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The boss fight: the Matriarch

A melee queen who never leaves your heroes alone. She leaps into the group, claws, spits acid and lays eggs that hatch into spawnlings. Her nest is a crater above an acid lake, and its geysers make no difference between you and her.

In short

The Matriarch

She starts in her laying chamber, at the top of the nest, with 2 eggs already laid. She has 10,000 HP, whether you’re solo, a duo or a trio, and 30% permanent resistance: her chitin. Only her eggs and spawnlings get sturdier as the group grows. She has no ranged damage spell: she comes to get you.

The Matriarch in her laying chamber, her eggs and a spawnling, facing three heroes
The Matriarch in the middle of her brood — two eggs, a spawnling — and three heroes arriving along the sides of the pit.
FighterHP soloHP duoHP trioAPMPRole
Matriarch10 00010 00010 000145Boss
Egg60708000Summon
Spawnling11014017064Summon

His spells

SpellAPRangePer turnEffect
Claw412100 to 125 melee damage. Twice per turn, never twice on the same target.
Leap32 – 51She leaps onto a free tile in sight, up to 5 tiles away, without following a path. On landing, her enemies on the 8 tiles around her take 35 to 50 damage and are pushed back 2 tiles (12 collision damage per missing tile if they hit an obstacle). Every other turn (every turn below 66% of her HP).
Acid Spit32 – 61Spits a cross-shaped acid pool (5 tiles), up to 6 tiles away, in line of sight. It stays for 3 of the Matriarch’s turns: any hero or hero’s summon standing in it on impact, walking into or through it, or ending up in it, pushed or teleported, is poisoned — 22 to 28 damage at the start of their next 3 turns. Her spawnlings have nothing to fear in it. Every other turn.
Rush2self1+3 MP right away. Every other turn.
Moult3self1Her shell hardens: +35% resistance until her next turn. Every third turn.
Brood3self1Lays eggs on free tiles within 2 tiles of her (2, then 3 at later stages). They hatch into spawnlings at the start of her 2nd next turn (her next turn at the last stage). The 8 tiles around an egg form the NEST: a hero who ends their turn there loses 2 MP on the next one. Never more than 6 eggs at a time. Every other turn.
Devour211She devours an adjacent spawnling and recovers 300 HP (450 at the last stage). Every other turn.
Claw: the Warrior clawed in melee
Claw: in melee, 114 damage to the Warrior.
Leap: the tiles where she can land
Leap: a free tile in sight, 2 to 5 tiles away.
Leap: the landing pushes both heroes back
She lands between the Warrior and the Arcanist: 44 and 35 damage, and both are pushed back 2 tiles.
Rush: the Matriarch gains 3 MP
Rush: 3 more MP, right away.
Moult: her shell hardens
Moult: 35% more resistance until her next turn.
Brood: two eggs and the nest around them
Brood: two eggs as close as possible to the heroes, and the nest’s purple veil around them.
Devour: the Matriarch eats a spawnling and heals
Devour: the spawnling next to her vanishes, and she regains 300 HP.

Her eggs and spawnlings

SpellAPRangePer turnEffect
Bite31226 to 34 melee damage, and a Parasite. Three Parasites on a hero: they are immobilised (0 MP) on their next turn. A hero who goes a whole turn without being bitten loses their Parasites. Near their mother (2 tiles), spawnlings hit 30% harder: her pheromones.
Bite: a spawnling bites the Warrior and plants a Parasite
Bite: within 2 tiles of its mother, the spawnling hits 30% harder — 40 damage and a Parasite.
Two ripe eggs, the turn before hatching
Before: two ripe eggs in front of her, their glow pulsing faster.
The hatching: two spawnlings where the eggs were
The hatching, at the start of her turn: one spawnling per egg.

Acid Spit

She spits a cross-shaped acid pool: the targeted tile and its four neighbours. It stays for 3 turns of the Matriarch, and shrinks on screen with each turn that passes. Any hero — or hero’s summon — standing in it when it lands, walking into or through it, or ending up in it, pushed or teleported, is poisoned: 22 to 28 damage at the start of each of their next three turns. Only one acid poison at a time: going back in refreshes it, it doesn’t stack. The pool doesn’t stop your movement. Being pushed across it without stopping in it does not poison. Her spawnlings have nothing to fear in it.

