The boss fight: the Goleling King
The Goleling King was the first boss of Solwaris PvE, and he came back: he was the weekly boss from Monday 19 to Sunday 25 October 2026, between the Matriarch and the Jelly. Your hero against him and his court, in the Throne Room. A king is nothing without his court: while any of his minions lives, he is untouchable. The whole game is about bringing down the court, then hitting the King during the three turns he is exposed.
In short
- Where — in the menu, the selector switches from PvP to PvE; the arrow next to the Play button opens two cards, the Waris boss and the weekly boss in USDC, each solo, duo or trio. Both are played against the boss on the calendar.
- Weekly boss — the same boss with a USDC entry, its own leaderboard and prize pool. Neither one gives Waris as loot any more, only crystal chances: the details are on the Loot page.
- Protected — while a minion is alive, the King takes no damage.
- Vulnerable — once the last minion falls, the King is exposed for 3 turns, then calls back his court, bigger than before.
- Limit — after 50 turns, the King flies away and the fight ends: what counts is the damage dealt.
- Same rules — the King and his minions only fly visually: on the map, obstacles, traps and line of sight apply to them just as they do to you.
The King and his court
The King hits hard and from afar; his minions, the Golelings, harass, strike, then flee. The King has 10,000 HP, solo or in a group; only his minions’ health depends on the number of heroes.
He starts from his throne, at the top of the room, and calls 2 minions right from the start, whatever the group. A Goleling has 250 HP if you are alone, 350 HP in pairs and 450 HP in threes. The King never comes into contact: he strikes from afar, protected by his court, and it is the court you must bring down first.

| Fighter | HP solo | HP duo | HP trio | AP | MP | Role |
|---|---|---|---|---|---|---|
| Goleling King | 10 000 | 10 000 | 10 000 | 10 | 3 | Boss |
| Goleling | 250 | 350 | 450 | 6 | 5 | Minion |
His spells
| Spell | AP | Range | Per turn | Effect |
|---|---|---|---|---|
| Royal Lightning | 5 | 2 – 8 | 2 | 110 to 140 ranged damage on a single target, in line of sight. Twice per turn, never the same target twice. Exposed, his court fallen, he no longer strikes. |
| Court Blessing | 5 | self | 1 | When he has no one to hit: all his minions gain 2 MP on their next turn, and 60 armour and 20% damage until the start of their second turn after. |
- Royal Lightning — his only attack: 2 per turn, never two on the same hero. It reaches from 2 to 8 tiles and needs line of sight: a wall or a pillar between you and him is enough to stop it. With his 3 MP, he strikes then backs off behind his court.
- Court Blessing — when no hero is within his reach: his minions gain 2 MP on their next turn, and 60 armour points and 20% more damage until the start of their second turn after that. Hiding has a price: the court coming for you is faster and tougher.
Two Lightnings per turn, never on the same target: in a group, each of you can take one. Staying in the open in front of the King is costly. But hiding has a price too — when he sees no one, he blesses his court, which becomes faster, sturdier and more dangerous. And with no hero in reach, he and his minions strike whatever they find: bombs, summons, banner.
The King never seeks melee: after striking, he backs away with his 3 MP, behind his minions. With so few MP, he doesn’t get far — a determined hero ends up pinning him against the edge of the map.



His minions, the Golelings
| Spell | AP | Range | Per turn | Effect |
|---|---|---|---|---|
| Headbutt | 3 | 1 – 4 | 2 | 30 to 40 damage to a single target, up to 4 tiles, in line of sight. Never twice the same one in a turn. |
| Rotation | 0 | the whole map | 1 | Swaps places with any other minion, anywhere on the map. Once per turn. |
- Headbutt — 30 to 40 damage up to 4 tiles, in line of sight, twice per turn on two different targets. With 5 MP, a Goleling comes in, strikes, then goes back to cover.
- Rotation — free, once per turn: he swaps places with any other minion, wherever it is on the map. The wounded minion you are chasing can thus be replaced by an untouched one.
- Minions never vanish on their own: only your team can bring the court down.
A minion stranded at the far end of the map is never out of play: with Rotation, it instantly takes the place of another minion already near you, then strikes right away. And the minion it replaces ends up at the far end, out of harm’s way.




Protected, vulnerable, and the court’s return
- Protected — as long as at least one minion lives, the King takes no damage. A golden thread links him to each of them.
- Vulnerable — as soon as the last minion falls, the King is vulnerable for 3 turns. He stops attacking during those 3 turns: that’s your window to hurt him.
- The court’s return — at the start of his next turn, he calls back his minions, one more than the time before, within 4 tiles of him; he pushes every hero back 6 tiles, becomes protected again, and skips his turn.
- No reinforcements — a fallen minion doesn’t come back while the court still lives: only the court’s return brings minions back, never more than 8 at a time.




Each return makes the court bigger: the three vulnerable turns are the most precious of the fight. Save AP and your best spells for them.
The Throne Room
The King’s side, at the top, is open: few walls, so advancing there is risky. The heroes’ side, at the bottom, is covered: many walls and pillars let you hide from Royal Lightning. The King’s big health bar, split into sections, shows at the top of the screen in place of the timer, and each minion has its own card and a health bar above it.

