Be The Final Boss Waves & Bosses
Boss checkpoints in Be The Final Boss: boss names, HP reads, and unlocks at each 25-wave mark.
Last updated: 2026-07-27
A boss checkpoint appears every 25 waves, at least through wave 250.
Wave 25
BossCrusader Champion
Boss HP 1,600. The wave holds 9 enemies. Regular hero HP at this checkpoint: Swordsman 160, Archer 120; the Elite Swordsman variant carries exactly double the base value at 320. Elite waves drop more Souls.
Wave 50
BossGrand Inquisitor
Boss HP 3,000. The Grand Inquisitor heals itself, so a slow damage race lets it recover — but its active ability charges slowly, which gives you a window. Enemy HP keeps scaling with wave count.
Wave 75
BossRebel Captain
Boss HP 6,440. Elite enemies (e.g. Elite Swordsman at 1,288 HP) fight alongside the boss rather than it arriving alone, so leaks during the fight are the usual cause of a failed run here. 10 enemies in the wave.
Wave 100
BossThief Lord
Boss HP 12,000, confirmed by a nameplate reading 6965 / 12000. An earlier conflicting read of 3,000 is superseded. Clearing wave 100 unlocks 2x speed for free. From this point enemies also spawn from the sides and hop over the walls instead of only following the main lane, so a formation packed on one entrance starts leaking. 10 enemies in the wave. Checkpoints continue every 25 waves — confirmed as far as wave 325.
Wave 125
BossCrusader Champion
Boss HP 13,000. The boss rotation restarts here — Crusader Champion returns from wave 25 with roughly 8x its original HP. Swordsman HP at this wave: 2,400. 10 enemies in the wave.
Wave 150
BossGrand Inquisitor
Boss HP 16,000. Second appearance of the Grand Inquisitor, following the 100-wave rotation. 10 enemies in the wave.
Wave 175
BossRebel Captain
Boss HP 22,000. Second appearance of the Rebel Captain.
Wave 200
BossThief Lord
Boss HP 30,000. Second appearance of the Thief Lord, completing the second full rotation of the four bosses.
Wave 225
BossCrusader Champion
Boss HP around 37,000 — the on-screen figure was partly hidden by effects. Third rotation begins. Archer HP at wave 226: 4,090.
Wave 275
BossRebel Captain
The Rebel Captain returns for a third time, matching the rotation. Its HP bar was legible by name but not by number. Runs have been recorded as far as wave 298 without a fifth boss appearing.
The boss rotation and how far checkpoints go
There are only four bosses and they cycle every 100 waves in the order Crusader Champion (25) → Grand Inquisitor (50) → Rebel Captain (75) → Thief Lord (100), with higher HP each rotation. Checkpoints land every 25 waves and have been confirmed as far as wave 325; recorded runs reach wave 298 without a fifth boss appearing, though that does not prove none exists. Waves 250, 300 and 325 are known checkpoints but no recording has captured their boss nameplates — by the rotation they should be Grand Inquisitor, Thief Lord and Crusader Champion, which is an inference, not an observation.
Wave guide: build, test, then adjust
Use the checkpoint cards as a reference, then change one part of your setup at a time. Boss HP reads and individual unit data can differ between runs and versions.
Read the checkpoint
Start with the nearest observed boss wave and its notes. Treat conflicting or unverified reads as a prompt to check the live game, not as a fixed target.
Test a single bottleneck
Decide whether your line, damage, population cap, or weapon is failing before spending resources. Keep the rest of the setup stable while testing.
Adjust with live data
Use the planner to compare known unit and weapon data, then save a layout you can revisit at the next checkpoint.