The complete Be The Final Boss hero roster in the UPD2 patch contains sixteen attacker archetypes across four roles, each with its own stat block, wave debut, and counter pattern. As the BOSS defending your castle, your job is to recognize every archetype on the field in under a second and respond with the right minion pairing. This roster reference catalogues every hero type currently live in the game — the basics that appear from Wave 1, the mid-game supports that arrive around Wave 10, the late-game assassins that debut around Wave 18, and the Wave 25 checkpoint boss that ends unprepared runs. Use it as a lookup while you read our Hero Tier List and our Hero Counter Strategy pages, both of which lean on the archetype taxonomy defined here.
The roster divides cleanly into four role categories: melee fighters tank your frontline and break your formation if you have no chokepoint, ranged attackers deal damage from behind their own frontline and demand line-of-sight blocking, support casters amplify or heal the wave and demand single-target burst, and elites / bosses are encounter-defining threats that require dedicated formation tweaks. Within each role, the heroes scale on different stat curves — melee heroes scale primarily in HP and damage, ranged heroes scale primarily in damage and range, supports scale primarily in aura potency. Understanding those curves is the foundation of every defensive decision you make across a 50-wave run.
Melee Fighter Roster
Melee fighters are the heroes that walk up to your minion formation and try to break it with brute force. They form the bulk of every wave and exist primarily to consume your frontline attention so the ranged and support heroes can operate freely. The melee roster contains six archetypes, from the harmless Peasant filler that appears in Wave 1 to the Siege Golem checkpoint boss at Wave 25.
| Hero | Role | Wave Debut | Base HP | Damage Type | Counter |
|---|---|---|---|---|---|
| Peasant | Melee filler | Wave 1 | 30 | Basic melee | Ignored (soul farm) |
| Militia | Melee filler | Wave 1 | 55 | Basic melee | Any minion |
| Knight | Balanced melee | Wave 3 | 220 | Physical melee | Standard tank + DPS |
| Cavalry | Charge melee | Wave 7 | 380 | Charge burst | Backline tank |
| Berserker | Rage melee | Wave 8 | 450 | Speed-scaling melee | Slow effect or stun |
| Siege Golem | Boss melee | Wave 25 | 5,000 | Heavy melee | Sustained DPS + castle defense |
Peasant and Militia: Wave 1 Fodder
The Peasant and Militia exist almost exclusively to populate early waves and give you time to learn the minion system. The Peasant has 30 HP and deals negligible damage, so experienced BOSSes deliberately leave Peasant stragglers alive at the end of a wave to farm souls without spending minion capacity. The Militia is slightly tougher at 55 HP but is still killed by any single minion attack. Neither archetype rewards dedicated counterplay — your attention is better spent pre-placing your first tank before Wave 3 begins.
Knight and Cavalry: The First Real Threats
The Knight debuts at Wave 3 and is the first hero that demands a frontline response. With 220 HP and balanced melee damage, the Knight is the workhorse of every mid-early wave and is the primary reason your first tank minion should be online by Wave 3. The Cavalry debuts at Wave 7 and adds a charge bonus on the first hit, which is enough to one-shot an unupgraded tank if you have not placed a second body blocker. Pair your Knight defense with a backline tank at the secondary chokepoint so the Cavalry's charge has nowhere to land.
Berserker: The First Speed Threat
The Berserker debuts at Wave 8 and is the first hero whose threat scales with how long the fight lasts. He gains a 25% movement-speed buff after taking any damage, which means ignoring him while you focus elsewhere lets him snowball into a backline killer. The counter is a slow effect — Frost Mage minion, Frost skill tree node, or a dedicated stun — applied before his first attack so the buff never triggers. Wave 8 is also when most BOSSes unlock their first AOE minion, which incidentally handles Berserker swarms by cleaving through the buffed hero before he can reach your formation.
Siege Golem: The Wave 25 Checkpoint
The Siege Golem is the boss hero that anchors Wave 25 and acts as the natural difficulty spike between mid-game and late-game. With 5,000 HP, 200 damage per swing, and a slow but unstoppable movement profile, the Golem cannot be burst down and demands sustained DPS plus pre-invested Castle Defense nodes. We cover the specific counter formation in our Wave 25 Boss Strategy page, but the short version is: two tanks, four DPS, one AOE, and one sustain minion is the minimum viable composition. Anything less and the Golem will chew through your castle HP in under three minutes.
