The complete Be The Final Boss minion roster in the UPD2 patch contains twenty summonable units across five roles, each with its own soul cost, base stat block, and skill tree unlock path. As the BOSS defending your castle, your minion roster is the primary lever you control — the hero roster is fixed, but the minion you summon in response is entirely your choice. This reference catalogues every unit currently live in the game, from the Brute frontline tank you summon in Wave 1 to the Doomfist elite unit that anchors late-game compositions. Use it alongside our Minions Overview, Minion Upgrade Priority, and Best Minion Combos pages to plan your skill tree investments and your soul economy across a full 50-wave run.
The roster divides cleanly into five roles: frontline tanks absorb hero damage at chokepoints, ranged DPS deal damage from behind tanks, AOE damage handle clustered threats, single-target burst kill priority heroes, and sustain keeps your formation alive through long waves. Each role contains four units on average, with skill tree unlocks gating the higher-tier units behind early-game investments. The Doomfist elite unit, for example, requires both the Elite Minion Slot node and Population 4 before it can be summoned, which means a new BOSS cannot deploy a Doomfist until roughly Wave 15 even if the souls are available.
Frontline Tank Roster
Frontline tanks are the minions that walk up to the hero frontline and hold the line. They are the foundation of every formation, and the first unit you summon in any wave. The tank roster contains four units, ranging from the basic Brute that any BOSS can summon from Wave 1 to the Doomfist elite unit that requires both population slots and skill tree investments.
| Minion | Soul Cost | Wave Unlock | Base HP | Damage | Role Notes |
|---|---|---|---|---|---|
| Brute | 20 souls | Wave 1 | 800 | 35 melee | Starter tank, hold chokepoint |
| Sentinel | 40 souls | Wave 3 | 1,400 | 50 melee + shield | Shield blocks 200 damage |
| Golem | 80 souls | Wave 10 | 3,500 | 90 melee | High HP, slow move speed |
| Doomfist | 120 souls | Wave 15 | 4,500 | 180 AOE + 400 burst | Elite AOE + burst hybrid |
Brute: The Wave 1 Starter
The Brute is the first minion any BOSS summons and remains relevant throughout the game as a budget chokepoint holder. With 800 HP and 35 melee damage, the Brute is not impressive on its own, but it costs only 20 souls, which means you can field two Brutes by Wave 3 without starving your soul economy. The Brute's primary role is to absorb damage long enough for your backline DPS to kill heroes, not to deal meaningful damage. If you are running tight on souls early, the Brute is the minion you keep in the formation until a higher-tier tank is unlocked.
Sentinel: The Shielded Tank
The Sentinel is the first meaningful upgrade over the Brute. With 1,400 HP, 50 melee damage, and a passive shield that blocks the next 200 damage, the Sentinel survives fights that would one-shot a Brute. The shield mechanic is what makes the Sentinel meta-relevant — it gives the Sentinel a free 200 HP buffer that resets every 10 seconds, which is enough to survive a single Phantom Assassin crit. Most BOSSes run two Sentinels in their formation by Wave 6, with the second Sentinel unlocked at the Population 2 skill tree node (200 coins).
Golem: The High-HP Anchor
The Golem is the third tank in the roster and the first high-HP option. With 3,500 HP and 90 melee damage, the Golem is slow but extremely durable, which makes it the ideal anchor for the Wave 25 checkpoint boss fight. The Golem's defining mechanic is a 15% damage reduction against all sources, which means it takes 15% less damage from every hero attack. The trade-off is movement speed — the Golem is the slowest minion in the roster, which means it cannot chase heroes that bypass your chokepoint. Pair the Golem with a fast secondary tank (Sentinel) to cover the speed gap.
Doomfist: The Elite Tank-Burst
The Doomfist is the elite unit added in the UPD2 patch and is the most efficient damage-per-slot minion in the game. With 4,500 HP, 180 AOE damage per pulse every 6 seconds, and a 400-damage Shockwave every 30 seconds, the Doomfist functions as both a tank and a burst damage dealer. The Doomfist requires the Elite Minion Slot skill tree node (400 coins) plus Population 4 to be active, which means new BOSSes cannot deploy a Doomfist until roughly Wave 15 even if the souls are available. We cover the Doomfist's specific position in the live meta on our Minion Tier List page.