How to beat him
- Play from cover — end your turns out of the King’s line of sight, behind a wall or a pillar.
- Kill minions fast, and together — a minion that has struck flees out of sight, and Rotation brings in another: focus your damage to finish it in one turn.
- Set up the window — when only one minion is left, move closer to the King before taking it down: the three vulnerable turns go by fast.
- Beware the push — when the court returns, you are pushed back six tiles: a wall behind you beats a trap.
- Spend nothing on a protected King — while his court lives, neither your blows nor your poisons take a single HP off him: every AP goes to the minions.
Solo, duo, trio
- Solo — his minions have only 250 HP: two or three spells are enough for each. His two Lightnings never strike the same hero in a turn: alone, you only take one. Still, never end a turn in the King’s sight, and keep your AP for the window, which you alone will exploit.
- In pairs — minions at 350 HP, and his two Lightnings each find their target. Share the work: one takes the minions down from afar, the other stays near the King to be next to him when the court falls.
- In threes — minions at 450 HP: the court lasts longer, but there are three of you hitting. Bring it down in the same turn, then hit the King all three during his three vulnerable turns: that is where the big totals are made.
Tips by class
- Warrior — Celestial blade hits the target tile and the four tiles next to it: two minions side by side fall together. Taunt, in a straight line, pulls back to you a minion fleeing after it struck. Keep War cry and Warrior’s wrath for the three turns when the King is vulnerable.
- Brute — Quake pulls everything in its cross towards the centre: bunch up the court, then Stomp hits everything within two tiles of you. Charge sticks you to the King as soon as his court falls, and Stoneskin soaks a Royal Lightning on the turn you must stay in the open.
- Arcanist — Blast and Comet hit several minions at once. Fire bolt reaches far: it is your hit on the King during his window, even from the other end of the room. Blink puts you back behind a wall after you fire, out of sight of Royal Lightning.
- Shade — set your traps where the minions come to strike: Blade trap hits its whole cross. Fear makes a minion flee in a straight line, right into another trap. Shadow veil makes you invisible: Royal Lightning can no longer target you. Don’t put Creeping venom on a protected King: it takes nothing off him.
- Clockmaker — Pivot flips every entity in its cross to the other side of the centre, and only hurts enemies: enough to bring two minions under your blows. Reversal throws a minion to the other side of you, away from the King. Hourglass takes AP from a minion: often one Headbutt fewer.
- Artificer — your charges explode two tiles around without ever hurting your side: placed near the court, they hit several minions at once, and Ignition sets them off even out of sight, from your cover. Shove pushes a minion into a wall or into a firing line.
Common mistakes
- Hitting the King while his court lives: neither blows nor poisons get through, and that is AP lost for the minions.
- Ending your turn in the King’s sight: a Royal Lightning deals 110 to 140 damage, and he casts two per turn.
- Spreading your damage: a wounded minion flees and gets replaced through Rotation; the court only falls if every minion is brought down.
- Being far from the King when the last minion falls: the three vulnerable turns go by while you walk.
- Hiding too long: with no target, the King blesses his court — more MP, armour and damage for his minions.
The weekly boss
The Goleling King was the weekly boss from Monday 19 to Sunday 25 October 2026, between the Matriarch and the Jelly: the Waris boss and the weekly boss in USDC were played against him. Win or lose, a boss’s loot no longer gives Waris, only crystal chances for every % of its 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 it down is a victory, falling before that counts neither as a defeat nor as a victory. Experience, like the loot, follows the share of its HP your team took off.
Above the Play button, a selector picks the mode. PvP opens matches against players: free duels, two versus two, staked matches and, outside the league, training against the AI. PvE opens boss fights, solo, in pairs or in threes: with a Waris entry, or in USDC with the weekly boss.
The arrow next to the Play button opens the list of fights. In PvE, two cards side by side: on the left the boss with a Waris entry; on the right the same boss as the weekly boss, with a USDC entry; each shows its prize pool. In each one you pick the group size — Solo, Duo or Trio, with the number of players already waiting — you see what you can win, and a single button starts the fight. The format you pick becomes the one on the home screen’s Play button, and each card’s “Leaderboard” link opens its leaderboard directly.
In a duo or trio, you join a queue and a panel shows who is waiting with you: the fight starts as soon as the group is full. Only players fill a group, never an AI.
Frequently asked questions
Why do my hits do nothing to the Goleling King?
He is protected while any of his minions is alive. Bring down his whole court: he becomes vulnerable for three turns.
How long does a boss fight last?
Fifty turns at most. At the end, the King flies away and the fight ends; what counts is the damage dealt.
Can you face the boss with others?
Yes: solo, in pairs or in threes. The King keeps his 10,000 HP; his minions get tougher as the group grows. Groups form between players, in a queue, with no AI.
Does the boss cost league points?
No. PvE never touches your rating: only ranked duels against players move it.
How many minions does the King call back?
Two at the first call, whatever the group, then one more at each return of the court, never more than eight at a time. They reappear within four tiles of him.
Does damage to the minions count towards the leaderboard?
No: only damage to the King counts, out of his 10,000 HP. Bringing down the court earns nothing in itself, but it is the only way to make the King vulnerable.
