Tangy TD — All Bosses

Six bosses. Six distinct sets of mechanics. Each one introduced Cakez to a fresh wave of player rage-quits — and each one received at least one balance pass since launch. This page is your high-level map through every boss encounter, with phase breakdowns, attack lists, and the one thing you absolutely must know before pulling each one.

Difficulty at a Glance

Relative difficulty — community consensus post-patch
01 · Butcher
★★★★★
02 · The Warden
★★★★☆
03 · Thorn
★★★★☆
04 · Hollow King
★★★☆☆
05 · Iron Warden
★★★★☆
06 · Final Witch
★★★★★
📋
Post-Patch Note — v1.0.2
Developer Cakez specifically addressed Bay Harbour and Mountain Trail in the v1.0.2 balance patch: "I have been reading your feedback and made quite a few balancing changes regarding 'Bay Harbour Butcher' and 'Mountain Trail'. I understand that many of you have hit a wall in those maps." Both bosses received damage reductions and mechanic adjustments. All difficulty ratings on this page reflect post-v1.0.2 balance.

Rules That Apply to Every Boss

Six different bosses, six different mechanics. But every boss fight in Tangy TD follows the same meta-rules. Master these before you memorise the specifics of any individual encounter.

RuleWhy It Matters
Clear all waves before pulling Every failed boss attempt starts with a distraction. Stray enemies during a boss fight split your attention and leave your Archer unprotected. Full wave clear before approach, every time.
Fully heal all towers first Bosses deal sustained damage. A Defender entering a boss fight at 60% HP is already losing. The boss has no enrage timer — take the 30 seconds to let your Healer top everything up.
Never attack adds instead of the boss Every boss that spawns adds (catapults, summons, minions) has those adds tied to the boss's death — they die automatically when the boss falls. Spending DPS on adds instead of the boss extends the fight and costs more damage in total.
Keep the Healer adjacent to the Defender throughout Boss fights are sustained DPS races, not bursts. Your Defender needs continuous healing through every attack phase. A Healer that gets out of range for even ten seconds during a Phase 3 burst can end the run.
Position the Archer on a diagonal to the boss Every boss in the game has at least one directional attack — spike patterns, charge lines, AoE sweeps. Diagonal positioning keeps the Archer out of every cardinal-direction attack from every boss. Make it a default reflex.
Use the Cauldron before pulling The window between last wave and boss pull is the best Cauldron window in any run. Any dead item slot should be rerolled. You won't get another opportunity until the boss is dead.

Boss 01 — The Bay Harbour Butcher

Boss 01 · Map: Bay Harbour · Unlocks after Wave 6
The Bay Harbour Butcher
Phases: 3 Phase triggers: 65% HP, 30% HP Adds: 2 catapults at 65% Key mechanic: Aggro meter, Spike Attack
Difficulty

The most notorious boss in Tangy TD. Released in a state the developer publicly called "WAY TOO HARD" and patched twice before becoming consistently beatable. Still the hardest boss in the game by most community measures, and the primary source of early run-quit events.

Phase 1
100% → 65%
Heavy Swing · Stomp
Phase 2
65% → 30%
Catapults · Charge
Phase 3
30% → 0%
Spike Attack · Rapid Charge
Heavy Swing
Wide frontal arc. 1–1.5s wind-up. Defender can tank repeatedly with Healer support.
Moderate
Ground Stomp
Small AoE shockwave. Short range — stay at distance to avoid.
Low
Catapult Barrage
Two catapults fire at tower positions. Target position, not the tower — move before impact to avoid. Catapults die with the boss (post-v1.0.1).
High
Charge
Rushes forward in a straight line. Telegraph is a brief ground scrape animation. Move towers perpendicular to boss facing before the charge fires.
High
Spike Attack
Sends ground spikes along cardinal directions (N/S/E/W). One-shots Archer and Healer. Safe zones are strictly diagonal. Wind-up is a loud audio cue + boss crouch.
Lethal

