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PvE · Weekly boss · The Guardians’ Sanctuary

The boss fight: the Four Guardians

Four bosses at once, each in its corner of the Sanctuary: the Colossus, the Fish, the Dino and the Dragon. Alone, they are simple; together, they pass your heroes from one to the other. Read their turn order, lure them out of their home ground, and choose carefully who falls first: a defeated guardian’s move passes to the survivors.

In short

The Four Guardians

Each starts from their corner of the Sanctuary: the rocks at the top for the Colossus, the pool on the left for the Fish, the jungle on the right for the Dino, the volcano at the bottom for the Dragon. Your heroes start in the centre, on the square that belongs to no one. The four have 10,800 HP between them, whether you are alone, two or three; their hits, however, weigh less against a lone hero and more against a group of three. Each has their gesture, a spell that strikes from very far and a support for another guardian. None summons anything: the whole fight comes down to their gestures, their order, the wrath of their corners, and where you face them.

They cling to their corner. A guardian lured or pushed out goes back as soon as it can, and a wounded guardian retreats deep into its home: to finish it off, you often have to step onto its ground.

The Four Guardians, each in its corner of the Sanctuary, facing three heroes in the centre
The Colossus, the Fish, the Dino and the Dragon at home, in the four corners; three heroes on the central square.
FighterHP soloHP duoHP trioAPMPRole
Colossus3 2003 2003 20062Boss
Fish2 2002 2002 20063Boss
Dino2 7002 7002 70064Boss
Dragon2 7002 7002 70063Boss

Their spells

Each guardian has a move, its own spell: the Hook, the Water Jet, the Charge or the Breath. It can only cast its own, plus the ones it inherits (see the Legacy, below). Each also has a strike that reaches very far and a support, cast on another guardian wherever it is; the Colossus, the Dino and the Dragon also have a close-range attack. Those spells are not passed on: only the moves go to the survivors. The tables give the numbers; here is how each spell plays.

The Colossus

SpellAPRangePer turnEffect
Pounding4self1He slams both fists into the ground: 130 to 165 damage to his enemies on the 8 tiles around him. Once per turn.
Hook32 – 61A stone hook harpoons an enemy in a straight line, 2 to 6 tiles away, in line of sight: 70 to 95 damage, and they are pulled 3 tiles towards the caster. Once per turn.
Hurled Boulder46 – 121He tears up a boulder and hurls it over everything, 6 to 12 tiles away, without line of sight: 60 to 80 damage on the targeted tile and the four around it. Every other turn.
Stone Rampart21 – 481Stone plates cover another guardian, wherever it is: armour worth 12% of its max HP, for two turns. Once every four turns.
Pounding: the Colossus strikes the Warrior and the Brute next to it
Pounding: the two heroes next to it are hit — 180 and 156 damage.
Hook: the Colossus’s line, 2 to 6 tiles
Hook: in a straight line, 2 to 6 tiles, in line of sight.
Hook: the Warrior pulled 3 tiles towards the Colossus
The Warrior hooked: 101 damage, and pulled 3 tiles, to the edge of the rocks.
Hurled Boulder: the Colossus’s boulder crashes onto the Arcanist and the Brute, in the middle of the square
Hurled Boulder: from its rocks, over everything, onto the square — 85 damage to the Arcanist, 72 to the Brute, right next to him.
Stone Rampart: the Colossus covers the Fish in stone plates, at the other end of the left side
Stone Rampart: from its rocks, it covers the Fish, in its pool — 264 armour, two turns.

