The boss fight: the Four Guardians
Four bosses at once, each in its corner of the Sanctuary: the Colossus, the Fish, the Dino and the Dragon. Alone, they are simple; together, they pass your heroes from one to the other. Read their turn order, lure them out of their home ground, and choose carefully who falls first: a defeated guardian’s move passes to the survivors.
In short
- Where — in the menu, the PvE selector, then the Waris boss or the weekly boss in USDC, solo, in a duo or in a trio, from Sunday 8 November 2026 at noon.
- Four bosses — the Colossus (3,200 HP), the Fish (2,200 HP), the Dino (2,700 HP) and the Dragon (2,700 HP): your damage to all four adds up.
- A fixed order — Colossus, Fish, Dino, Dragon, every round: their combos can be read in advance.
- Territory — outside its corner, a guardian deals 30% less damage.
- The Legacy — a defeated guardian gives its move to the survivors; two guardians brought down in the same round pass nothing on.
- Limit — 50 turns at most: it’s the damage dealt that counts for the leaderboard.
The Four Guardians
Each starts from their corner of the Sanctuary: the rocks at the top for the Colossus, the pool on the left for the Fish, the jungle on the right for the Dino, the volcano at the bottom for the Dragon. Your heroes start in the centre, on the square that belongs to no one. The four have 10,800 HP between them, whether you are alone, two or three; their hits, however, weigh less against a lone hero and more against a group of three. Each has their gesture, a spell that strikes from very far and a support for another guardian. None summons anything: the whole fight comes down to their gestures, their order, the wrath of their corners, and where you face them.
They cling to their corner. A guardian lured or pushed out goes back as soon as it can, and a wounded guardian retreats deep into its home: to finish it off, you often have to step onto its ground.

| Fighter | HP solo | HP duo | HP trio | AP | MP | Role |
|---|---|---|---|---|---|---|
| Colossus | 3 200 | 3 200 | 3 200 | 6 | 2 | Boss |
| Fish | 2 200 | 2 200 | 2 200 | 6 | 3 | Boss |
| Dino | 2 700 | 2 700 | 2 700 | 6 | 4 | Boss |
| Dragon | 2 700 | 2 700 | 2 700 | 6 | 3 | Boss |
Their spells
Each guardian has a move, its own spell: the Hook, the Water Jet, the Charge or the Breath. It can only cast its own, plus the ones it inherits (see the Legacy, below). Each also has a strike that reaches very far and a support, cast on another guardian wherever it is; the Colossus, the Dino and the Dragon also have a close-range attack. Those spells are not passed on: only the moves go to the survivors. The tables give the numbers; here is how each spell plays.
The Colossus
| Spell | AP | Range | Per turn | Effect |
|---|---|---|---|---|
| Pounding | 4 | self | 1 | He slams both fists into the ground: 130 to 165 damage to his enemies on the 8 tiles around him. Once per turn. |
| Hook | 3 | 2 – 6 | 1 | A stone hook harpoons an enemy in a straight line, 2 to 6 tiles away, in line of sight: 70 to 95 damage, and they are pulled 3 tiles towards the caster. Once per turn. |
| Hurled Boulder | 4 | 6 – 12 | 1 | He tears up a boulder and hurls it over everything, 6 to 12 tiles away, without line of sight: 60 to 80 damage on the targeted tile and the four around it. Every other turn. |
| Stone Rampart | 2 | 1 – 48 | 1 | Stone plates cover another guardian, wherever it is: armour worth 12% of its max HP, for two turns. Once every four turns. |
- Pounding — it slams its fists on the 8 tiles around it: 130 to 165 damage to each hero next to it, diagonals included. It doesn’t have to aim: being next to it is enough.
- Hook — its move. A hero in a straight line, 2 to 6 tiles away and in sight, is pulled 3 tiles towards it. At 4 tiles, the Hook brings you into contact, and the Pounding follows in the same turn.
- Hurled Boulder — it strikes from afar, over everything, without line of sight: the targeted tile and the four around it. From its rocks, it reaches the square in the centre; two heroes standing next to each other there take the same boulder. Every other turn.
- Stone Rampart — its support: stone plates cover another guardian, wherever it is, with armour that lasts two turns. It can only recast it after four turns: hit the covered guardian once the plates have fallen, or aim at another one.
- It is slow (2 MP): it relies on its Hook to make you come to it.