The one thing you must know

At 30% HP, move every non-Defender tower to a diagonal position and keep them there. Spikes only travel on cardinal lines — diagonals are always safe from the Spike Attack.
Don't attack the catapults. They die when the boss dies. Focus all DPS on the Butcher.
Use the aggro meter — walk in from the side, slowly. Sprinting at the boss fills the meter instantly and triggers engagement before your setup is ready.
Recommended items 🩸 Bleed Lance 🥽 Ultra Vision Goggles 🏰 Iron Fortress 💫 Healing Circle
Full Bay Harbour Butcher Guide — Phase-by-phase breakdown →

Boss 02 — The Warden

Boss 02 · Map: Mountain Trail · Post-v1.0.2 balance
The Warden
Phases: 3 Phase triggers: 60% HP, 30% HP Adds: Guard summons at 60% Key mechanic: Patrol path, Wall Breach
Difficulty

The Warden patrols a fixed route along the Mountain Trail map before the boss fight triggers. Unlike the Butcher, which reacts to proximity, the Warden has a defined path that players can observe and plan around. The Wall Breach mechanic — where the Warden destroys terrain segments to create new enemy entry routes — is the defining challenge of this fight.

Phase 1
100% → 60%
Patrol · Melee strikes
Phase 2
60% → 30%
Guard summons · Wall Breach
Phase 3
30% → 0%
Enrage · Rapid patrol
Patrol Strike
Standard melee hit along the patrol path. Consistent but predictable — your Defender at the chokepoint handles this automatically in Phase 1.
Moderate
Guard Summons
At 60% HP, summons 2–3 guard units that patrol alongside the Warden. Guards focus your towers and can overwhelm the Healer if left unchecked. Guards die when the Warden dies.
High
Wall Breach
The Warden destroys a terrain wall segment, opening a secondary enemy path that bypasses your primary chokepoint. New path is permanent for the rest of the fight. Requires immediate Defender repositioning.
High
Enrage Charge
At 30% HP, patrol speed increases significantly and the Warden begins executing a charge attack similar to the Butcher's. Shorter wind-up than the Butcher — react faster.
High

The one thing you must know

Watch for the Wall Breach animation and have a second Defender ready to deploy on the new path immediately. If you wait until enemies are already using the new route, you'll lose the chokepoint advantage before you can re-establish it.
Guards die with the Warden — don't divert DPS to kill them. Focus the boss.
Mountain Trail received a post-launch balance pass (v1.0.2). If you are using a guide from before March 13, 2026 the damage values and phase timing may be incorrect.
Recommended items ⚡ Wand of Lightning 🔨 Ban Hammer 💫 Healing Circle 👟 Speed Boots (Healer)
Full Warden Guide →

Boss 03 — Thorn

Boss 03 · Map: Deep Forest
Thorn
Phases: 2 Phase trigger: 40% HP Adds: Briar spawns throughout Key mechanic: High mobility, One-Shot vine
Difficulty

Thorn is the first boss in the game that punishes static play. While the Butcher and Warden can be handled with a single well-positioned Defender, Thorn's high movement speed and vine-trap attack means towers that stay in one position too long get disabled. Thorn requires the most active use of the throw mechanic of any boss in Story Mode.

Phase 1
100% → 40%
Vine Trap · Quick Dash
Phase 2
40% → 0%
Briar Swarm · Thorned Ground
Quick Dash
Thorn moves at unusually high speed, rapidly closing distance to your towers. More mobile than any other boss — your Archer needs more isolation distance than normal to stay safe.
Moderate
Vine Trap
Shoots a vine that roots a targeted tower in place for 3–4 seconds. A rooted Defender cannot be repositioned during the root duration. The vine targets the closest tower to Thorn — keep your Healer far enough back that the Defender absorbs the vine, not the Healer.
High
Briar Spawn
Spawns small briar enemies that home toward your towers from the flanks, ignoring the main path. These reach the Healer faster than most wave enemies. Keep Tangy active to intercept briar spawns before they bypass the Defender.
High
Thorned Ground (Phase 2)
At 40% HP, Thorn marks a zone of the arena with thorn patches that deal damage to any tower standing in them. Requires repositioning all towers out of the affected area while maintaining the Defender's chokepoint function.
Lethal if ignored

