Bosses by Level
Every boss in Ashenvale from the first lair to the Ember Throne, in level order, with where to find it, how it fights and what it guards.
Every boss, in order
Bosses are the richest fights in the game: each one guards uniques that drop nowhere else. This list runs from the first boss most heroes meet to the last. Levels are the boss's own level; bring a hero a few levels higher, or friends.
Only in Nightmare
Two lairs hide something worse when you enter them in Nightmare. Their bosses drop their region's sigil like any Nightmare boss, plus uniques of their own.
| Level | Boss | Where | Its uniques |
|---|---|---|---|
| 28 + 24 | |||
| 37 + 24 |
The hunted: bosses with fights of their own
The newer bosses don't just slam and call for help. Each has its own tricks, listed on its page under Mechanics. Every one of them follows the same rules, so you can learn to read them:
- A ring on the ground is a warning. It fills up, then whatever it marks goes off. Step out before it fills.
- A lane of rings is a line attack (a charge, a breath, a lance of light). Step sideways out of the lane, not back along it.
- Pools stay. A ring that turns into a pool keeps hurting for a few seconds: never stand, or dodge, into one.
- Projectiles fly slowly enough to dodge. Fans come at you; rings and spirals go out in every direction, so look for the gaps and move with them.
- Wards and carapaces protect the boss. While mirrors, pillars or lanterns stand, the boss takes very little damage: break them first. A carapace soaks a share of the boss's life and heals it while it holds, so pour everything into it.
- Some bosses vanish. A boss that dives or slips into the shadows can't be hurt until it reappears, and it always shows you where with a ring.
Every trick aims at every hero in the fight, so a party spreads the pressure around, and the boss's life, its wards and its carapace all grow with the party.
What the hunted guard
Their uniques are rare, and they come only from their own boss. Each one has its own chance per kill, the same for every hero nearby:
| Boss | Chance for each of its uniques |
|---|---|
| Mother Cinderweb, Vashti | about 1 in 20 |
| Mirelash, Vesper, Brakka | about 1 in 32 to 1 in 35 |
| Vaelthrix, the Weeping Mother | about 1 in 50 to 1 in 55 |
| The Drowned God, Brakka Reforged | about 1 in 60 to 1 in 70 |
The exact numbers are on each boss's page. Magic Find doesn't change them.
Almost all of them do something: a web that bursts when you dodge, a dodge that turns into a blink, a lance of light every third cast, a ward that catches you when you're low, arrows that pierce while you're untouched. Several bind summons, some in twos and threes, some with auras that burn, chill or mend. See Summons and Uniques.