The Final Witch — Boss Guide

The Final Witch is the campaign finale and the most mechanically complex boss in the game. It introduces two unique mechanics found nowhere else: item ability suppression — which periodically disables one of your Archer's item slots — and the Witchcraft curse, which reduces a tower's damage by 40% until cleansed. It also requires simultaneous four-zone arena coverage during the final waves leading to the pull, and defeating it unlocks Endless Mode and the global leaderboard. This guide covers every mechanic, every phase, and every mistake that ends runs at the last step.

The Final Witch
Boss 06 · Map: The Final Siege · Completing this fight unlocks Endless Mode
Difficulty
4Phases
SuppressUnique Mechanic 1
CurseUnique Mechanic 2
4-ZoneWave Coverage

Item Ability Suppression — How to Adapt

The Final Witch periodically casts a suppression field targeting one of the Archer's four item slots. The suppressed slot is visually greyed out with a pulsing effect. For the 8-second suppression duration, that item's ability does not activate — no procs, no on-hit effects, no burst triggers from that slot. After 8 seconds, the suppression lifts and the item returns to full function.

The suppression targets slots in a semi-random rotation, but it will never suppress all four slots simultaneously. You always have at least three functional item slots. The challenge is that if your primary DPS item (Venom Bow) is suppressed during a burst window, your DPS drops significantly for 8 seconds.

Suppression Response Guide — What to Do When Each Slot is Suppressed
🐍 Venom Bow Suppressed
Primary DPS source offline. No stacks accumulate, no burst procs. Bleed Lance continues ticking on the Defender — shift attention to maximising Defender attack speed items. Use Ban Hammer stun windows to amplify Bleed ticks.
Response: Let Bleed Lance carry for 8 seconds. Don't panic-swap items.
💚 Emerald Bow Suppressed
Pierce is offline. Venom stacks only apply to the primary target per attack. Stack rate drops but burst still fires when stacks accumulate on the primary target. DPS reduction is meaningful but not catastrophic.
Response: Continue attacking normally. Bleed Lance compensates.
❄️ Frost Wand Suppressed
Kill zone slow is reduced. Enemies move faster through the Venom stack accumulation zone. Prioritise Stone Hammer knockback to compensate for reduced slow. Choke Hold node still applies independently.
Response: Increase Stone Hammer knockback frequency via faster Defender attacks.
🥽 Ultra Vision Goggles Suppressed
Range is reduced back to base. Lone Ranger isolation may become harder to maintain at reduced range. Move the Archer slightly further from the Defender cluster if the range reduction causes proximity violations.
Response: Check Lone Ranger bow icon. Reposition Archer if icon goes dark.
✓ The Key Suppression Insight
Bring both Venom Bow and Bleed Lance. When Venom Bow is suppressed, Bleed Lance carries DPS. When Bleed Lance is suppressed (on the Defender), Venom Bow carries DPS. The two percentage sources cover each other's suppression windows. A build with only one percentage source is vulnerable to a 8-second complete DPS loss whenever that source is suppressed.

The Witchcraft Curse

The Final Witch's secondary mechanic is the Witchcraft curse — a targeted debuff applied to one tower at a time. The cursed tower is visually indicated by a swirling purple aura and deals only 60% of its normal damage for the 5-second curse duration. The curse is cleansed by one of two methods: waiting 5 seconds for it to expire naturally, or moving the cursed tower into the Healer's aura range — the Healer's passive aura cleanses curse debuffs on contact.

The Witchcraft curse most frequently targets the Defender, because the Defender is closest to the boss and therefore within targeting range most often. A cursed Defender deals 40% less damage — including Bleed Lance ticks and Stone Hammer procs. If the Defender is cursed, move it briefly into Healer aura contact for early cleanse, then return it to the chokepoint.

⚠️ Do Not Curse-Panic
A cursed tower deals 60% damage for 5 seconds. This is not a run-ending event — it is a temporary DPS reduction. The instinct to throw the cursed tower far away from the boss (to "protect" it) is counterproductive: you lose all DPS from that tower while it's repositioned, which lasts longer than the 5-second curse duration. The optimal response is to briefly touch the Healer's aura and continue attacking.

Four-Zone Wave Coverage

The Final Siege's final waves before the boss pull activate four simultaneous paths across the citadel map. Each zone has its own enemy path. A standard party of 1 Defender + 1 Archer + 1 Healer cannot cover all four zones simultaneously from a single formation position.

The Final Siege — Four-Zone Coverage Layout
Zone A
🛡️
Outer wall · Primary Defender + Healer position
Boss Sanctum
The Final Witch arena · Centre zone
Zone B
🏹
Inner courtyard · Primary Archer coverage
Zone C
🛡️
Tower approach · Second Defender required
Zone D
🏹
Flanking route · Second Archer or wide Archer range
Spawn
Enemy entry point · All four paths originate here

Recommended coverage: 1 Defender per primary path (A + C), 1 Archer per secondary path (B + D via range), 1 Healer maintaining Zone A Defender. Ultra Vision Goggles on the Archer allows Zone B + D dual coverage from a single backline position.

