Base de datos de héroes enemigos de Be The Final Boss

Todos los héroes enemigos y jefes de Be The Final Boss, con el HP observado, en qué oleada de checkpoint aparecen y cuáles tienen variante Elite.

Última actualización: 2026-07-27

11 enemigos registrados a partir de gameplays.

La rotación de jefes

Solo hay cuatro jefes. Aparecen cada 25 oleadas y la rotación completa se repite cada 100 oleadas, con más HP cada vuelta: la oleada 125 es otra vez el jefe de la oleada 25, no uno nuevo.

  1. 1Crusader ChampionO25 · O125 · O225
  2. 2Grand InquisitorO50 · O150
  3. 3Rebel CaptainO75 · O175 · O275
  4. 4Thief LordO100 · O200

Crusader Champion

Jefe
HP por oleada (escala, así que compara oleadas equivalentes)
O25 1,600O125 13,000O225 ~37,000

The first boss checkpoint, in heavy crusader armour. It returns at Wave 125 and again at Wave 225 with far more HP — the four bosses cycle rather than being replaced by new ones.

Grand Inquisitor

JefeSanador
HP por oleada (escala, así que compara oleadas equivalentes)
O50 3,000O150 16,000

A plague-doctor figure in a wide black hat and dark robes. It heals itself, so a slow damage race lets it undo your progress — but its active ability charges slowly, which gives you a window.

  • Heals itself during the fight
  • Its active ability takes a long time to charge

Rebel Captain

Jefe
HP por oleada (escala, así que compara oleadas equivalentes)
O75 6,440O175 22,000

Long-haired and dark-coated, carrying a guitar rather than a weapon. Elite enemies fight alongside it instead of it arriving alone, so leaks during the fight are the usual cause of a failed run here.

Thief Lord

Jefe
HP por oleada (escala, así que compara oleadas equivalentes)
O100 12,000O200 30,000

The Wave 100 boss and the largest HP jump in the rotation. It attacks rarely but spends that time charging an ultimate, so the danger is a single burst rather than sustained pressure. Clearing Wave 100 also unlocks 2x speed.

  • Attacks infrequently
  • Charges a powerful ultimate instead of attacking often

Elite Swordsman

EliteCuerpo a cuerpo
HP por oleada (escala, así que compara oleadas equivalentes)
O25 320O75 1,288
Primera aparición: ~7

The Elite version of the Swordsman carries exactly double its base HP at the same wave (320 vs 160 at Wave 25). It fights alongside the Wave 75 boss. Elite waves drop more Souls, so they are worth pushing through rather than avoiding.

Elite Archer

EliteA distancia

HP desconocido: ninguna grabación llegó a mostrar su barra.

Primera aparición: ~9

An Elite Archer is referred to in commentary from around Wave 9, but no recording has shown its nameplate, so its HP is unknown. If it follows the Elite Swordsman pattern it would be roughly double the base Archer at the same wave — that is an inference, not an observation.

Elite Rogue

EliteCuerpo a cuerpo

HP desconocido: ninguna grabación llegó a mostrar su barra.

Primera aparición: ~16

Mentioned in commentary from around Wave 16 onward. No nameplate has been captured, so its HP is unknown.

  • Expected to keep the base Rogue's dodge, though this has not been confirmed on camera

Rogue

NormalCuerpo a cuerpo
HP por oleada (escala, así que compara oleadas equivalentes)
O87 644
Primera aparición: ~5-7Tiene variante Elite

An assassin-style melee hero that can dodge attacks outright. That dodge is the reason Rogues sometimes melt instantly and sometimes survive far longer than their HP suggests — stuns and area damage are more reliable against them than single-target hits.

  • Can dodge incoming attacks, making its effective durability inconsistent

Swordsman

NormalCuerpo a cuerpo
HP por oleada (escala, así que compara oleadas equivalentes)
O25 160O125 2,400
Primera aparición: ~4-5Tiene variante Elite

The basic melee hero and one of the first enemy types you meet. Its HP grows steeply with the wave count — 160 at Wave 25 becomes 2,400 by Wave 125.

Priest

NormalSanador
HP por oleada (escala, así que compara oleadas equivalentes)
O15 128O87 573O226 ~4,200
Primera aparición: O15

A support hero that heals the rest of its wave, which is why a wave with several Priests can stall out a formation that handles everything else fine. They arrive in groups from Wave 15 onward — kill them first or your damage gets undone.

  • Heals other heroes in the wave

Archer

NormalA distancia
HP por oleada (escala, así que compara oleadas equivalentes)
O25 120O226 4,090
Primera aparición: O2Tiene variante Elite

The earliest ranged hero, showing up as soon as Wave 2. Being ranged, it can chip your frontline from behind its own melee, which is why compressing your damage near the spawn matters.

Cómo leer estos datos

Enemy HP scales with the wave number, so every figure here is stored against the wave it was read at rather than as a single value — compare like waves, not raw numbers. All readings come from enemy nameplates in gameplay footage, cross-checked across recordings where possible; none has been re-verified against the live client. There are only four bosses and they cycle: Crusader Champion, Grand Inquisitor, Rebel Captain, Thief Lord repeat every 100 waves with higher HP. Enemy attack values are not shown anywhere in the interface and are deliberately left blank, as are movement speed, range and drop tables. Elite Archer and Elite Rogue exist but no recording has shown their nameplates. No Elite Priest has been observed.