How to Beat Every Witchspire Boss
To beat a Witchspire boss, hit its element weakness, dodge the telegraphed slams, and burst in the recovery windows. For the Aloonian Golem (the one that gates broom flight): bring a Stellar Burst wand, Verdantbloom Petals for healing, and an Earth/tank familiar, then survive its 3 phases. Watch the run-through first, then follow the per-boss steps.
Next: Unlock the broom (Golem gate)Best familiarsWeapons & wands
Watch: boss fight & magic showcase
Witchspire — Boss Fight & Magic Showcase (Furo) This run shows the combat loop the written steps below assume: kite at range, dodge the wind-ups, and let your familiar soak the heavy hits. The steps stand on their own if you'd rather not watch.
How to beat the Aloonian Golem (3 phases)
The Golem is the mandatory main-story boss at Al'uunian Tower, and beating it drops the Tear of Aloon that opens the broom chain. It is a slow, high-HP construct fought in three phases:
- 01
Phase 1 (100–60%) — punish the slams
It opens with slow arm sweeps and a ground slam. Sidestep or blink through the wind-up, then burst with the Stellar Burst wand in the recovery window after each slam lands.
💡 Keep your Earth/tank familiar between you and the Golem to absorb a missed dodge.
- 02
Phase 2 (60–30%) — clear the adds
It starts throwing rocks at range and summons small pebble/rock adds. Kill the adds fast so they don't chip you while you reposition, and keep moving to avoid the ranged throws.
💡 Top up with Verdantbloom Petals between rock volleys, not mid-slam.
- 03
Phase 3 (30–0%) — survive the enrage
Below 30% it enrages: faster slams and ground shockwaves. Stop greeding for damage — dodge first, hit only after a shockwave resolves, and finish it off.
💡 Save one heal for this phase; the enrage is where most runs die.
The Golem's HP isn't exposed numerically — it's just a long fight. Bring enough Verdantbloom Petals to outlast all three phases rather than trying to race the enrage timer.
Shudder Matriarch — desert prep, not a fair fight
The Matriarch is a roaming Shuddersands megaboss, not an arena boss — a "shark and a bee" hybrid the devs literally tell you to run from on first sight. Treat your first encounters as survival, not a kill.
Bring a Heat Ward Potion for the desert environment, a ranged wand to kite, and a strong DPS familiar. Her phases and weaknesses aren't published, so gear up, learn her patrol, and only commit once you can survive a few hits.
Universal boss rules
- 01
Match the element
Check the boss's weakness on the bosses page and bring a familiar of the opposing element. Elemental advantage is the single biggest damage multiplier.
- 02
Let the familiar tank
Position your familiar to soak the heavy melee so you stay free to cast and dodge.
- 03
Burst in recovery windows
Most boss attacks have long wind-ups and recoveries. Dodge the telegraph, then unload in the gap — don't trade blows.
Recommended loadouts
Loadouts for the two headline bosses. The remaining 6 entries are world encounters or fan-wiki-flagged — see the full roster.
| Aloonian Golem | Shudder Matriarch | |
|---|---|---|
| Weapon | Stellar Burst wand (ranged) | Ranged wand to kite |
| Heal / consumable | Verdantbloom Petals | Heat Ward Potion + healing |
| Familiar | Earth / tank (soak slams) | Strong DPS familiar |
| Weakness | Earth + Lightning familiars (fan-wiki rec); Sidestep/blink dodge the slams; Burst windows after slams land | Unconfirmed; bring heat-resist (Heat Ward Potion) for the desert environment and resist gear before engaging |
| Plan | Stand and fight all 3 phases | Survive / kite — run first time |