Pre-Pull Checklist

Phase-by-Phase Breakdown

I
Phase 1 — The Approach (100% → 75% HP)
Suppression begins · Witchcraft curse active · Pace: Moderate

Phase 1 introduces both unique mechanics simultaneously. Suppression cycles begin immediately after the pull — the first suppression typically hits within 15–20 seconds. Witchcraft curse appears once in Phase 1, targeting the Defender. Pace is moderate enough that each mechanic can be responded to individually without them compounding.

Arcane Bolt
MODERATE
A single targeted magic projectile aimed at the Defender. Tracks slowly. Moderate damage; survivable with Healer sustain. The boss's most frequently used attack in Phase 1. No special response required beyond standard Healer maintenance.
Witchcraft Curse
HIGH (DPS loss)
Tell: purple spark floats from boss toward target tower
A curse applied to one tower, reducing its damage by 40% for 5 seconds. Move the cursed tower into Healer aura range for early cleanse. The purple spark visual gives 1 second of warning — enough to pre-position the affected tower toward the Healer before the curse lands.
Slot Suppression
HIGH (DPS loss)
One of the Archer's four item slots is suppressed for 8 seconds. Greyed-out slot visual is the indicator. Refer to the suppression response guide above. In Phase 1, suppression cycles are separated by 20–25 seconds — manageable individually.
II
Phase 2 — Escalation (75% → 50% HP)
Mirror Image added · Suppression accelerates · Pace: Elevated

At 75% HP the Final Witch creates two Mirror Image illusions of itself. Mirror Images are not the real boss — they share visual appearance but have low HP and die to one or two full attacks. The real boss is distinguished by being the one that continues casting Slot Suppression; the Mirror Images do not suppress. Kill Mirror Images quickly to reduce visual confusion, then focus the true boss.

Mirror Image
HIGH (confusion)
Tell: boss splits into three copies, real one glows brighter
Two low-HP illusions appear alongside the real boss. Images attack the Defender with reduced-damage versions of Arcane Bolt. The real boss continues Slot Suppression — identify it by the suppression indicator. Kill both images within 10–15 seconds to reduce ongoing confusion and damage clutter.
Twin Curse
HIGH
Phase 2 sees Witchcraft curse applied to two towers simultaneously — Defender and Archer may both be cursed at the same time. Prioritise cleansing the Defender (highest DPS loss from curse) and accept the Archer curse duration if the Healer cannot reach both.
Suppression (accelerated)
HIGH
Suppression cycles now fire every 15–18 seconds instead of 20–25. Occasionally two suppression cycles overlap — one slot is still suppressed when the next suppression targets a second slot. Having four strong items means even two slots suppressed simultaneously still leaves two functioning items.
III
Phase 3 — Witch's Fury (50% → 20% HP)
All mechanics intensify · Void Zones added · Pace: High

Phase 3 layers all Phase 1 and Phase 2 mechanics simultaneously at increased frequency, and adds Void Zones — expanding circles of corrupted ground that deal sustained damage to any tower standing in them. Void Zones appear at three random locations in the arena and last 8 seconds. Unlike the Iron Warden's siege volleys (which had a 1.5-second warning), Void Zones appear at full size immediately and must be identified on appearance. This is the hardest phase to manage because curse + suppression + void zones all activate simultaneously.

Void Zones
LETHAL (sustained)
Tell: pulsing circle appears at ground level immediately
Three expanding circles of corrupted ground. Any tower in a Void Zone takes rapid continuous damage — lethal to Archers and Healers within 2–3 seconds, dangerous for Defenders within 5–6 seconds. Move affected towers out of Void Zones immediately. They last 8 seconds and do not move.
Arcane Barrage
HIGH
Phase 1's single Arcane Bolt becomes a rapid-fire sequence of 3–4 bolts targeting the Defender in quick succession. The Healer's burst heal from Vigour Pulse may be needed to recover from a full barrage sequence.
Curse + Suppression Overlap
HIGH
Phase 3 frequency means curse and suppression may now fire within seconds of each other. Accept that DPS will periodically drop significantly. Bleed Lance's continuous tick is the stable DPS floor through all disruption windows.
IV
Phase 4 — Grand Finale (20% → 0% HP)
Grand Hex · Maximum intensity · Kill window

Phase 4 is brief if your damage is in order — at 20% HP with Bleed Lance ticking, 4 ticks brings the boss to 0%. The Grand Hex is the phase's one-shot mechanic and the run-ender for players who reach Phase 4 without respecting it. Otherwise, Phase 4 is a damage sprint: everything from Phase 3 continues at maximum intensity while Bleed Lance and Venom burst bring the final 20% down.