Acid Spit: the cross aimed at two heroes
Acid Spit: a five-tile cross, up to 6 tiles away, in line of sight.
Acid Spit: the pool lands, both heroes poisoned
The pool lands on the Warrior and the Arcanist: both poisoned for three turns.

The acid geysers

7 acid vents hold the nest’s passages. From her second turn, then every other turn, 2 of them (3 later on) start to bubble: their nine tiles pulse green. On the Matriarch’s next turn, they erupt: 140 to 170 damage to everything standing there — your heroes, her eggs, her spawnlings, and herself, whom the acid eats into more (×1.5). The damage she takes counts towards your leaderboard score.

Two geysers bubbling, the Matriarch on one of them
The warning: two geysers are bubbling; the Matriarch and the Warrior are inside their zones.
The geysers erupt on the Matriarch and the Warrior
The eruption: 157 damage to the Warrior, 147 to the Matriarch — the acid eats into her more.

Her stages

Below 66% then below 33% of her HP, she reaches a new stage, and she roars: all your heroes are pushed back 2 tiles. At the last one, she gains 2 MP on each of her turns, Devour restores 450 HP, and up to 8 spawnlings can surround her.

TierHP leftWhat changes
The Brood66 to 100%2 eggs per Brood, hatching on her 2nd turn after laying, Leap every other turn, 2 geysers every 2 turns, Devour restores 300 HP
Frenzy33 to 66%3 eggs per Brood; Leap every turn; 3 geysers
Starving Queenbelow 33%3 eggs per Brood; hatching on her very next turn; Leap every turn; +2 MP every turn; Devour restores 450 HP; up to 8 spawnlings; 3 geysers on each of her turns
Frenzy stage: her roar pushes the heroes back
Frenzy: below 66% of her HP, she roars and pushes the three heroes back 2 tiles.

The Nest

A hive crater above an acid lake. At the top, the open brood chamber; in the centre, an acid pit circled by a ring, only one tile wide in the south; to the west and east, two islets linked by bridges; at the bottom, the ledge where your heroes start, pierced by a pool. The void doesn’t block line of sight: she leaps over the pit while you have to walk around it.

The Nest: the laying chamber, the acid pit, the islets and the heroes’ ledge
The Nest: the laying chamber at the top, the pit in the centre, two bubbling geysers, the heroes on the ledge.

How to beat her

Solo, duo, trio

Tips by class

Common mistakes

The weekly boss

The Matriarch is the weekly boss from Monday 12 October 2026: the free boss and its paid version are then played against her. The rewards — leaderboard, prize pool and loot — are detailed on the Loot page.

Frequently asked questions

Does the Matriarch attack from range?

Not with damage: her Claw is melee. But her Leap carries her up to 5 tiles, and her Acid Spit lays a pool up to 6 tiles away that poisons anyone who steps in.

What happens if you let an egg hatch?

It becomes a spawnling: 110 to 170 HP, a Bite that places Parasites. Three Parasites, and the hero can’t move on their next turn. And a spawnling next to her is a 300 HP heal for her.

Do the geysers hurt the Matriarch?

Yes. They hit everything in their area, and the acid eats into her more than into you. That damage counts towards your leaderboard score: luring or pushing her in is one of the best moves of the fight.

How do I avoid the acid pool’s poison?

Stay out of it: the poison hits anyone standing in it on impact, or walking into or through it. It lasts three turns and doesn’t stack. The pool disappears after three of the Matriarch’s turns.

Does damage to eggs and spawnlings count towards the leaderboard?

No: only damage to the Matriarch counts, out of her 10,000 HP. Her eggs and spawnlings earn nothing, but letting them live costs a lot.

Can the Matriarch be pushed?

Yes. Pushes, pulls and position swaps move her like any other fighter. It’s the best way to send her into a geyser that’s about to erupt.