The Fish

SpellAPRangePer turnEffect
Water Jet41 – 62A high-pressure water jet, in a straight line, up to 6 tiles away, in line of sight: 90 to 115 damage, and the target is pushed back 2 tiles (12 collision damage per missing tile if it hits an obstacle). Twice per turn, never the same target twice.
Ground Swell41 – 481From his water, he raises a wave that races in a straight line across the whole map, up to the first wall: 70 to 90 damage to every enemy in its path, pushed back 2 tiles. Every other turn.
Spring21 – 481A spring gushes beneath another guardian, wherever it is: it recovers 5% of its max HP (deducted from the score). Once every three turns.
Water Jet: the Fish’s line from its pool
Water Jet: in a straight line, up to 6 tiles, from the water.
Water Jet: the Warrior pushed back against a rock
The Warrior pushed back against a rock: 125 damage, then 22 impact damage.
Ground Swell: the Fish’s wave crosses the row and sweeps away the Warrior and the Arcanist
Ground Swell: from its water, the wave runs to the first wall — 84 damage to the Warrior, 97 to the Arcanist, each pushed back 2 tiles.
Spring: a spring gushes under the wounded Colossus, far from the pool
Spring: from the depths of its pool, it heals the Colossus, in its rocks — 160 HP.

The Dino

SpellAPRangePer turnEffect
Charge42 – 101He rushes in a straight line to the first obstacle, 2 to 10 tiles away. He knocks down the enemy he hits: 120 to 155 damage, and 2 fewer MP on their next turn. Once per turn. Outside his corner, he leaps back into it as soon as the blow lands.
Bite31190 to 115 damage in melee. Once per turn.
Leap42 – 81He leaps up to 8 tiles, over everything, lands on the free tile next to his prey closest to him, and bites it: 90 to 115 damage. Every other turn. Outside his corner, he leaps straight back into it.
Pack Howl3self1He howls: the other guardians gain 2 MP and 20% damage for their next turn. Once every three turns.
Charge: the Dino’s line in its jungle
Charge: in a straight line, 2 to 10 tiles, up to the first obstacle.
Charge: the Dino rams and knocks down the Warrior
The Dino slams into the Warrior: 168 damage, knocked down — 2 MP less on his next turn.
Bite: the Dino bites the Warrior in melee
Bite: in melee, 125 damage to the Warrior.
Leap: the Dino lands next to the Arcanist and bites him
Leap: over everything, it lands next to the Arcanist who stayed far away, and bites — 87 damage.
Pack Howl: the Dino howls, the Colossus receives its strength
Pack Howl: it howls, and the other guardians gain 2 MP and 20% damage for their next turn.

The Dragon

SpellAPRangePer turnEffect
Breath511He breathes in and traces a cone of fire on the ground in front of him (16 tiles, up to 4 tiles from him; a wall stops it). At the start of his next turn, the cone bursts into flame: 200 to 250 damage to his enemies still standing in it. Every other turn.
Ember31 – 4180 to 105 damage up to 4 tiles away, in line of sight. Once per turn.
Ember Rain41 – 481He spits three embers into the sky, anywhere: the targeted tile, then the heroes closest to it. Their impact points are marked on the ground and they fall at the start of his next turn: 90 to 115 damage on each point and the four tiles around it. Every other turn.
Blazing Flame21 – 481He sets another guardian ablaze, wherever it is: 25% more damage for its next turn. Every other turn.
Breath: the cone of fire traced on the ground in front of the Dragon
Breath, the tracing: the cone is on the ground, nothing burns yet.
Breath: the cone bursts into flame on two heroes who stayed in it
At the start of its next turn, the cone bursts into flame: 275 and 240 damage to the two heroes still inside.
Ember: the Dragon strikes the Warrior from a distance
Ember: up to 4 tiles, 113 damage to the Warrior.
Ember Rain: three impact points marked on the ground under the three heroes
Ember Rain, the warning: 3 impact points marked on the ground, the targeted tile, then the heroes closest to it.
Ember Rain: the embers fall on the three heroes still on their impact point
At the start of its next turn, the embers fall: 125, 108 and 124 damage to the three heroes still on their point.
Blazing Flame: the Dragon sets the Dino ablaze, out on the square
Blazing Flame: from its volcano, it sets the Dino ablaze, out on the square — 25% more damage for its next turn.

Turn order and their combos

The four always play in the same order: the Colossus, the Fish, the Dino, then the Dragon, between your heroes’ turns. This order is shown, and it is what makes their combos: the Colossus pulls you into the cone the Dragon traced the turn before; the Fish pushes you into the line of Charge of the Dino, who plays right after it. A cone traced on the ground gives you a whole turn to get out of it: but a Hook or a Water Jet can put you back in before it bursts into flame. Before ending your turn, look at who plays after you, and from where they can move you.