Grand Hex
LETHAL (all towers)
Tell: boss rises into air for 2.0s with expanding purple circle beneath
The campaign's only true one-shot wipe mechanic. If the Grand Hex completes, it deals massive damage to ALL towers simultaneously — lethal to non-Defenders and near-lethal to a Defender without Iron Fortress active. The 2.0-second wind-up with a visible ground circle is the most generous tell of any lethal attack in the game. Move the Archer and Healer outside the expanding circle during the wind-up. Ensure Iron Fortress is active on the Defender before the hex lands. If Iron Fortress is on cooldown when the wind-up begins, throw the Defender out of the circle entirely — it's the only tower that can absorb the hit if the shield is available, but not if it isn't.
All Phase 3 Mechanics
HIGH
Void Zones, curse, suppression all continue at Phase 3 frequency. Phase 4 is Phase 3 plus Grand Hex. The only new management is Grand Hex timing — everything else is the same response pattern.
TowerSlot 1Slot 2Slot 3Slot 4
🛡️ Defender🏰 Iron Fortress
Grand Hex survival
🩸 Bleed Lance
Suppression-immune DoT
🪨 Stone Hammer
Knockback during all phases
🔨 Ban Hammer
Stun extends kill zone time
🏹 Archer🐍 Venom Bow
Primary DPS — suppression covered by Bleed
💚 Emerald Bow
Pierce for dual-zone coverage
❄️ Frost Wand
Slow compensates for void zone repositioning
🥽 Ultra Vision Goggles
Range for 4-zone coverage
✨ Healer💫 Healing Circle
Core regen + curse cleanse
🔵 Shield Orb
Grand Hex backup absorption
👟 Speed Boots
Void zone repositioning + curse cleanse speed
💚 Life Pendant
Phase 3 Arcane Barrage recovery

Common Mistakes

1
Panicking when Venom Bow is suppressed
The instinct when primary DPS disappears is to change something — reposition, Cauldron, swap focus. All of these actions during an 8-second suppression window cost more DPS than simply continuing to attack with the remaining items and letting Bleed Lance carry.
Fix → When Venom Bow slot is greyed out, do nothing differently except let Bleed Lance tick. 8 seconds passes quickly. The stacks pre-accumulate during the suppression and fire on suppression lift.
2
Throwing the Defender away from the fight when it's cursed
A cursed Defender deals 60% damage for 5 seconds. Throwing it away from the boss entirely removes 100% of its DPS for longer than 5 seconds while it repositions. The curse is less damaging than the "cure" of removing it from the kill zone.
Fix → Move the cursed Defender briefly to the Healer's aura edge for cleanse contact, then immediately return it to the chokepoint. The cleanse happens the moment aura contact occurs — it's a one-second exposure, not a sustained visit.
3
Attacking Mirror Images instead of the real boss
Phase 2's three identical-looking copies cause 20–30 seconds of misaligned DPS when players attack the wrong target. Mirror Images die fast if attacked directly but deal meaningful damage if left alive. Identify the real boss by the suppression indicator on the Archer's item bar — only the real boss suppresses.
Fix → On Phase 2 entry, immediately check which copy is casting suppression. That's the real boss. Kill Mirror Images (they take one or two hits) then return to the real boss.
4
Not moving the Archer and Healer out of the Grand Hex circle
Phase 4's Grand Hex has a 2-second wind-up and a visible expanding circle. It is the most telegraphed lethal attack in the game. Runs that fail on the Final Witch most often fail here — not because the mechanic is hard to understand, but because Phase 3's chaos (void zones, curse, suppression all active) leaves players unprepared for the additional response required at Phase 4 entry.
Fix → When Phase 4 triggers (boss reaches 20% HP), pause mentally and confirm: is Iron Fortress active? Are Archer and Healer outside the expanding circle when Grand Hex wind-up begins? These are the only two questions that matter in Phase 4.
5
Entering this fight without both Venom Bow and Bleed Lance
The suppression mechanic is specifically designed to punish single-source DPS builds. Venom Bow alone: suppressed for 8 seconds = zero DPS. Venom Bow + Bleed Lance: Venom Bow suppressed = Bleed Lance carries. Bleed Lance suppressed = Venom Bow carries. The redundancy is the solution.
Fix → This is the last boss. If Bleed Lance hasn't appeared, Cauldron every item in your Defender's loadout until it does before attempting this fight.
♾️ After the Final Witch — Endless Mode Unlocked

Defeating the Final Witch completes the story campaign and unlocks Endless Mode — the global leaderboard that represents the game's true endgame. Endless Mode places your round number at death on a Steam-integrated global leaderboard. The competitive season resets with major patches (first reset expected at v1.1).

The skill tree investments that carried you through the campaign — Lone Ranger, Venom + Bleed, Iron Constitution ×2 — are the same foundations the Endless Mode leaderboard build is built on. The transition is learning how to maintain those systems under exponentially increasing enemy HP and speed. Start with the Endless Mode Guide and the Endless Mode Best Build.