[Wildfrost Guide] Complete Boss Guide
A comprehensive guide to every boss in Wildfrost—detailed stats, phase transitions, and effective tactics. Bosses are chosen randomly per Act, and each demands a completely different approach. A run's outcome is decided during boss preparation, so building a deck flexible enough to handle any boss is critical. Defeating bosses almost always comes down to winning the damage race: your deck must be built to burn them down before their scaling or AoE attacks become lethal.
Contents
Act 1
Act 2
Act 3
True final boss
Bamboozle
The Act 1 boss. An irregular three-phase boss and Act 1's only boss. If you struggle here, your deck fundamentals need a thorough rework.
Base stats
Base Stats: HP 18 / Attack 3 / Counter 5 / Snow Resist / Barrage (AoE attack) / Splits into Bam and Boozle on defeat.
Phase stats
| Phase | HP | ATK | CT | Traits |
|---|---|---|---|---|
| Phase 1: Bam | 16 | 6 | 6 | Snow Resist / Wild (random target) |
| Phase 2: Boozle | 14 | 2 | 2 | Wild / Applies Snow 1 on attack |
| Phase 3: Bamboozle (fused) | 18 | 3 | 5 | Snow Resist / Barrage |
Phase behavior
Phase 1 — Bam
High damage (ATK 6) but slow (CT 6). As a Wild attacker, its targets are random, and unlucky rolls will hit your leader directly. Snow Resist blocks the delay strategy. Its damage output makes it the priority kill target.
Phase 2 — Boozle
Very fast (CT 2) and applies Snow 1 on every attack. Damage itself is low, but repeated Snow applications seriously disrupt your counter management. It appears alongside Bam, so while you're dealing with Bam, Boozle interferes with Snow—a frustrating scenario.
Phase 3 — Bamboozle (fused form)
Barrage AoE attack. 3 damage to every ally can wipe out your low-HP units. Snow Resist blocks any delay plan. The most important prep is having Shell applied to every ally before this phase.
Strategy
- Kill priority: Bam (high ATK Wild) → Boozle (Snow interference) → Bamboozle (AoE). Leaving Bam alive means random 6 damage flying at you, which is the biggest risk.
- In preparation for Phase 3's Barrage, spread Shell across the team during Phase 2. Late Shell means the fused form's opening attack is devastating.
- Boozle's CT 2 is among the fastest in the game. Snow lands on your attackers and tempos collapse, delaying your Bam takedown and creating a death spiral. Either focus-fire Boozle first or stop it with Ink, depending on the situation.
- Deploying Clunkers during phase transitions (split and fusion) is effective. There's a brief window to reorganize the board before the new phase starts.
- Stagger your processing of Bam and Boozle. Focus-fire one while delaying the other—this "divide and conquer" is the most stable approach.
- Damage-over-time effects like Bomb and Shroom are effective through all phases. Especially on Phase 1's Bam, which Snow doesn't affect, Bomb-based damage is a reliable solution.
The Act 1 boss is the weakest in the entire game. If you lose here repeatedly, that's a signal to rework your deck fundamentals—damage sources, Snow/Ink options, Shell/healing.
Infernoko
The Act 2 boss. A stacking boss that absorbs the ATK of any ally killed around it. Misorder your targets and the situation spirals out of control.
Phase stats
| Phase | HP | ATK | CT | Traits |
|---|---|---|---|---|
| Phase 1: Infernoko | 16 | 1 | 4 | Snow Resist / Absorbs the ATK of minions killed near it |
| Phase 2: Infernoko (awakened) | 30 | 2 | 2 | +1 ATK each turn / Ink maintenance can fully nullify attacks |
Core mechanic: ATK absorption
Infernoko's threat level can't be read from its base stats. ATK 1, CT 4 looks harmless on paper. But the boss's real identity is the surrounding minions. Each minion killed adds their ATK to Infernoko.
A classic failure: rush down the ATK 5 or ATK 6 minions first, and suddenly Infernoko has ATK 10+ with no way to stop it. Snow Resist means no delay, and every 4 turns devastating damage lands.
Phase 2 restores HP to 30 and auto-grants +1 ATK per turn. Phase 1 absorption carries over, so unfocused play in Phase 1 spells doom in Phase 2. The counter to this phase is Ink maintenance—keep the counter frozen so the attack never actually fires.