The Fish
| Spell | AP | Range | Per turn | Effect |
|---|---|---|---|---|
| Water Jet | 4 | 1 – 6 | 2 | A high-pressure water jet, in a straight line, up to 6 tiles away, in line of sight: 90 to 115 damage, and the target is pushed back 2 tiles (12 collision damage per missing tile if it hits an obstacle). Twice per turn, never the same target twice. |
| Ground Swell | 4 | 1 – 48 | 1 | From his water, he raises a wave that races in a straight line across the whole map, up to the first wall: 70 to 90 damage to every enemy in its path, pushed back 2 tiles. Every other turn. |
| Spring | 2 | 1 – 48 | 1 | A spring gushes beneath another guardian, wherever it is: it recovers 5% of its max HP (deducted from the score). Once every three turns. |
- Water Jet — its move. In a straight line, up to 6 tiles, it pushes its target back 2 tiles; if the target hits an obstacle, it takes 12 impact damage per tile left to travel. Two jets per turn, never twice on the same hero.
- Ground Swell — from its water, a wave runs in a straight line across the map, up to the first wall, and sweeps along every hero in its path: each is wounded and pushed back. Don’t line up with its pool, especially several of you on the same row. Every other turn.
- Spring — its support: a spring gushes under another guardian, wherever it is, and gives back part of its HP, taken off your score. Once every three turns: while the Fish swims, your damage on the others melts a little.
- It only swims in the water of its pool and casts nothing out of the water (see the Fish’s water, below).




The Dino
| Spell | AP | Range | Per turn | Effect |
|---|---|---|---|---|
| Charge | 4 | 2 – 10 | 1 | He rushes in a straight line to the first obstacle, 2 to 10 tiles away. He knocks down the enemy he hits: 120 to 155 damage, and 2 fewer MP on their next turn. Once per turn. Outside his corner, he leaps back into it as soon as the blow lands. |
| Bite | 3 | 1 | 1 | 90 to 115 damage in melee. Once per turn. |
| Leap | 4 | 2 – 8 | 1 | He leaps up to 8 tiles, over everything, lands on the free tile next to his prey closest to him, and bites it: 90 to 115 damage. Every other turn. Outside his corner, he leaps straight back into it. |
| Pack Howl | 3 | self | 1 | He howls: the other guardians gain 2 MP and 20% damage for their next turn. Once every three turns. |
- Charge — its move. It rushes in a straight line, up to 10 tiles, and stops at the first obstacle. If that obstacle is a hero, it knocks them down: 2 MP fewer on their next turn. The first hero on the line takes the hit, even if they were not the target. Outside his corner, it leaps straight back into it once the blow lands: to hit it, step into the jungle.
- Bite — in melee, once per turn. With its 4 MP, it is the most mobile of the four: it charges, then bites.
- Leap — over everything, it lands next to the targeted hero, on the free tile closest to itself, and bites. Staying far from the Dino does not protect you: a hero left alone at the edge of the square is its target. Then it leaps back to its corner. Every other turn.
- Pack Howl — its support: it howls, and the other guardians gain MP and damage for their next turn. After the howl, expect a Hook or a Charge from further away than usual.





The Dragon
| Spell | AP | Range | Per turn | Effect |
|---|---|---|---|---|
| Breath | 5 | 1 | 1 | He breathes in and traces a cone of fire on the ground in front of him (16 tiles, up to 4 tiles from him; a wall stops it). At the start of his next turn, the cone bursts into flame: 200 to 250 damage to his enemies still standing in it. Every other turn. |
| Ember | 3 | 1 – 4 | 1 | 80 to 105 damage up to 4 tiles away, in line of sight. Once per turn. |
| Ember Rain | 4 | 1 – 48 | 1 | He spits three embers into the sky, anywhere: the targeted tile, then the heroes closest to it. Their impact points are marked on the ground and they fall at the start of his next turn: 90 to 115 damage on each point and the four tiles around it. Every other turn. |
| Blazing Flame | 2 | 1 – 48 | 1 | He sets another guardian ablaze, wherever it is: 25% more damage for its next turn. Every other turn. |
- Breath — its move. It breathes in and traces a cone of fire on the ground in front of it, up to 4 tiles; a wall stops it. Nothing burns when it is cast. At the start of its next turn, the cone bursts into flame: 200 to 250 damage to each hero still standing in it. Every other turn. If it falls first, its cone dies out.
- Ember — a shot up to 4 tiles, in line of sight, once per turn.
- Ember Rain — it spits three embers anywhere on the map: the targeted tile, then the heroes closest to it. Their impact points are marked on the ground and fall at the start of its next turn, on the tile and the four around it: you have one turn to get out.
- Blazing Flame — its support: it sets another guardian ablaze, wherever it is, and that guardian hits harder on its next turn. A blazing guardian who plays right after is the one to step away from.
- It flies, but that’s only how it looks: it follows the same map rules as the others, obstacles included.