Ranged DPS Roster
Ranged DPS minions deal damage from behind your frontline tanks and are the primary source of hero kills in any formation. The ranged roster contains four units, ranging from the basic Archer that any BOSS can summon from Wave 1 to the Sniper elite unit that unlocks at Population 3.
| Minion | Soul Cost | Wave Unlock | Range | Damage | Role Notes |
|---|---|---|---|---|---|
| Archer | 30 souls | Wave 1 | Long | 45 projectile | Starter DPS, requires line of sight |
| Mage | 50 souls | Wave 4 | Medium | 70 magic | AOE on hit, weak vs single target |
| Sniper | 90 souls | Wave 12 | Very long | 220 single shot | High burst, slow fire rate |
| Demon Caster | Variable | Wave 25 | Long | 90 + debuff aura | Damage debuff aura |
Archer: The Line-of-Sight DPS
The Archer is the first ranged DPS minion and the workhorse of every early-game formation. With 30 soul cost and 45 projectile damage, the Archer is cheap enough to field three copies by Wave 4 and is the primary reason most BOSSes clear the early-game economy. The Archer's defining limitation is line-of-sight — she deals no damage to heroes she cannot see, which means she must be placed with a clear shot to the chokepoint. The Archer remains relevant throughout the game as a budget DPS slot but is eventually replaced by the Sniper or Demon Caster in late-game compositions.
Mage: The AOE Ranged DPS
The Mage is the second ranged DPS in the roster and the first AOE option. With 50 soul cost and 70 magic damage plus a small AOE radius on hit, the Mage is the bridge between single-target DPS and AOE damage. The Mage is particularly effective against clustered hero waves like the Berserker + Militia pack that appears around Wave 8, but her single-target damage is mediocre against high-HP heroes like the Siege Golem. Most BOSSes run one Mage in their formation by Wave 6 specifically to handle clustered waves.
Sniper: The Long-Range Burst
The Sniper is the elite ranged DPS that unlocks at Population 3 (300 coins) and is the highest single-shot damage minion in the roster. With 90 soul cost and 220 single-shot damage, the Sniper kills most B-tier heroes in one shot but fires only once every 4 seconds. The slow fire rate is the Sniper's defining limitation — she cannot handle sustained pressure from hero waves with multiple high-HP targets. Pair the Sniper with a faster-firing DPS like the Archer or Mage to cover the gap between Sniper shots.
Demon Caster: The Late-Game Debuff
The Demon Caster is the late-game ranged DPS that unlocks at Wave 25 and is the only minion in the roster that applies a damage debuff aura. The aura reduces all incoming hero damage by 20% within its radius, which makes the Demon Caster a hybrid DPS-support unit. The Demon Caster's defining limitation is the high soul cost and the Wave 25 unlock requirement — most BOSSes cannot field a Demon Caster until the late-game composition is fully online.
AOE Damage Roster
AOE damage minions handle clustered hero threats and are the primary counter to backline heroes like the Phantom Assassin. The AOE roster contains four units, ranging from the basic Bomber to the elite Frost Mage that applies a slow effect.
| Minion | Soul Cost | Wave Unlock | Radius | Damage | Role Notes |
|---|---|---|---|---|---|
| Bomber | 40 souls | Wave 3 | Small | 120 AOE | Suicide unit, one-shot AOE |
| Frost Mage | 70 souls | Wave 8 | Medium | 80 AOE + slow | Slow effect, sustained AOE |
| Lightning | 100 souls | Wave 15 | Large | 200 AOE | Chain lightning, hits 3 targets |
| Demon Flanker | Variable | Wave 20 | Medium | 150 AOE + chokepoint | Chokepoint pressure |
Bomber: The Suicide AOE
The Bomber is the first AOE minion and the cheapest option in the roster. With 40 soul cost and 120 AOE damage, the Bomber is a suicide unit that detonates on deployment and deals damage in a small radius. The Bomber is the ideal counter to the Phantom Assassin because the Assassin takes the AOE damage while approaching your frontline. The defining limitation is the one-shot nature — the Bomber dies after detonating, which means you must resummon one every wave. Most BOSSes budget one Bomber per wave from Wave 5 onward.
Frost Mage: The Slowing AOE
The Frost Mage is the second AOE minion and the first slowing option. With 70 soul cost and 80 AOE damage plus a 30% slow effect, the Frost Mage is the primary counter to the Berserker hero because the slow prevents the Berserker's speed buff from triggering. The Frost Mage is also the only AOE minion that survives multiple waves, which makes her more soul-efficient than the Bomber on long waves. Most BOSSes run one Frost Mage in their formation by Wave 10 specifically to handle Berserker waves.
