Be The Final Boss Enemies Walkthrough: Hero Waves, Boss Cycle and HP Scaling
A counterplay walkthrough of the enemy side of Be The Final Boss: the hero types that march through your gate, the four-boss checkpoint cycle, and wave-scaled enemy HP, read off on-screen nameplates.
Quick answer
The things attacking your castle are heroes, not monsters: Swordsman, Archer, Rogue and Priest, each with an Elite version, plus four bosses that rotate on the checkpoint waves — Crusader Champion at 25, Grand Inquisitor at 50, Rebel Captain at 75, Thief Lord at 100, then back to the start with more HP. The HUD names the next boss roughly twenty waves ahead, and every enemy's HP is tied to the wave it spawned on: Archer 225 at Wave 50, Priest 414 at Wave 54, Swordsman 464 at Wave 77, Priest 630 at Wave 99, all on the same account. Enemy attack damage, spawn rates and drop tables are shown nowhere in the interface, so this page does not guess at them.
Video source
Frames from Vincent Kaiser games' 'Roblox Be The Final Boss My First Army, How Many Waves Can I Defeat?' (9 min 32 s), a run that reaches Wave 114. Every HP figure, boss name and wave number quoted here is legible on screen at the linked timestamp. The cycle order, the Elite 2x pattern and the healing and dodge behaviours come from the site's enemy database, because the interface never prints them; the creator's commentary is unit advice and is not repeated as enemy fact. The Thief Lord and Rebel Captain are announced by the HUD in this footage but their nameplates never appear, so no HP is claimed for them here.
Vincent Kaiser games — Roblox Be The Final Boss My First Army, How Many Waves Can I Defeat?The enemy side of the fight, step by step
- 1
Read the wave HUD before the heroes arrive
A strip above the castle tells you what is coming. On camera at Wave 50 it reads '10 left 0/10 Next Checkpoint: 50' and 'Wave 50: Grand Inquisitor', while four hero nameplates at the gate read 'Archer 225 / 225'. The heroes all funnel through one gate, and their bars are dark red; your own summoned units carry green bars over their heads (Blood Gargoyle 3300 / 3300 and Iron Skeleton 1980 / 1980 are on the same screen), so colour is the fastest way to tell friend from foe once a melee starts. Nothing about the wave composition is hidden — it is printed above your head the whole time.

Heroes come in through one gate and carry dark red bars; your own summons (green) are Blood Gargoyle and Iron Skeleton here. - 2
The boss rides the checkpoint wave, not a wave of its own
Still at Wave 50, the boss nameplate reads 'Grand Inquisitor 2933 / 3000' and an 'Elite Swordsman 360 / 600' is standing in the same pack. That is the shape of every checkpoint wave: the boss arrives with elites around it, so the fight is never one clean target. The 3,000 HP matches the figure already recorded for Grand Inquisitor at Wave 50 in the enemy database, which makes this an independent second reading of a boss number rather than a new one. Your own health is the heart bar at the bottom centre — 3138 / 3138 here. The wave is chipping that bar, and it is the only bar whose empty state ends the run.

The checkpoint wave drops the boss and its elites together — 3,000 HP for Grand Inquisitor, 600 for the Elite Swordsman. - 3
Kill the Priests first, they undo your damage
Four waves later, at Wave 54, a Priest nameplate sits at 'Priest 0 / 414' and the HUD has already moved on to 'Wave clear Next Checkpoint: 75' and 'Wave 75: Rebel Captain'. Priest is the healer of a hero wave; the database's other readings put it at 128 HP at Wave 15 and 573 HP at Wave 87, so 414 at Wave 54 falls exactly where that curve says it should. A wave carrying several Priests can stall a lineup that handles everything else fine, because your damage walks back onto the targets. The announcement line is the practical part of this frame: it names the next boss about twenty waves early, which is your window to fix the formation that will fail on it.

The HUD names the next boss about twenty waves early — here it is already warning you about the Rebel Captain. - 4
Enemy HP is a wave-scaled number, not a stat
The same Swordsman type that reads 160 HP at Wave 25 in the database reads 'Swordsman 464 / 464' on three nameplates at Wave 77 here. Archer 225 at Wave 50, Priest 414 at Wave 54, Priest 630 at Wave 99 — every figure on this page is tied to the wave it was read at, and none of them is a universal value. That is why a formation that deletes one wave can stall on the next: no new enemy type appeared, the numbers on the old ones simply grew. When you compare your unit damage against a wave, compare like waves; a screenshot from Wave 120 tells you nothing about Wave 50.

Same enemy type as Wave 25, different number: the database has this Swordsman at 160 HP back then and 464 here. - 5
The wave before the boss is the one that beats you
At Wave 99, with the HUD reading '8 left 0/8 Next Checkpoint: 100' and 'Wave 100: Thief Lord', the pack at the gate is five 'Priest 630 / 630' nameplates plus two Rogues. Plan around this: a wave stacked with healers right before a checkpoint takes a long time to die and heals through your damage, so the boss can arrive at a fight your lineup has already lost. The Thief Lord itself is only announced in this footage — its nameplate never appears on camera, so this page claims no HP for it; the enemy database records 12,000 HP at Wave 100 from a different recording, and Rogues can dodge attacks outright, which the interface does not display either.

The wave before a boss is the one that grinds your lineup down — five Priests and two Rogues at Wave 99.