Turn order and their combos
The four always play in the same order: the Colossus, the Fish, the Dino, then the Dragon, between your heroes’ turns. This order is shown, and it is what makes their combos: the Colossus pulls you into the cone the Dragon traced the turn before; the Fish pushes you into the line of Charge of the Dino, who plays right after it. A cone traced on the ground gives you a whole turn to get out of it: but a Hook or a Water Jet can put you back in before it bursts into flame. Before ending your turn, look at who plays after you, and from where they can move you.
Three rules come on top. The exposed one: only one guardian at a time takes your hits in full, the other three take 50% less; the exposed one changes every 3 turns of play, in turn order, and the bar says who will be next. The Wrath of the Sanctuary: at the start of each guardian’s turn, their corner marks a danger on the ground on one of you, wherever they are — rockfall, rooting vines, a flood that pushes towards the pool, a lava flow that stays burning — and it falls on that guardian’s next turn: step out of the marking. The rage: each guardian brought down makes the survivors stronger, 25% damage and 1 MP more per fallen guardian.



The Wrath of the Sanctuary
As long as a guardian lives, its corner takes revenge. At the start of its turn, it marks a danger on the ground under one of you, wherever you are, even in the middle of the square; the danger falls at the start of its next turn. Each corner has its own: the rocks drop a rockfall on the hero’s tile and the four around it, under two heroes as soon as there are two of you, and it slows you down; the jungle throws vines that root you, with no MP on your next turn; the pool sends a flood, a wide band of water that pushes you towards it; the volcano pours a lava flow that burns as it passes and stays burning for a few turns under whoever ends their turn in it.
The marking gives you a whole turn: get out of it, and don’t end your turn in lava that is still hot. A guardian brought down puts out its corner, and the danger it had announced with it: each guardian fewer is one danger fewer every round.


Territory
The Sanctuary has 4 corners, one per guardian. At home, a guardian hits with all its strength; outside its corner, it deals 30% less damage, whatever the spell, the Breath included: what counts is where the Dragon sets it off. The bank of the pool belongs to the Fish, like its water; the central square belongs to no one. Luring a guardian out of its home — with a Taunt, a swap of places, a push — weakens every one of its blows until it has gone back.


The Fish’s water
The Fish only swims in the water of its pool: it never leaves it of its own accord. Drag it out — pulled, swapped, sent to the other side of a hero — and it is stranded: at the start of its turn, it has only 1 MP to crawl and cannot cast any spell, not even an inherited move. It crawls back towards the water one tile per turn. Mind the direction: pushing it from the bank drives it deeper into its pool.


The Legacy
Each guardian carries all four moves, but starts with only its own. When a guardian falls, its move passes to the survivors at the start of the next round: kill the Dino, and the Colossus, the Fish and the Dragon can charge. An inherited Water Jet can be cast from anywhere: only the Fish needs its water. The order in which you bring them down is therefore the real choice of the fight: the move you leave to three guardians, then to two, then to the last one.


The double kill
Two guardians brought down in the same round pass nothing on: neither one nor the other. A round runs from the first hero to the last guardian: finishing one during one hero’s turn and the other during a second hero’s turn is enough. Set it up: bring two guardians to the brink of death, then strike both in the same round.


The last guardian
The last survivor, if it has inherited the other three moves, covers itself in armour worth 20% of its max HP: 640 for the Colossus. It then casts all four moves. A single double kill during the fight is enough to deny it that armour, and one move.

The Guardians’ Sanctuary
A large cross-shaped arena. In the centre, the heroes’ square, bare and open; all around, four corners as large as one another, each with its own ground: the rocks and their stone blocks, the pool and its bank, the jungle and its trunks, the volcano and its lava chimneys. Obstacles block line of sight as everywhere else. The guardians start from the heart of their corner, eight or nine tiles from the square.





