Raid Bosses
Raid Bosses are a planned post-launch feature — fully designed and ratified, not yet built. Everything on this page is the locked design. Exact numbers (HP pools, kill rewards) are marked where they're still subject to final tuning.
A Raid Boss is a monstrous, month-long version of a boss you already know. It runs alongside your weekly boss — two enemies active at once — with a massive cumulative HP pool that carries across four weeks. Kill it before the month ends, or it escapes.
Every point of damage you deal to your weekly boss also hits the Raid Boss, at full value. You don't split your effort — every Rune earned, every task completed, every workout logged wounds both. Even if your weekly boss dies mid-week, the raid keeps taking damage all week long.
The Shape of the Month
- A raid begins on the first Monday of each month and runs exactly four Monday-aligned raid weeks (28 days)
- You must be Level 6+ (Tarnished tier) when the month starts — below that, no raid that month
- Your Raid Boss is never the same boss as your current weekly boss
- Each raid week has its own escalating goal — complete it and the boss takes 25% of its max HP as bonus damage
- At the start of each new raid week, the boss regenerates 10% of its max HP
- Kill it any time — a week-goal blow that zeroes its HP fells it early
Difficulty Tiers
| Raid Tier | Unlock | Kill Reward* |
|---|---|---|
| Standard Raid | Tarnished — Level 6+ | ~40,000 Runes + Uncommon-minimum loot |
| Veteran Raid | Champion — Level 21+ | ~60,000 Runes + Rare-minimum loot |
| Legendary Raid | Erdtree Knight — Level 31+ | ~100,000 Runes + Rare-minimum loot |
*Reward values are provisional — final numbers are set during pre-release balance tuning. Every raid kill also drops that boss's Great Rune. If it's your first-ever kill of that boss in any mode, you earn its Remembrance, Echo, and kill title too.
The Stirring — How a Raid Boss Fights Back
A Raid Boss does not attack you every night the way your weekly boss does. It is something worse: a sleeping giant that wakes as the month wanes. The month has a shape — a safe opening, rising danger, and a deadly finale.
| Raid Week | State | What It Means |
|---|---|---|
| Week 1 | SLUMBERING | The boss cannot enrage. A free week — deal all the damage you can while it sleeps |
| Week 2 | STIRRING | Its rage trigger becomes live, at the same thresholds as its weekly version |
| Weeks 3–4 | HUNTING | Hair-trigger — its rage now fires one bad day sooner than normal. A raid you let linger becomes dangerous to live with |
Rage — the provoked beast
Each Raid Boss has the same rage trigger as its weekly version — the same bad habits provoke it. When it fires, the boss wakes and attacks you every night (at its tier's damage, multiplied for rage) until you calm it with two consecutive Burning-or-better days. After it calms, only new bad days can provoke it again.
The Feeding — missed goals have teeth
Each Monday, your closing raid week's goal is judged:
- Goal met — the boss takes 25% of its max HP as bonus damage. A mighty blow.
- Goal missed — the boss feeds: its weekly regeneration doubles (20% instead of 10%), and it lands one retaliation strike against your Vigor.
The Feeding can happen at most three times per raid (weeks 1–3) — and every one of them is avoidable by hitting your goals. On the final Monday it doesn't strike; it simply escapes.
Cornered Beast — the desperate finale
When a Raid Boss falls below 30% HP, it turns desperate. Its portrait turns ashen and bleeding — and it attacks you every night until it dies or escapes. The final stretch of a raid is a race: kill it before it whittles you down. A cornered boss wakes even in week 1 — wound it deeply enough and there is no more slumber.
The most dangerous possible state is an enraged, cornered boss in week 4 — nightly attacks at rage-multiplied damage while you're trying to close out the kill. Keep your Vigor healthy going into a raid's endgame, and keep Flasks in reserve.
If It Escapes
When the fourth raid week closes with the boss still alive, it escapes. There is no punishment for a failed raid — but there are consolation outcomes based on how far you got:
| Outcome | Condition | Result |
|---|---|---|
| Near Victory | Left it at 30% HP or below | 25% of the kill reward + a 12.5% loot roll |
| Valiant Effort | Dealt 31–69% of its HP | Honored in the Chronicle — no Runes |
| Escaped | Dealt less than 31% | It slips away. Next month, another chance |
Which Bosses Can Raid
14 of the 28 weekly bosses are raid-eligible — each with its own four-week goal ladder and its own Great Rune. See All Bosses for the eligible list and Great Runes for what each kill earns you. The 14 ineligible bosses never appear as raids.
Notes & Tips
- Week 1 is a gift. The boss cannot rage while it slumbers — front-load your biggest effort and try to reach the kill (or at least Cornered range) before it wakes.
- Week goals are worth more than they look. 25% of max HP per goal means hitting all four goals is 100% of the boss's HP by itself — the goals alone can fell it.
- Don't coast at the end. Weeks 3–4 are HUNTING weeks: one bad stretch can provoke a hair-trigger rage right when the boss is cornered and already attacking nightly.
- An escape is not a disaster. No penalty, and Near Victory still pays a quarter of the kill reward. The boss will return.
- Raid kills count toward the raid achievements and your Hall of Legacy record alongside weekly kills.