Strategy
- Target order is everything. Kill low-ATK minions first and save high-ATK minions for last. Killing 5 ATK-1 trash grants +5, but killing a single ATK-6 enemy grants +6—that difference can be decisive.
- The most consistent route is burning Infernoko itself down early. HP 16 isn't huge, so if you concentrate fire before its ATK climbs, minion order stops mattering.
- Snow Resist blocks Snow, but Ink works. Inking its counter locks it out of attacking entirely, so even a ballooning ATK is harmless.
- Damage-over-time (Bomb, Shroom) works too—enough DoT can kill Infernoko before its counter ever ticks to 0.
- Lock high-ATK minions with Snow or Ink, drop Infernoko first, then mop up the rest safely. This "kill the boss first" approach minimizes accidents.
Minion composition varies every fight. At the start of combat, check every enemy's ATK and calculate the worst-case absorption before committing to a kill order.
Krunker
The Act 2 boss. A back-line Clunker boss. Its Bombard (AoE bombardment) devastates the board while its unusual positioning demands specialized counters.
Stats
| Unit | Scrap | ATK | CT | Traits |
|---|---|---|---|---|
| Krunker | 8 | 8 | 3 | Backline / Bombard (AoE) |
Core mechanic: Backline + Bombard
Krunker is a Clunker-type unit with Scrap instead of HP. When Scrap hits 0 it's destroyed (unlike HP, Scrap can't be healed). Its defining trait is Backline positioning—hiding behind its front-line minions, it can't be targeted by normal attacks.
Bombard deals ATK 8 damage to the entire board. With CT 3, that's board-wide 8 damage every three turns. On top of managing the front-line minions, you must weather this AoE barrage—board maintenance gets brutal.
Strategy
- Normal attacks don't reach Backline enemies. You need Longshot units or item cards for direct damage. At deckbuilding, consciously check whether you have Backline answers.
- Grabber (Yank) is the cleanest solution—pull Krunker into the front line and beat it down with regular attackers.
- The front-line minions function as "shields." Clearing them can let Krunker advance to the front, but Bombard may wipe you first.
- Scrap 8 is uhealable, so chipping works—no need to commit exclusively to direct attacks. Bomb DoT is a valid kill method.
- Shell counters Bombard. Fully absorbing 8 damage takes a lot of Shell, but covering just the leader is enough for sustained play.
- CT 3 is fast. Ink would be ideal, but Ink-to-Backline options are limited. Prioritize board-wide Ink appliers if you have them.
Krunker's difficulty is dramatically determined by whether your deck has Backline answers. Heading into Act 2, consciously secure Longshot or Yank cards at shops and events.
Truffle
The Act 3 boss. HP 110—a massive boss that splits for every 10 damage taken. With good split management, it becomes a combo feast. Advanced players often find Truffle the most fun.
Stats
| Unit | HP | ATK | CT | Traits |
|---|---|---|---|---|
| Truffle | 110 | 4 | 4 | Snow Resist / Splits every 10 HP lost |
Core mechanic: splitting
Truffle has the highest HP of any boss (110), but splits into a new Truffle every 10 damage taken. Each new split has independent HP, ATK, and CT, inheriting the parent's counter value. Without countermeasures, every Truffle attacks at the same time.
Critically, splits also inherit debuffs. Apply Demonize to the parent Truffle before it splits, and every child Truffle is born with Demonize already stacked. The more it splits, the more damage you chain onto them.
Strategy
- After the first split, apply Snow to one of the Truffles to stagger counters—the absolute fundamental. All Truffles attacking simultaneously would be devastating, so splitting their timings is the key to survival.
- Don't deal too much damage early. Since each 10 HP means a split, 40 damage in a turn = 4 new Truffles immediately. Uncontrolled splits lead straight to self-destruction.
- Early Demonize application is enormously effective. Apply before the split and every child inherits it, exponentially increasing total damage output.
- Pombomb prioritizes targeting undamaged enemies. Fresh splits are undamaged, so Pombomb auto-targets them—excellent synergy for split management.