How to beat them
- Choose who falls first: the first defeated guardian’s move passes to the other three. Leaving the Breath or the Charge to three guardians costs far more than leaving them the Water Jet.
- Go for the double kill: two guardians brought down in the same round pass nothing on, and the last one won’t get its armour.
- Fight them away from home: a guardian outside its corner deals 30% less damage. Lure it onto the square, and hit it there.
- Read the turn order: before ending your turn, ask yourself who plays next, and whether they can throw you into a cone or into a line of Charge.
- Leave the cone: it only burns on the Dragon’s next turn. Step out of it, and don’t end your turn in line with the Colossus or the Fish, who could put you back in.
- Hit the exposed one: the other guardians take half as much. A hit on a protected one is only worth it to finish a double kill.
- Never stay on a marking: the Wrath targets you wherever you are, Ember Rain and Hurled Boulder reach the whole map. Every turn, end outside what is drawn on the ground.
- Strand the Fish: out of the water, it casts nothing. Dragged onto the bank, it is the easiest guardian to bring down.
Solo, duo, trio
- Solo — the guardians have the same HP as in a trio, and you take all their moves alone. Only approach one corner at a time, staying out of reach of the other three, and start with the most exposed. The double kill is set up over two of your turns: a nearly dead guardian retreating home still has to be finished in the same round as the other.
- In a duo — the double kill becomes simple: each of you brings a guardian to the brink of death, then you finish them both in the same round. One holds the central square and lures the guardians out, the other watches the turn order and the traced cones.
- In a trio — the Fish’s jets find two targets, the Pounding and the cone catch several heroes standing together: spread out. One hero per guardian to watch, one hero to pull the Fish out of the water, and keep enough in hand to finish two guardians in the same round.
Tips by class
- Warrior — Taunt pulls a guardian to you: the Fish out of its water, stranded, or the Colossus out of its rocks, 30% weaker. Lunge and Warrior’s wrath to finish off a guardian at the moment of the double kill. As a variant, Anchor fixes you to the ground: neither the Hook nor the Water Jet can move you.
- Brute — Stoneskin to soak up the Pounding or a cone you couldn’t leave; Mace smash and Stomp deal heavy damage to set up a double kill. Your Charge brings you into contact with a guardian that has retreated deep into its corner.
- Arcanist — your Focus rewards distance: strike from the square, out of reach of the Pounding and the Bite. Blink takes you out of a traced cone; Arcane mirror sends back part of the Ember. Comet and Fire bolt finish off the second guardian of a double kill from afar.
- Shade — under Shadow veil, no guardian can target you; but a cone already traced burns an invisible hero too: get out of it first. Creeping venom eats away at a guardian that has retreated home, and your traps, set at the edge of a corner, wait for the one coming back.
- Clockmaker — Reversal sends a guardian to the other side of you: the Fish out of its pool, or any of them out of its corner. Reflection takes you out of a cone in one move. As variants, Call of the void pulls a guardian towards the square, and Breaker pushes away the one that has just pulled you.
- Artificer — plant your charges at the edge of a corner, where a wounded guardian comes back to hide, and set them off with Ignition on the turn of the double kill. Roll takes you out of a cone. Don’t Grapeshot the Fish from the bank: the push drives it deeper into its water. As a variant, Grapple pulls it 1 tile towards you: from the bank, enough to drag it out of the water.
Common mistakes
- Bringing down a guardian at random: its move passes to the other three. The first one to fall decides how the fight goes on.
- Ending your turn in a traced cone: it bursts into flame on the Dragon’s next turn, on whoever is still in it, invisible heroes included.
- Forgetting the turn order: 2 tiles from the Colossus, in line with it, and the Hook throws you into the Pounding or into the cone.
- Fighting them at home: in its corner, a guardian hits with all its strength. On the square, 30% less.
- Pushing the Fish towards its pool: it stays there and soaks you. Drag it out, don’t push it back.
- Finishing two guardians on different rounds when the double kill was within reach: you leave them two moves instead of none.
The weekly boss
The Four Guardians are the weekly boss from Sunday 8 November 2026 at noon: the Waris boss and the weekly boss in USDC are played against them, and your damage to all four counts together towards the leaderboard. Win or lose, a boss’s loot gives no Waris, only crystal chances for every % of their 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 down all four is a victory, falling before that counts neither as a defeat nor as a victory. Experience, like the loot, follows the share of their HP your team took off.
Frequently asked questions
Which guardian should you bring down first?
There is no single answer: the first defeated guardian’s move passes to three guardians, the second one’s to two. Many groups start with the Fish: stranded out of the water, it casts nothing and falls quickly, and its Water Jet pushes more than it hurts. Keep the double kill for the two moves that would bother you most.
What is the double kill?
Two guardians brought down in the same round: neither passes on its move. A round runs from the first hero to the last guardian; finishing one during one hero’s turn and the other during a second hero’s turn is enough.
How do you get the Fish out of the water?
By pulling it or moving it out of the pool: a Taunt, a Reversal, a swap of places. Stranded, it has only one MP to crawl and casts no spell until it is back in the water. Pushing it from the bank, on the other hand, drives it deeper into its pool.
Does the Dragon’s cone burn straight away?
No. It is traced on the ground when the Dragon casts it, and bursts into flame at the start of its next turn, on the heroes still in it. If the Dragon falls before then, the cone dies out without burning.
Why does a guardian sometimes deal less damage?
It is outside its corner: each guardian deals 30% less damage away from its ground. The central square belongs to none of them.
Do the guardians’ HP change with the group?
No: 3,200 HP for the Colossus, 2,200 HP for the Fish, 2,700 HP for the Dino and 2,700 HP for the Dragon, 10,800 HP in total, whether you’re solo, a duo or a trio.