Ranged Attacker Roster
Ranged attackers deal damage from behind their own frontline and never engage your minions in melee. They are the heroes your line-of-sight blockers matter most against, because once a ranged hero gets a clear shot at your backline, she will kite your formation apart from safety. The ranged roster contains four archetypes, ranging from the basic Archer to the late-game Phantom Assassin.
| Hero | Role | Wave Debut | Range | Damage Type | Counter |
|---|---|---|---|---|---|
| Archer | Basic ranged | Wave 1 | Long | Physical projectile | Frontline tank blocks LOS |
| Scout | Fast scout | Wave 5 | Medium | Light ranged | Tank catches at chokepoint |
| Storm Knight | AOE stun ranged | Wave 15 | Medium | AOE disable | Spread formation |
| Phantom Assassin | Crit assassin | Wave 18 | Long | One-shot crit | AOE damage behind tank |
Archer: The Line-of-Sight Tutorial
The Archer debuts in Wave 1 and is the game's way of teaching you that line-of-sight matters. She deals ranged damage from afar, but a single tank minion placed between her and your backline DPS completely shuts her down. Most BOSSes learn this counter by Wave 2 and never lose a tank to an Archer again. The Archer remains in the wave pool for the entire game but is only threatening when your formation is misaligned — fix the alignment and she becomes free souls.
Scout: Speed Over Damage
The Scout debuts at Wave 5 and trades raw damage for movement speed. She bypasses chokepoint defenses by running around them, which makes her the first hero that punishes a single-tank formation. The counter is a tank placed at the secondary chokepoint or, more commonly, an AOE minion placed behind the primary chokepoint so she takes chip damage while flanking. By Wave 6 most BOSSes have unlocked their first AOE option and the Scout becomes a non-issue.
Storm Knight: The AOE Disabler
The Storm Knight debuts at Wave 15 and brings an AOE stun that disables your frontline tank for two seconds. Two seconds is enough time for the rest of the wave to slip past your formation and reach your backline, which is why the Storm Knight is the single biggest reason to spread your formation in the mid-game. Place your tanks two slots apart rather than adjacent, and the Storm Knight's stun catches only one body at a time. Pair this with a ranged DPS focus and the Knight dies before his second stun lands.
Phantom Assassin: The Backline Eraser
The Phantom Assassin is the most dangerous hero in the UPD2 roster because she bypasses your frontline entirely and deletes a backline damage dealer in a single crit. She debuts at Wave 18 and remains a fixture in every wave thereafter. The counter is AOE damage placed behind your frontline tank so she takes retaliation damage while approaching — our Hero Counter Strategy page covers the specific minion pairings that handle her reliably. The Phantom Assassin is also the primary reason the AOE damage minion slot is considered mandatory from Wave 18 onward, rather than optional.
Support Caster Roster
Support casters do not deal damage directly. Instead, they amplify the rest of the wave through auras and heals, which makes them the highest-priority burst targets on the field. Letting a support caster live for more than five seconds usually costs the wave, because her aura will multiply the damage of every nearby hero by a significant factor. The support roster contains four archetypes, all of which demand single-target burst as the counter.
| Hero | Role | Wave Debut | Aura / Heal | Counter |
|---|---|---|---|---|
| Healing Cleric | Wave healer | Wave 10 | Full-wave heal | Single-target burst |
| Aura Mage | Damage amplifier | Wave 12 | +25% damage aura | Burst with weapon fire |
| Banshee | Silence caster | Wave 22 | Minion silence | Burst first, every wave |
| Warlord | Melee amplifier | Wave 24 | +30% melee damage | Burst before melee engages |
Healing Cleric: The Wave Reset Button
The Healing Cleric debuts at Wave 10 and heals the entire wave to full HP if left alive. This means a wave you have nearly killed can be reset back to full health in a single heal, which is why dedicated single-target burst damage on the Cleric is mandatory from Wave 10 onward. The fastest counter is your personal weapon — a few shots from a tier 2 weapon will drop the Cleric before she reaches the frontline. If your weapon is on cooldown, the next-best option is a single-target burst minion like the Hunter or Cursed deployed at the secondary chokepoint.
Aura Mage: The Damage Multiplier
The Aura Mage debuts at Wave 12 and grants a 25% damage amplification aura to every nearby hero. This aura is what turns ordinary melee heroes into serious threats — a buffed Knight with a 25% damage boost will chew through an unupgraded tank in three hits instead of four. The counter is to burst the Mage with weapon fire before she reaches your frontline, which requires keeping weapon ammo in reserve specifically for her. Most BOSSes allocate two weapon shots per Mage spawn after Wave 12.
Banshee and Warlord: UPD2 Support Casters
The Banshee and Warlord are the two new support casters added in the UPD2 patch. The Banshee silences your minions for three seconds, which disables any special ability your formation relies on — this is brutal against AOE-dependent compositions and is why the live meta shifted toward raw-stat DPS minions after UPD2. The Warlord amplifies nearby melee damage by 30%, which makes him a priority burst target alongside the Aura Mage. Both heroes should die before reaching your frontline, ideally within the first eight seconds of the wave.
