of 5 tiles; Buck pushes back 3 tiles; the avalanche sweeps the whole plateau
Alpaking Evolvedbelow 50%13-tile glyphs; Buck pushes back 4 tiles; +3 AP every turn; Stampede
The evolution: the King drops below half his HP and transforms
The evolution: this Fire bolt (16 damage) takes him below 50% of his HP.
The Alpaking Evolved, the heroes pushed back around him
Alpaking Evolved: his evolution buck pushes the heroes back 2 tiles.
A 13-tile evolved glyph setting
Evolved, his glyphs open wide: 13 tiles, a radius of two.
A 13-tile evolved glyph laid between the Warrior and the Arcanist
The 13-tile glyph laid: from its centre, it takes 3 steps to get out.

The King’s Plateau

A high, round plateau, set on a peak above the clouds. The King starts at the top; your heroes, at the bottom. The edge is a cliff: it stops a push, with the impact. In the centre, two crevasses leave a three-tile bridge: a void, which does not block sight but cannot be crossed. The snowy rocks are walls: they block sight and stop everything. The dry-stone walls are low: you can see and aim over them, but they stop a push, with the impact. Above all, rocks and low walls are the avalanche’s shelters: behind them, the wind doesn’t carry you away. His side of the plateau has little cover; yours has more.

The King’s Plateau: the cliffs, the two central crevasses, the rocks and the low walls
The King’s Plateau: the King at the top; in the centre, the crevasses and the bridge; the rocks, the low walls and the heroes at the bottom.

How to beat him

Solo, duo, trio

Tips by class

Common mistakes

The weekly boss

The Alpaca King is the weekly boss from Sunday 1 November 2026 at noon: the Waris boss and the weekly boss in USDC are played against him. Win or lose, a boss’s loot gives no Waris, only crystal chances for every % of its HP your team takes off: a 0.3% chance of a Common Crystal in the Waris boss; 1.5% for a Common Crystal and 0.05% for a Legendary Crystal in the weekly boss in USDC. The leaderboard, the prize pool and the loot in detail are on the Loot page.

There is no defeat against a boss: bringing it down is a victory, falling before that counts neither as a defeat nor as a victory. Experience, like the loot, follows the share of its HP your team took off.

Frequently asked questions

What happens if I end my turn on a glyph?

Your hero is shattered: they fall, whatever their HP. Your charges and your banner left on a glyph are too, at the end of your turn.

Can you walk on a frost glyph?

Yes. Crossing it, being pushed onto it or starting your turn on it costs nothing. Only the end of your turn counts: leave it before you end it.

How do you stun the Alpaca King?

By moving him onto one of his glyphs with a hero’s spell or trap: push, pull, swap, teleport. Stunned, he skips his next turn and takes half again as much damage until the turn after.

Do his glyphs disappear?

No: they stay until the end of the fight. He stops laying them once they cover a good share of the plateau, but then hits harder.

How do you avoid the avalanche?

Take shelter as soon as it is announced: behind a rock or a low wall, three tiles away at most, on the side away from the wind. It sweeps the rest of the plateau at the start of the King’s next turn. Crevasses give no shelter, and neither does an ally. With no shelter in reach, leave yourself room in the wind’s direction: carried onto safe ground, you only take its damage; stopped dead, you take the impact as well.

Can the King be shattered by his own glyphs?

No: he walks on them safely, and ends his turns on them. But moved onto one by a hero, he is stunned.