- Frenzy units work beautifully with splits. First swing causes a split, second swing hits the new unit—a built-in kill chain. Done right, you can rack up 6+ kills in a turn, great for Bling farming.
- Barrage works similarly. AoE hits all split units, so more splits = more kills. A paradox where splitting accelerates your damage.
Advanced technique: split farming
Truffle is a prime opportunity for kill-count farming. Use Frenzy units to deliberately split repeatedly and generate combo Bling from the mass kills. You'll need Snow to control the new units while Frenzy attackers chain-kill. High risk, but huge resource reward.
Snow Resist means Truffle itself doesn't slow down from Snow, but staggering split counters with individual Snow applications is valuable. Think "Snow to manage split timing," not "Snow to delay the main target."
Frost Guardian
The Act 3 boss. A two-phase boss: Phase 1 converts damage taken into ATK, Phase 2 halves HP every time an ally dies. The most puzzle-like boss in the game—difficulty changes dramatically based on whether you know the strategy.
Phase stats
| Phase | HP | ATK | CT | Traits |
|---|---|---|---|---|
| Phase 1 | 60 | 0 | 4 | Snow Resist / ATK rises by damage taken |
| Phase 2 | 999 | 2 | 2 | -HP halved on ally death / +2 ATK / Snow works / Summons 5 additional enemies |
Phase 1: damage-reflection type
Starts at ATK 0, but your damage adds directly to its ATK. Deal 10 damage, it becomes ATK 10, and its next attack returns 10 damage. Killing HP 60 obviously requires 60+ damage, at which point you're facing an ATK 60+ monster.
The correct answer here is "don't chip away." Dealing damage gradually keeps ATK bouncing around mid-range while you take several return hits—total damage taken balloons. Ideally, burst it to 0 in a single turn without ever eating a Phase 1 ATK-boosted attack.
Ink usage caveats
Ink works in Phase 1, stopping the counter and nullifying attacks after the ATK boost. But mis-timing is dangerous—the moment Ink wears off, the accumulated ATK fires in one shot. Unless you have the damage to finish during the Ink window, sometimes it's safer to skip Ink entirely. "Maintain Ink and hold ATK at 0 forever" is only viable when your damage output matches.
Phase 2: HP-halving type
HP 999, ATK 2, CT 2. Looks unkillable at first, but every ally death halves its HP and adds +2 ATK. The math: 4 ally losses = HP 999 → 499 → 249 → 124 → 62; 5 losses = 31. ATK becomes 2 + (2 × deaths).
Phase 2 also summons 5 additional minions on entry. Allies dying naturally happens in this mess, so the HP-halving mechanic is designed to be leveraged into a damage race.
Unlike Phase 1, Phase 2 does not have Snow Resist. Many players miss this crucial detail. You can delay its counter with Snow while grinding down HP—a viable strategy.
Strategy
- Before engaging Phase 1, spread Shell across the team. A minimum insurance policy against the counter-attack after your burst.
- Burst Phase 1 in a single turn. Save Frenzy, Barrage, and high-ATK attackers for this moment. Aim to drop HP 60 in one turn.
- Bomb and Shroom DoT are especially strong in Phase 1. DoT damage doesn't accumulate in ATK reflection—it lands during your turn, avoiding the counter-attack loop.
- Phase 2: Snow works. CT 2 is fast, meaning attacks every two turns without Snow, but consistent Snow application dramatically delays actions.
- Phase 2: ATK grows by 2 per ally death, so deliberately sacrificing weak allies to halve HP while preserving main attackers is the correct judgment.
- Memorize the Phase 2 HP math to plan: 3 ally deaths = HP 124, 4 = HP 62, 5 = HP 31. Back-solve how many sacrifices you need for your remaining damage to finish.
- The 5 summoned minions in Phase 2 can also be locked with sustained Ink at ATK 0, making it easier to control the ally death pace.
Knowing that Phase 2 is Snow-vulnerable is make-or-break for this fight. Phase 1 Snow Resist, Phase 2 Snow works. Understand this asymmetry and save Snow resources for Phase 2.
Eye of the Storm
The true final boss. Challenge it after clearing all Acts. Not a single boss but an army fight where multiple powerful Frost units coordinate. Misorder your targets and you wipe instantly—the hardest fight in the game.
