Minions are the heart of your defense in Be The Final Boss, and understanding the full minion roster is the foundation of every successful run. As the BOSS, you summon minions with souls, place them at chokepoints, and watch them repel endless hero waves. This overview catalogs every minion type available in the UPD2 patch, organized by role, cost, and unlock path. Use it to plan your skill tree investments, your soul economy, and your formation layout for every wave range.
The minion roster divides cleanly into five roles: frontline tanks absorb hero damage at chokepoints, ranged DPS deal damage from behind tanks, AOE damage handle clustered threats, single-target burst kill priority heroes, and sustain keeps your formation alive through long waves. Most BOSSes run a balanced 2-tank / 4-DPS / 2-support split by Wave 25, but the exact composition shifts based on which heroes you face and which skill tree nodes you have unlocked. Mastering the role system is more important than memorizing individual minion stats.
The Five Minion Roles Explained
Every minion in Be The Final Boss belongs to one of five roles. Roles matter more than individual minion identity because your formation needs a balanced role distribution to handle the full hero roster. A formation of all tanks holds the line but deals no damage; a formation of all damage dealers deals damage but cannot survive past Wave 15. The balanced 2-4-2 split is the typical sweet spot for late-game runs.
| Role | Primary Function | Typical Slot | Common Minions |
|---|---|---|---|
| Frontline Tank | Absorb damage, hold chokepoint | 1-2 | Brute, Sentinel, Doomfist |
| Ranged DPS | Deal damage from safety | 2-4 | Archer, Sniper, Mage |
| AOE Damage | Handle clustered backline threats | 1-2 | Bomber, Frost Mage, Lightning |
| Single-Target Burst | Kill buff heroes fast | 1 | Hunter, Assassin, Cursed |
| Sustain | Heal, buff, generate souls | 1-2 | Cleric, Soul Gatherer, Demon |
Frontline Tanks: The Chokepoint Holders
Frontline tanks are the foundation of every formation. They have high HP, low damage, and abilities that slow or stun enemies on hit. Place them at the chokepoint tile with the highest hero traffic and they will hold the line through Wave 30 with minimal upgrades. The three frontline tanks you encounter most often are the Brute (early-game, cheap), the Sentinel (mid-game, with stun ability), and the Doomfist (late-game, the new UPD2 unit with AOE cleave). Pair two tanks at staggered chokepoints to handle Berserkers who might reroute around a single anchor.
Ranged DPS: The Damage Dealers
Ranged DPS minions deal damage from behind your frontline tank. They have moderate HP, high damage, and abilities that scale with the wave number. The three ranged DPS you use most often are the Archer (early-game, cheap), the Sniper (mid-game, with crit chance), and the Mage (late-game, with spell damage). Aim for two to four ranged DPS in your formation, depending on how many skill tree Population nodes you have unlocked. Four ranged DPS is the late-game sweet spot for solo BOSSes; six ranged DPS is achievable only in coordinated 6-player servers.
AOE Damage: The Cluster Killers
AOE damage minions handle threats that cluster together — most commonly the Phantom Assassin and the Storm Knight. They deal damage in a radius around their position and have moderate HP. The three AOE damage options you encounter most often are the Bomber (early-game, with explosive damage), the Frost Mage (mid-game, with AOE slow), and the Lightning (late-game, with chain lightning). One AOE minion handles most mid-game AOE threats; two AOE minions are needed for late-game Siege Golem support waves.
Single-Target Burst: The Priority Killers
Single-target burst minions kill high-priority heroes before they can apply their abilities. They have low HP but very high burst damage. The three single-target burst options you encounter most often are the Hunter (early-game, with single-target focus), the Assassin (mid-game, with crit burst), and the Cursed (late-game, with spell burst). One burst minion is mandatory from Wave 10 onward to handle the Healing Cleric, Aura Mage, and similar buff heroes. Two burst minions are needed for late-game multi-buff waves.
Sustain: The Long-Wave Keepers
Sustain minions keep your formation alive through long waves and generate additional souls. They have moderate HP and low damage, but they apply regen, buffs, or soul generation to nearby minions. The three sustain options you encounter most often are the Cleric (heals adjacent minions), the Soul Gatherer (generates souls on hero kill), and the Demon (the UPD1 mutation unit with a damage-amp aura). Sustain minions are the late-game differentiator; without them, you cannot reach Wave 50.