The one thing you must know

Thorn's Vine Trap roots whichever tower is closest. Position your Defender as the closest tower so the vine always roots the Defender — which can survive the duration — rather than your Healer or Archer, which cannot.
In Phase 2, watch for the thorned ground zone and throw your towers out of it immediately. A tower standing in thorned ground for more than a few seconds takes lethal damage.
Ivy Bow on your Archer is exceptionally strong here — rooting Thorn during its high-speed dash phase stops it from closing distance to your Archer.
Recommended items 🌿 Ivy Bow 🩸 Bleed Lance 🏰 Iron Fortress 👟 Speed Boots (Healer)
Full Thorn Guide →

Boss 04 — The Hollow King

Boss 04 · Map: The Vale
The Hollow King
Phases: 3 Phase triggers: 70% HP, 35% HP Adds: Hollow minions at each phase Key mechanic: Wave summoning, Hollow Aura
Difficulty

The Hollow King is the most forgiving of the five bosses you face before the finale. Its primary mechanic — summoning minion waves rather than dealing direct damage — actually plays into your party's strengths: your towers are already optimised for wave clearing, and the Hollow King's own attacks are relatively predictable. Most players who reached this boss have enough skill points and items to handle it without a complete rethink of their strategy.

Phase 1
100% → 70%
Basic melee · Hollow Aura
Phase 2
70% → 35%
Minion waves · Drain Beam
Phase 3
35% → 0%
Mass summon · Hollow Explosion
Hollow Aura
Passive aura that slightly reduces healing received by towers within a short radius. Keep your Healer outside the aura range — this is why Healer mobility matters in this fight.
Low–Moderate
Minion Waves
At 70% HP, the Hollow King begins summoning minion waves on a timer. These arrive from the standard enemy path. Your existing wave-clear build handles these well — the challenge is managing the boss's direct attacks simultaneously.
Moderate
Drain Beam
A sustained beam attack that drains HP from the targeted tower and heals the boss for a fraction of the drained amount. Disrupted by moving the targeted tower out of the beam path.
High
Hollow Explosion (Phase 3)
At 35% HP, the Hollow King releases an expanding AoE pulse that damages all towers within range. Move towers to maximum distance from the boss when Phase 3 triggers to avoid the initial burst.
High

The one thing you must know

Position your Healer outside the Hollow Aura range at all times. The aura reduces healing received — if your Defender is inside the aura and your Healer is too, the healing reduction compounds and your Defender drains faster than the Healer can recover.
When the Drain Beam activates, throw the targeted tower out of the beam path immediately. The beam tracks the tower's position — move once and the beam has to re-acquire, buying a few seconds.
Recommended items ⚡ Wand of Lightning 🔨 Ban Hammer 💫 Healing Circle 🪄 Aura Extender (Healer)
Full Hollow King Guide →

Boss 05 — The Iron Warden

Boss 05 · Map: Irongate
The Iron Warden
Phases: 3 Phase triggers: Armor break milestones Adds: Siege engines at 50% HP Key mechanic: Armor phases, Siege Engines
Difficulty

The Iron Warden is a mechanical boss — its difficulty is not about dodging individual attacks, but about understanding the armor system. The boss takes reduced damage from all sources while its armor plating is intact. Armor must be stripped by sustained damage before the boss's HP becomes fully vulnerable. Players who don't know this attempt to chip through full-armor HP for far longer than necessary.

Phase 1
Armor intact
Fortified · Slam · March
Phase 2
Armor cracked
Siege Engines · Expose
Phase 3
Armor stripped
Full HP vulnerable · Frenzy
Fortified (Passive)
While armor is intact, the Iron Warden takes ~60% reduced damage from all sources. Percentage-based damage (Bleed Lance, Venom Bow) is notably less penalised by the armor reduction than flat damage. Focus percentage-damage items in this fight.
Mechanic
Armored Slam
Wide ground slam with a large AoE. Telegraphed by the boss raising both arms. Move any tower within 3 tile-widths of the boss before the slam lands.
High
Siege Engines
At 50% HP, deploys two siege engines that fire at tower positions on a timer — similar to the Butcher's catapults. Siege engines die when the boss dies. Do not attack them.
High
Iron Frenzy (Phase 3)
Once armor is fully stripped, attack speed and movement speed increase significantly. This is the phase where the fight is won or lost — max DPS on the exposed boss to end it before the Frenzy overwhelms your Defender.
Lethal if prolonged