Three rules come on top. The exposed one: only one guardian at a time takes your hits in full, the other three take 50% less; the exposed one changes every 3 turns of play, in turn order, and the bar says who will be next. The Wrath of the Sanctuary: at the start of each guardian’s turn, their corner marks a danger on the ground on one of you, wherever they are — rockfall, rooting vines, a flood that pushes towards the pool, a lava flow that stays burning — and it falls on that guardian’s next turn: step out of the marking. The rage: each guardian brought down makes the survivors stronger, 25% damage and 1 MP more per fallen guardian.

The Dragon’s cone traced, the Warrior right next to it, in line with the Fish
1. The Dragon has traced its cone; the Warrior is outside it, but in line with the Fish.
The Fish’s Water Jet pushes the Warrior into the cone
2. The Fish plays before the Dragon: its Water Jet pushes him into the cone — 125 damage.
The cone bursts into flame on the Warrior
3. The Dragon’s turn begins: the cone bursts into flame, 240 damage to the Warrior.

The Wrath of the Sanctuary

As long as a guardian lives, its corner takes revenge. At the start of its turn, it marks a danger on the ground under one of you, wherever you are, even in the middle of the square; the danger falls at the start of its next turn. Each corner has its own: the rocks drop a rockfall on the hero’s tile and the four around it, under two heroes as soon as there are two of you, and it slows you down; the jungle throws vines that root you, with no MP on your next turn; the pool sends a flood, a wide band of water that pushes you towards it; the volcano pours a lava flow that burns as it passes and stays burning for a few turns under whoever ends their turn in it.

The marking gives you a whole turn: get out of it, and don’t end your turn in lava that is still hot. A guardian brought down puts out its corner, and the danger it had announced with it: each guardian fewer is one danger fewer every round.

Wrath of the Sanctuary: the rockfall from the rocks marked on the ground under two heroes, in the middle of the square
The warning: at the start of the Colossus’s turn, its rocks mark a rockfall on the ground under two heroes, in the middle of the square.
Wrath of the Sanctuary: the rockfall lands on the Arcanist and the Brute, still in the marking
The fall, on its next turn: 91 and 80 damage to the two heroes still in the marking — and a new rockfall is announced.

Territory

The Sanctuary has 4 corners, one per guardian. At home, a guardian hits with all its strength; outside its corner, it deals 30% less damage, whatever the spell, the Breath included: what counts is where the Dragon sets it off. The bank of the pool belongs to the Fish, like its water; the central square belongs to no one. Luring a guardian out of its home — with a Taunt, a swap of places, a push — weakens every one of its blows until it has gone back.

Territory: the Dino’s Bite in its jungle
At home: in its jungle, the Bite deals 108 damage to the Warrior.
Territory: the same Bite outside the jungle
Away: one step onto the square, and the same Bite deals only 76 damage.

The Fish’s water

The Fish only swims in the water of its pool: it never leaves it of its own accord. Drag it out — pulled, swapped, sent to the other side of a hero — and it is stranded: at the start of its turn, it has only 1 MP to crawl and cannot cast any spell, not even an inherited move. It crawls back towards the water one tile per turn. Mind the direction: pushing it from the bank drives it deeper into its pool.

The Warrior’s Taunt drags the Fish out of its pool
Out of the water: the Warrior’s Taunt drags the Fish onto the bank.
The Fish stranded on the bank, with no spell and 1 MP
Stranded: at the start of its turn, 1 MP to crawl, no spell.

The Legacy

Each guardian carries all four moves, but starts with only its own. When a guardian falls, its move passes to the survivors at the start of the next round: kill the Dino, and the Colossus, the Fish and the Dragon can charge. An inherited Water Jet can be cast from anywhere: only the Fish needs its water. The order in which you bring them down is therefore the real choice of the fight: the move you leave to three guardians, then to two, then to the last one.

