Verdict: Banger. v0.106 boss design is the most controversial it's ever been. Doormaker makes people quit, Aeonglass makes people argue, and the Act 1 bosses are so free they might as well be loot piñatas.
How We Ranked Boss Difficulty
This isn't a "how much damage does it do" list. Damage numbers are easy to look up. This ranking is about how the boss feels to fight when your deck is average and your draws are realistic.
Our criteria:
- Consistency of threat: Does this boss kill good decks, or only bad ones?
- Learning curve: Do losses teach you something, or do they feel random?
- Deck diversity: How many different builds can beat this boss?
- Emotional damage: How hard do I want to throw my keyboard?
I fought every boss multiple times across different characters and builds. Some of these rankings will make people mad. Good.
Doormaker: The Final Exam Nobody Studied For
Doormaker is the hardest boss in the game right now, and it's not close. Mega Crit's own patch notes basically said the mechanics can feel "too abrasive against certain playstyles." That's developer-speak for "this boss makes people mad."
Here's the honest take: Doormaker isn't unfair. It's just tuned way too tight for the average deck. If you have perfect scaling and perfect block, you win. If your deck has any weakness—and most decks do—you get punished so hard it feels like the game changed the rules without telling you.
The difference between Doormaker and Aeonglass is clarity. When Aeonglass kills you, you usually understand why. When Doormaker kills you, it often feels like your deck just stopped working.
Aeonglass: The Community's Favorite Argument
Aeonglass is the best-designed controversial boss I've ever seen in a roguelike. Half the community thinks it's overtuned. Half thinks it's perfect. Both sides have valid points.
The pro-Aeonglass argument is simple: it forces you to build honest decks. No more greedy scaling with zero early game. No more "survive until turn 8 and then win." Aeonglass says no.
The anti-Aeonglass argument is also simple: it can feel abrupt. A deck that steamrolls every other fight can suddenly hit a wall. The learning curve is steep, and some players never make it over the hump.
I land in the middle. Aeonglass is Certified good design with Hot-level controversy. It makes the game better by forcing better deckbuilding, even if it occasionally makes you want to uninstall.
The Act 1 Problem
Every boss in Act 1 is too easy. Guardian is a tutorial. Hexaghost is a damage threshold lesson. Jaw Worm is a free win with a health bar.
This isn't a flex. It's a design problem. Act 1 bosses should teach new players while still being dangerous to bad drafts. Right now, they're only dangerous if you've never played a card game before.
Harder Act 1 bosses would make the whole game better. They'd force better drafting decisions earlier. They'd make later acts feel earned instead of expected.
FAQ
Is Aeonglass really that hard or is it just a skill issue?
It's both. Aeonglass is genuinely demanding, but a lot of the complaints come from decks that were built to scale slowly. If your deck has early tempo, Aeonglass is manageable. If it doesn't, you get punished. Hard.
Why is the Act 1 Guardian rated so low?
Because it's a tutorial boss. It has one gimmick and once you understand it, you never lose to it again. It exists to teach new players about scaling damage, not to challenge experienced players.
Will boss difficulty change in future patches?
Absolutely. Mega Crit is actively monitoring win rates and community feedback. Doormaker has already been adjusted once and will probably be adjusted again. This list is a snapshot of v0.106.