Elite and Boss Roster
The elite and boss roster contains the encounter-defining threats that demand dedicated formation tweaks. There are only three entries here, but each one is the reason specific skill tree nodes and minion slots are considered mandatory in the late game.
| Hero | Role | Wave Debut | Defining Mechanic | Counter |
|---|---|---|---|---|
| Phantom Assassin | Elite assassin | Wave 18 | One-shot backline crit | AOE + tank |
| Siege Golem | Wave boss | Wave 25 | 5,000 HP, 200 damage | Sustained DPS |
| Endless Titan | Endless boss | Wave 50+ | Scaling HP per wave | Full eight-slot formation |
Endless Titan: The Wave 50+ Checkpoint
The Endless Titan is the boss hero that anchors Wave 50 and every wave thereafter in Endless Mode. Unlike the Siege Golem, the Titan's HP scales continuously — +10% per wave after Wave 50 — which means there is no fixed stat block to memorize. The Titan's defining mechanic is a periodic AOE slam that deals percentage-based damage to your castle, bypassing your minion formation entirely. The counter is the full eight-slot formation with two sustain minions, the Castle Defense skill tree branch fully online, and a tier 3 weapon. Endless Mode clears are a multi-hour commitment and are covered in detail on our Endless Mode Tips page.
Building Your Roster Counter-Formation
The full hero roster is the input your defensive formation must handle. The output is a balanced 2-4-2 minion split — two tanks, four DPS, two supports — tuned to the wave range you are currently playing. Match the formation role distribution to the hero role distribution in the table below, and your waves become dramatically easier regardless of which specific heroes appear.
| Wave Range | Hero Mix | Tank Slots | DPS Slots | Support Slots | Key Counter |
|---|---|---|---|---|---|
| 1-5 | Peasant, Militia, Archer, Knight | 1 | 2 | 0 | Frontline blocks Archer LOS |
| 6-10 | Scout, Cavalry, Berserker, Cleric | 2 | 3 | 1 | Burst Cleric with weapon |
| 11-15 | Aura Mage, Storm Knight | 2 | 4 | 1 | Spread for Storm Knight stun |
| 16-20 | Phantom Assassin debut | 2 | 4 | 2 | AOE behind tank for Assassin |
| 21-25 | Siege Golem + all previous | 2 | 4 | 2 | Castle Defense nodes online |
| 26-50+ | Endless Mode rotation | 2 | 4 | 2 | Tier 3 weapon + sustain |
When the Roster Expands
Apparently Champions adds new heroes with each major patch, and the UPD2 patch already expanded the roster by two (Banshee and Warlord). Future patches will likely add another two heroes per cycle, which means the hero roster is a living document rather than a fixed list. Bookmark this page and the Hero Tier List and recheck them before any major update lands — the counter patterns for new heroes are usually derived from existing counters, but the wave debuts and aura values will shift the meta in subtle ways.
Frequently Asked Questions
How many heroes are in Be The Final Boss?
The UPD2 hero roster contains sixteen attacker archetypes across four roles: six melee fighters, four ranged attackers, four support casters, and two elite / boss heroes. Apparently Champions typically adds two new heroes per major patch, so the roster expands by approximately four heroes per quarter.
When does the Phantom Assassin first appear?
The Phantom Assassin debuts at Wave 18 and becomes a fixture in every wave thereafter. She is the primary reason the AOE damage minion slot is considered mandatory from Wave 18 onward, because her one-shot backline crit can delete your damage dealer before your tank can redirect her path.
Which hero is hardest to counter in Be The Final Boss?
The Siege Golem at Wave 25 is the hardest single hero to counter because he has 5,000 HP and 200 damage per swing, which means you cannot burst him — you must outlast him with sustained DPS and pre-invested Castle Defense skill tree nodes. The Phantom Assassin is a close second because she bypasses frontline tanks entirely.
Do all heroes scale with wave number?
Yes. Every hero archetype has a base stat block and a per-wave scaling multiplier. Melee heroes scale primarily in HP and damage, ranged heroes scale primarily in damage and range, support casters scale primarily in aura potency. The Siege Golem has the steepest scaling curve, which is why he is the Wave 25 checkpoint boss rather than a regular wave enemy.
Are there heroes unique to multiplayer servers?
No. The 6-player server uses the same hero roster as solo play, but the wave count scales up slightly and the spawn pattern shifts to handle six BOSSes defending simultaneously. Specific multiplayer-only hero behaviors may be added in future patches and will be documented on this page when they appear.