Lightning: The Chaining AOE
The Lightning is the elite AOE minion that unlocks at Wave 15 and chains between up to three targets. With 100 soul cost and 200 AOE damage per chain, the Lightning is the highest AOE damage per soul in the roster and is mandatory for any late-game composition. The Lightning's defining limitation is the chain mechanic — it cannot hit more than three targets, which means large hero waves still require a secondary AOE source. Pair the Lightning with a Bomber or Frost Mage to handle the overflow.
Demon Flanker: The Chokepoint AOE
The Demon Flanker is the late-game AOE minion that unlocks at Wave 20 and applies continuous chokepoint pressure. With 150 AOE damage per pulse and a slowing aura, the Demon Flanker is the meta anchor for any Endless Mode composition. The Demon Flanker requires the Demon Unit skill tree node (500 coins) plus Population 4 to summon, which means most BOSSes cannot deploy one until late-game. The Demon Flanker is covered in detail on our Minion Tier List page as the highest-impact late-game unlock.
Single-Target Burst Roster
Single-target burst minions are the priority-target killers that delete support heroes like the Aura Mage and Healing Cleric before they can apply their auras. The burst roster contains four units, ranging from the basic Hunter to the elite Cursed that applies a damage-over-time debuff.
| Minion | Soul Cost | Wave Unlock | Damage | Special | Role Notes |
|---|---|---|---|---|---|
| Hunter | 35 souls | Wave 2 | 90 single | Fastest move speed | Chases priority targets |
| Assassin | 60 souls | Wave 6 | 150 single | Stealth approach | Bypasses frontline |
| Cursed | 85 souls | Wave 10 | 110 + DOT | Damage over time | Sustained single-target |
| Demon Slayer | Variable | Wave 22 | 250 single | Execute below 30% HP | Finisher on low HP heroes |
Hunter: The Chasing Burst
The Hunter is the first burst minion and the fastest unit in the roster. With 35 soul cost and 90 single-target damage, the Hunter is the primary counter to the Scout hero because her movement speed catches the Scout before she bypasses the chokepoint. The Hunter's defining limitation is her low HP — she dies quickly if focused by the hero frontline. Pair the Hunter with a tank minion to keep her alive long enough to reach the priority target.
Assassin: The Stealth Burst
The Assassin is the second burst minion and the first stealth option. With 60 soul cost and 150 single-target damage, the Assassin bypasses the hero frontline using a stealth approach and strikes the priority target directly. The Assassin is the ideal counter to the Aura Mage and Healing Cleric because she reaches the support caster before the Wave can protect her. The Assassin's defining limitation is the long cooldown between strikes — she can stealth-burst once per 20 seconds.
Cursed: The Damage-Over-Time Burst
The Cursed is the third burst minion and the first damage-over-time option. With 85 soul cost and 110 single-target damage plus a 30-damage DOT for 8 seconds, the Cursed is the highest sustained single-target damage in the roster. The Cursed is the ideal counter to the Siege Golem because the DOT continues ticking even when the Golem is tanking your frontline. Pair the Cursed with a Hunter or Assassin to cover the burst window.
Demon Slayer: The Execute Burst
The Demon Slayer is the late-game burst minion that unlocks at Wave 22 and executes heroes below 30% HP. With 250 single-target damage plus an execute threshold, the Demon Slayer is the finisher for any high-HP boss encounter. The Demon Slayer requires the Demon Unit skill tree node plus a separate Demon Slayer unlock (300 coins) to summon, which means most BOSSes cannot deploy one until the late-game composition is fully online.
Sustain Roster
Sustain minions keep your formation alive through long waves and are the secondary healers / soul generators that anchor Endless Mode compositions. The sustain roster contains four units, ranging from the basic Cleric to the elite Soul Gatherer that converts hero kills into souls.
| Minion | Soul Cost | Wave Unlock | Heal | Special | Role Notes |
|---|---|---|---|---|---|
| Cleric | 40 souls | Wave 4 | 30 HP/sec | Heal aura | Heals nearby minions |
| Soul Gatherer | 60 souls | Wave 8 | 0 | Soul generation | Generates souls per kill |
| Demon | Variable | Wave 25 | 50 HP/sec | Damage aura | Heals + damages nearby |
| Warlord | 75 souls | Wave 18 | 0 | Melee buff aura | Buffs nearby melee damage |
Cleric: The Heal Aura
The Cleric is the first sustain minion and the primary healer in the roster. With 40 soul cost and 30 HP/sec heal aura, the Cleric keeps your frontline alive through long waves and is mandatory for any composition that pushes past Wave 15. The Cleric's defining limitation is the small aura radius — she must be placed near the frontline to heal effectively, which puts her at risk of backline assassin focus. Pair the Cleric with a Sentinel or Golem to keep her alive.