Minion Roster by Unlock Path
Minions unlock in a roughly linear order tied to the wave number and your skill tree progression. The table below lists every minion available in the UPD2 patch, organized by unlock wave and the skill tree nodes that accelerate the unlock. New BOSSes should treat this as a roadmap: focus your early souls on the cheapest unlocked minion, then expand as you reach higher waves.
| Minion | Role | Soul Cost | Unlock Wave | Skill Tree Accelerator |
|---|---|---|---|---|
| Brute | Tank | 30 | Wave 1 | None |
| Archer | Ranged DPS | 25 | Wave 1 | None |
| Sniper | Ranged DPS | 50 | Wave 5 | Population L1 |
| Hunter | Burst | 60 | Wave 8 | Population L2 |
| Bomber | AOE | 75 | Wave 10 | Population L2 |
| Sentinel | Tank | 80 | Wave 12 | Population L3 |
| Mage | Ranged DPS | 100 | Wave 15 | Population L3 |
| Assassin | Burst | 120 | Wave 18 | Population L4 |
| Frost Mage | AOE | 130 | Wave 20 | Population L4 |
| Soul Gatherer | Sustain | 140 | Wave 22 | Population L5 |
| Doomfist | Tank | 200 | Wave 25 | Population L5 |
| Lightning | AOE | 180 | Wave 28 | Population L6 |
| Cursed | Burst | 220 | Wave 30 | Population L6 |
| Demon | Sustain | 250 | Wave 35 | Population L7 |
| Cleric | Sustain | 220 | Wave 40 | Population L7 |
Early Game Minions (Waves 1-10)
The early-game minions are cheap, weak, and intentionally limited. The Brute is your first tank and stays in your formation through Wave 25 — do not sell it just because better tanks unlock later. The Archer is your first DPS and deals reliable damage from behind the tank. The Sniper unlocks at Wave 5 and replaces the Archer as your primary damage dealer by mid-game. The Hunter unlocks at Wave 8 and gives you a single-target burst option for the first time. None of these early-game minions require expensive upgrades; spend souls on summoning the next role rather than upgrading existing minions.
Mid Game Minions (Waves 11-25)
The mid-game minions unlock the role variety you need to handle AOE and burst threats. The Bomber unlocks at Wave 10 and is your first AOE minion. The Sentinel unlocks at Wave 12 and replaces the Brute as your primary tank by Wave 15. The Mage unlocks at Wave 15 and becomes your primary ranged DPS by Wave 20. The Assassin unlocks at Wave 18 and is your primary counter to the Phantom Assassin. The Frost Mage unlocks at Wave 20 and is your second AOE option for late-game waves. Spend souls on summoning each role as it unlocks rather than upgrading existing minions; role variety matters more than raw power in the mid-game.
Late Game Minions (Waves 25+)
The late-game minions are expensive, powerful, and define the Wave 30+ meta. The Soul Gatherer unlocks at Wave 22 and provides the soul generation you need to keep up with the late-game cost curve. The Doomfist unlocks at Wave 25 as the new UPD2 unit and replaces your second tank with massive AOE cleave damage. The Lightning unlocks at Wave 28 and is your third AOE option for high-density waves. The Cursed unlocks at Wave 30 and is your late-game burst minion with the highest single-target damage. The Demon unlocks at Wave 35 and is the late-game sustain unit with a damage-amp aura. The Cleric unlocks at Wave 40 and is the ultimate sustain option.
How to Build a Balanced Minion Army
A balanced army in Be The Final Boss has two tanks, four damage dealers, and two support minions (one burst and one AOE or sustain). This 2-4-2 split covers the full hero roster and keeps your formation operational through Wave 30. Adjust the split based on your unlocked minions and the upcoming wave composition.
| Army Type | Slot Distribution | Best For |
|---|---|---|
| Standard 2-4-2 | 2 tanks, 2 DPS, 1 AOE, 1 burst, 1 sustain | Most runs, all wave ranges |
| Heavy Tank 3-3-2 | 3 tanks, 2 DPS, 1 AOE, 1 sustain | High-pressure waves, late game |
| Damage Rush 1-5-2 | 1 tank, 4 DPS, 1 AOE, 1 burst, 1 sustain | Wave rushing, fast clears |
| Burst Focus 2-2-4 | 2 tanks, 2 DPS, 2 AOE, 2 burst | High-priority hero waves |
The Standard 2-4-2 Army
The standard army uses two frontline tanks (Brute + Sentinel, or Sentinel + Doomfist in late game), two ranged DPS (Sniper + Mage), one AOE damage (Bomber or Frost Mage), one single-target burst (Hunter or Assassin), and one sustain (Soul Gatherer or Demon). This is the most flexible composition and handles 90% of wave compositions without adjustment. New BOSSes should master this composition before experimenting with alternatives.