Unit composition
| Unit | Traits | Threat level |
|---|---|---|
| Frost Jailer | Locks ally movement and repositioning | Top priority |
| Frost Crusher | +2 ATK per turn (scaling) | Snow/Ink target |
| Frost Bomber | Snow Resist / Barrage (AoE) | Handle with row isolation |
| Frost Junker | Scales on card destruction | Neutralize with Frostbite Shard |
| Frost Muncher | Destroys rightmost hand card | Manage with Redraw Bell |
| Frost Lancer | Snow Resist / 7 damage | Secure leader HP |
Kill priority
1. Frost Jailer — top priority kill
Locks ally movement and repositioning, eliminating all tactical flexibility while it lives. Combined with other enemies' abilities, dead-board states happen constantly. Kill it first, no exceptions.
2. Frost Crusher — stop with Snow/Ink
Gains +2 ATK per turn (scaling type). The more time passes, the more unmanageable it becomes. Snow to delay or Ink to freeze—one of the two is mandatory. Allocate Snow/Ink resources to this unit preferentially.
3. Frost Bomber — row isolation
Snow Resist blocks delays, and Barrage (AoE) hits the whole board. The counter is "solo row" tactics—place only one unit in Bomber's row to minimize Barrage damage.
4. Frost Junker — Frostbite Shard is the answer
Scales tied to card destruction. If you have Frostbite Shard in hand, it functions as a "destroy-proof" card, effectively nullifying Junker's scaling. Without it, prioritize killing Junker early.
5. Frost Muncher — manage with Redraw Bell
Destroys the rightmost card in hand. Use Redraw Bell to reorder your hand so that weak or unneeded cards sit on the right, protecting your key cards.
6. Frost Lancer — take it with leader HP
Snow Resist, 7 damage attacks. Snow can't stop it, so leader HP must be 8+ for survival. Mitigate with Shell, or pre-secure HP. Spend Snow resources elsewhere for efficiency.
Recommended formation
Row positioning decides wins. Here's a stable all-purpose formation:
| Row | Placement | Role |
|---|---|---|
| Jailer's row | Leader — Main attacker — Tank | Concentrate firepower here to kill Jailer ASAP |
| Crusher's row | One tank only | Absorb Crusher hits while doubling as Bomber's solo-row counter |
Deckbuilding prep
- Secure leader HP of 8+. Failing to survive Frost Lancer's 7 damage ends the run on the spot.
- Multiple Snow/Ink options. Leaving Frost Crusher's scaling unchecked reaches one-shot damage in 3-4 turns.
- Backline reach expands options but isn't mandatory for the true final boss—front-line kill order matters more.
- Shell appliers work as universal defense across all Frost units. Especially as a Frost Bomber counter, applying Shell to an entire row dramatically raises stability.
The real threat of the final fight isn't individual unit power—it's the combined abilities locking you into "nothing I can do" states. Jailer's movement lock + Crusher's scaling + Bomber's AoE stacking crushes boards in a single turn. Killing Jailer first to restore mobility is the starting point for everything else.
Universal boss strategy
Always check Snow Resist
Many bosses have Snow Resist, but not always across every phase (Frost Guardian Phase 2 is a prime example). Check each unit's resistances at the start of combat and distribute Snow resources accordingly.
80% of a run is boss prep
Boss fights aren't improvisational. Use shops and events throughout each Act to build a deck capable of handling whatever boss shows up. Three elements—Snow/Ink, Shell, burst damage—are universally effective.
Ink looks universal but has traps
Ink stops counter progression, so in theory it beats every boss. But accumulated ATK can release in one shot the moment Ink wears off (Frost Guardian Phase 1). Without the damage to finish during the Ink window, "delay" becomes worse than "burst."
Shell is the most universal defense
Bamboozle's Barrage, Krunker's Bombard, Frost Guardian's burst retaliation—all mitigable with Shell. Entering Act 2 with zero Shell-applying cards is dangerous.
Damage races decide the game
Without exception, Wildfrost bosses carry scaling or lethal AoE attacks. Snow/Ink/Shell buys a few turns at most—ultimately, whoever finishes the other off first wins. Back-solving "how many damage by turn X" during deckbuilding is the universal counter for every boss.
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