The Dino brought down by the Arcanist’s Fire bolt
The fall: the Arcanist’s Fire bolt brings down the Dino, alone in this round; the three survivors become enraged, 1 MP more each.
The Legacy: the Charge passes to the three surviving guardians
The Legacy, on the next round: the Colossus, the Fish and the Dragon can now charge.

The double kill

Two guardians brought down in the same round pass nothing on: neither one nor the other. A round runs from the first hero to the last guardian: finishing one during one hero’s turn and the other during a second hero’s turn is enough. Set it up: bring two guardians to the brink of death, then strike both in the same round.

The Dragon brought down in the same round as the Dino
Two in the same round: the Warrior has finished the Dino, the Arcanist finishes the Dragon.
Double kill: no move passes to the survivors
Double kill: neither the Charge nor the Breath passes to the Colossus and the Fish.

The last guardian

The last survivor, if it has inherited the other three moves, covers itself in armour worth 20% of its max HP: 640 for the Colossus. It then casts all four moves. A single double kill during the fight is enough to deny it that armour, and one move.

The last guardian receives the fourth move and covers itself in armour
The last guardian: the Colossus inherits the Breath, carries all four moves and covers himself in 640 armour.

The Guardians’ Sanctuary

A large cross-shaped arena. In the centre, the heroes’ square, bare and open; all around, four corners as large as one another, each with its own ground: the rocks and their stone blocks, the pool and its bank, the jungle and its trunks, the volcano and its lava chimneys. Obstacles block line of sight as everywhere else. The guardians start from the heart of their corner, eight or nine tiles from the square.

The Guardians’ Sanctuary: the central square and the four corners
The whole Sanctuary: the heroes’ square in the centre, one corner per guardian.
The rocks, the Colossus’s corner
The rocks, at the top: the Colossus’s corner.
The pool and its bank, the Fish’s corner
The pool, on the left: the Fish’s water and its bank.
The jungle, the Dino’s corner
The jungle, on the right: the Dino’s corner.
The volcano, the Dragon’s corner
The volcano, at the bottom: the Dragon’s corner.

How to beat them

Solo, duo, trio

Tips by class

Common mistakes

The weekly boss

The Four Guardians are the weekly boss from Sunday 8 November 2026 at noon: the Waris boss and the weekly boss in USDC are played against them, and your damage to all four counts together towards the leaderboard. Win or lose, a boss’s loot gives no Waris, only crystal chances for every % of their HP your team takes off: a 0.3% chance of a Common Crystal in the Waris boss; 1.5% for a Common Crystal and 0.05% for a Legendary Crystal in the weekly boss in USDC. The leaderboard, the prize pool and the loot in detail are on the Loot page.

There is no defeat against a boss: bringing down all four is a victory, falling before that counts neither as a defeat nor as a victory. Experience, like the loot, follows the share of their HP your team took off.

Frequently asked questions

Which guardian should you bring down first?

There is no single answer: the first defeated guardian’s move passes to three guardians, the second one’s to two. Many groups start with the Fish: stranded out of the water, it casts nothing and falls quickly, and its Water Jet pushes more than it hurts. Keep the double kill for the two moves that would bother you most.

What is the double kill?

Two guardians brought down in the same round: neither passes on its move. A round runs from the first hero to the last guardian; finishing one during one hero’s turn and the other during a second hero’s turn is enough.

How do you get the Fish out of the water?

By pulling it or moving it out of the pool: a Taunt, a Reversal, a swap of places. Stranded, it has only one MP to crawl and casts no spell until it is back in the water. Pushing it from the bank, on the other hand, drives it deeper into its pool.

Does the Dragon’s cone burn straight away?

No. It is traced on the ground when the Dragon casts it, and bursts into flame at the start of its next turn, on the heroes still in it. If the Dragon falls before then, the cone dies out without burning.

Why does a guardian sometimes deal less damage?

It is outside its corner: each guardian deals 30% less damage away from its ground. The central square belongs to none of them.

Do the guardians’ HP change with the group?

No: 3,200 HP for the Colossus, 2,200 HP for the Fish, 2,700 HP for the Dino and 2,700 HP for the Dragon, 10,800 HP in total, whether you’re solo, a duo or a trio.