Soul Gatherer: The Soul Generator
The Soul Gatherer is the second sustain minion and the only soul generation unit in the roster. With 60 soul cost and a passive that generates 5 souls per hero kill within range, the Soul Gatherer is the foundation of every late-game soul economy. The Soul Gatherer's defining limitation is the activation requirement — she only generates souls from kills she participates in, which means she must be placed near the frontline. Most BOSSes run one Soul Gatherer in their formation by Wave 10 specifically to fund the late-game soul economy.
Demon: The Heal-Damage Hybrid
The Demon is the late-game sustain minion that unlocks at Wave 25 and combines healing with a damage aura. With 50 HP/sec heal and a 20-damage-per-second aura, the Demon is the most efficient hybrid sustain unit in the roster. The Demon requires the Demon Unit skill tree node plus the Demon unlock (400 coins) to summon.
Warlord: The Melee Buff Aura
The Warlord is the supporting sustain minion that unlocks at Wave 18 and applies a +30% melee damage buff to nearby minions. The Warlord is the ideal pairing for the Brute or Golem frontline because the buff stacks with the tank's base damage. The Warlord's defining limitation is the melee-only buff — he does nothing for ranged DPS compositions.
Building Your Roster Counter-Formation
The full minion roster is the input your formation must build from. The output is a balanced 2-4-2 split (two tanks, four DPS, two supports) tuned to the wave range and the hero roster you face. Match the role distribution to the wave range in the table below, and your waves become dramatically easier.
| Wave Range | Recommended Slots | Key Minions |
|---|---|---|
| 1-5 | 1 tank, 2 DPS, 0 support | Brute, Archer x2 |
| 6-10 | 2 tanks, 3 DPS, 1 support | Sentinel, Brute, Archer, Mage, Cleric |
| 11-15 | 2 tanks, 4 DPS, 1 support | Sentinel, Golem, Archer, Mage, Sniper, Frost Mage |
| 16-20 | 2 tanks, 4 DPS, 2 support | Sentinel, Golem, Sniper, Lightning, Cleric, Soul Gatherer |
| 21-25 | 2 tanks, 4 DPS, 2 support | Sentinel, Doomfist, Sniper, Lightning, Cleric, Soul Gatherer |
| 26-50+ | 2 tanks, 4 DPS, 2 support | Doomfist, Golem, Sniper, Lightning, Demon, Soul Gatherer |
Roster Adaptation by Patch
Apparently Champions adds new minions with each major patch, and the UPD2 patch already added three (Doomfist, Demon Flanker, Demon Caster). Future patches will likely add two more minions per cycle. Bookmark this page and the Minion Tier List and recheck them before any major update lands — the roster is a living document, and the optimal formation shifts with each new unit.
Frequently Asked Questions
How many minions are in Be The Final Boss?
The UPD2 minion roster contains twenty summonable units across five roles: four frontline tanks, four ranged DPS, four AOE damage, four single-target burst, and four sustain units. Apparently Champions typically adds two new minions per major patch, so the roster expands by approximately four units per quarter.
Which minion is best for solo beginners?
The Brute + Archer + Cleric core is the recommended beginner composition. The Brute holds the chokepoint, the Archer deals damage from behind, and the Cleric keeps the Brute alive. This three-minion core handles every wave up to Wave 10 and gives you the soul economy to unlock higher-tier units.
What is the most expensive minion in the game?
The Doomfist is the most expensive standard minion at 120 souls per summon, plus the 400-coin Elite Minion Slot skill tree investment. The Demon units (Demon Flanker, Demon Caster, Demon Slayer, Demon) are variable-cost but typically require 150+ souls plus the 500-coin Demon Unit skill tree node.
Do minions scale with the BOSS player level?
Minions do not scale with the BOSS player level directly, but they scale with the skill tree nodes you have unlocked. The Population, Damage, and Defense nodes all boost minion stats globally, which means a high-skill-tree BOSS fields significantly stronger minions than a new BOSS. This is why the Skill Tree priority guide is so important to your minion roster's actual performance.
Can I summon more than one of the same minion?
Yes. The Population skill tree branch unlocks additional minion slots — Population 1 gives you 4 slots, Population 2 gives you 6 slots, Population 3 gives you 8 slots, Population 4 gives you 10 slots. Most BOSSes run two of one tank and two of one DPS to maximize the formation's role distribution.