The Heavy Tank 3-3-2 Army
The heavy tank army uses three frontline tanks and only two ranged DPS, swapping the burst and AOE slots for sustain and a third tank. This composition is designed for high-pressure waves where hero damage output exceeds your DPS, which is common in the Wave 25 to Wave 35 range. The trade-off is slower hero kills, but the survival benefit is substantial.
The Damage Rush 1-5-2 Army
The damage rush army uses only one frontline tank and five ranged DPS, with one AOE and one burst slot. This composition is designed for fast wave clears where the goal is to maximize souls per minute rather than maximize survival. It works well in coordinated 6-player servers where teammates cover your weak chokepoint, but it is risky in solo play.
The Burst Focus 2-2-4 Army
The burst focus army uses two tanks, two ranged DPS, two AOE, and two burst minions. This composition is designed for waves with multiple high-priority heroes like the Healing Cleric, Aura Mage, or Phantom Assassin. The trade-off is lower sustained DPS, but the burst focus deletes priority heroes before they can apply their abilities.
Upgrading vs Summoning New Minions
The biggest soul-economy question in Be The Final Boss is whether to spend souls on upgrading an existing minion or summoning a new minion. The answer depends on three factors: wave number, role coverage, and minion HP. Early in the run (Waves 1-15), prioritize summoning new minions to fill role gaps. Late in the run (Waves 20+), prioritize upgrading existing minions to keep them alive through the harder waves. The table below summarizes the decision framework.
| Situation | Upgrade or Summon? | Why |
|---|---|---|
| Missing a role entirely | Summon | Role coverage matters more than raw power |
| All roles covered, low-HP minion | Upgrade | Survivability keeps the formation operational |
| All roles covered, full-HP minion | Save souls | Bank for next wave's spawn |
| Late game, all roles covered | Upgrade | Late-game damage spikes demand survivability |
When Upgrades Pay Off
Upgrades cost roughly 50% of the original summon cost and provide +15% HP, +10% damage, or +5% ability potency. They pay off when your minion is taking enough damage that the +15% HP translates to an extra wave of survivability, which happens around Wave 12 onward for tanks and Wave 18 onward for DPS. Before those thresholds, save your souls for the next minion summon.
When to Sell and Replace
Selling a minion returns 50% of its summon cost in souls. You should sell a minion only if you need the soul budget to summon a new role you cannot otherwise afford, or if the minion is so outclassed by a newer option that it is no longer contributing. Most early-game minions (Brute, Archer) are worth keeping through Wave 25 because their role coverage is still valuable even if their raw stats are lower.
Frequently Asked Questions
What is the best minion type in Be The Final Boss?
The best minion depends on the wave composition, but the Sentinel tank is the single most-used minion in the game because it appears in nearly every formation from Wave 12 onward. For damage dealers, the Mage is the most-used ranged DPS because of its spell damage scaling. For burst, the Assassin is the most-used because of its crit burst against priority heroes.
How many minions can I have at once in Be The Final Boss?
The population cap starts at 4 minions and grows through the Population skill tree branch. Maxing the Population branch unlocks 8 simultaneous minions. Some coordinated 6-player servers can field more through unit sharing, but the per-BOSS cap remains 8.
What is the cheapest minion in Be The Final Boss?
The Archer is the cheapest minion at 25 souls. It is also the second minion you unlock, available from Wave 1. Spend your first 25 souls on the Archer after placing your starting Brute tank, and you will have a basic two-minion formation that survives the early waves.
Should I upgrade or replace my minions in Be The Final Boss?
Early game (Waves 1-15), prioritize summoning new minions to fill role gaps. Late game (Waves 20+), prioritize upgrading existing minions to keep them alive through harder waves. Never sell a minion unless you cannot afford a critical new role summon.
What is the Doomfist minion in Be The Final Boss?
Doomfist is the new UPD2 unit added in the latest patch. It unlocks at Wave 25 and serves as a frontline tank with massive AOE cleave damage. Doomfist is the recommended second-tank slot for late-game runs and pairs especially well with the Sentinel as a primary chokepoint holder.