The one thing you must know

Bleed Lance and Venom Bow deal percentage-based damage that is much less penalised by the armor reduction than flat damage items. The Iron Warden is specifically the fight where percentage-damage items justify their slot over Chain Lightning or other flat-damage builds.
Once the armor breaks and Phase 3 triggers, immediately dump maximum DPS. The Iron Frenzy escalates fast — the longer the exposed phase lasts, the more dangerous it becomes.
Recommended items 🩸 Bleed Lance 🐍 Venom Bow 🔨 Ban Hammer 🏰 Iron Fortress
Full Iron Warden Guide →

Boss 06 — The Final Witch

Boss 06 · Map: The Abyss · Final Story Mode Boss
The Final Witch
Phases: 4 Phase triggers: 75%, 50%, 25% HP Adds: Mirror images at each phase Key mechanic: Mirror duplicates, AoE wipe
Difficulty

The final boss of Story Mode and the hardest fight in the game. The Final Witch uses a mirror mechanic — creating duplicate images of itself that must be distinguished from the real boss before you can deal meaningful damage. AoE wipes punish clustered setups. Four phases, each introducing new attack patterns. Every mechanic you've learned across the previous five bosses is tested simultaneously here.

Phase 1
100% → 75%
Basic attacks · AoE pulse
Phase 2
75% → 50%
Mirror image × 2
Phase 3
50% → 25%
Mirror × 3 · Void Beam
Phase 4
25% → 0%
Wipe pulse · All mechanics
Mirror Image
Creates 2–3 identical-looking duplicates of itself. Only the real witch takes damage. Duplicates disappear when the real witch is hit. The real witch is identified by its attack animations — duplicates stand stationary. Focus on whichever image is actively attacking your towers.
High
AoE Pulse
Expands a damage ring from the boss's position outward. Towers within close range when the pulse fires take heavy damage. Keep all towers at medium range from the boss at all times — not too close, not so far they lose target priority.
High
Void Beam (Phase 3)
A sustained beam that sweeps across the arena. Similar to the Hollow King's Drain Beam but faster and more damaging. Throw affected towers perpendicular to the beam sweep direction to escape.
Lethal
Final Wipe (Phase 4)
At 25% HP, the Final Witch charges a full-arena AoE pulse with a 3-second wind-up. Any tower still within medium range when it fires takes near-lethal damage. Throw all towers to maximum map distance during the wind-up, then bring them back after the wipe resolves.
Lethal

The one thing you must know

Mirror images stand still — the real witch is always the one that's actively attacking. Target the active image, not any stationary ones.
For the Phase 4 Final Wipe, you have 3 seconds during the wind-up to throw every tower to maximum distance. This is enough time if you've been keeping Tangy mobile throughout the fight. Practice the throw sequence on the previous phase.
The Void Beam sweeps laterally — throw your towers in the perpendicular direction (toward or away from the boss) rather than sideways with the beam to escape it.
Bring your absolute best build. Every item slot should have an Epic or Legendary ability item. Use the Cauldron aggressively before the final map — if any slot has a Rare stat item, reroll it.
Recommended items 🐍 Venom Bow + 💚 Emerald Bow 🏰 Iron Fortress 💫 Healing Circle 🎃 Pumpkin King
Full Final Witch Guide →

After Story Mode — What Comes Next

Beating the Final Witch completes Story Mode and unlocks Endless Mode — the unlimited wave survival mode with a global leaderboard. Every build you refined across the six boss fights applies directly to Endless Mode, which begins by echoing the same enemy types you've faced and then escalates indefinitely.

The bosses don't appear in Endless Mode. The challenge shifts entirely to sustained wave management, build efficiency, and how far your percentage-damage items can carry you before the scaling eventually outpaces everything. See the Endless Mode Guide for strategy on what comes after the credits.

✓ Next Steps
For full phase-by-phase breakdowns with detailed positioning guides, see the individual boss pages. The Bay Harbour Butcher Guide is the most comprehensive — the mechanics it covers (aggro meter, catapult management, phase transitions) are the closest model for understanding how every other boss in the game works.