Global boss speedrun times — full rankings per phase, color-coded by rank.
TANTAU
The forest spirit of Stage 1. Three difficulty tiers — each adds phases and sheds cooldown time.
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DERRAX
The stone golem of Stage 2. Three difficulty tiers — rocks accumulate, shatters heal, pressure compounds.
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CALLICE
The cosmic entity of Stage 3. Two difficulty tiers — cursor-tracking attacks that punish stillness.
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LEARN THE BOSSES
Every attack, every phase — explained before you face them. Select a boss to begin.
TANTAU
A forest spirit whose power grows with each phase. Tantau will test your abilities with woodblocks that either resolve into marked blocks (phase I) or decay blocks (phase III). Be aware of the telegraph for Song of Trees and be ready to focus on clearing the column of any property blocks quickly.
PHASE 11 infini-block spawned at start
COLUMN BLAST I
Marks every block in a chosen column with decay. All marked blocks begin a countdown — match them before the timer runs out or they explode, freeing the column but costing you tempo.
DIRECT ATTACK
Fires a beam at one of your field cards, dealing damage equal to Tantau's ATK stat.
WOODSHOCK
Transforms several blocks in the upper area into wooden logs. Wooden blocks cannot be dissolved by matching — work through adjacent blocks to clear space around them, or use card spells that specifically remove wood.
PHASE 2Totem Stance introduced — 3 infini-blocks
TOTEM STANCE
Tantau raises a totem that counts down from a fixed duration. Clear blocks rapidly to drain the totem's durability. If the timer expires, Tantau applies marks to several blocks and deals a burst of damage to your field cards. Prevent expiry — the penalty stacks badly at low HP.
A wider Woodshock — converts more blocks across the upper area into wooden logs simultaneously. Far harder to clear around than phase 1's version.
DUSK SHOCK
A dark wave that applies marks to multiple blocks at once. Marks accumulate — reaching 3 on any block triggers instant decay.
COLUMN BLAST II
An enhanced column blast that hits a random column harder and with a tighter fuse than the phase 1 version.
COLUMN BLAST III
A follow-up column blast that targets a different column in the same attack cycle. The full phase 3 rotation: Direct → Woodshock II → Dusk Shock → Col. II → Direct → Woodshock II → Dusk Shock → Col. III.
PHASE 4Song of Trees — 3 infini-blocks
TOTEM STANCE II
A longer, more punishing totem. Faster countdown, wider block penalty on expiry, and more damage. Interrupt it by clearing blocks aggressively the moment it appears.
SONG OF TREES
A ring of energy expands outward from Tantau, marking every block it contacts. The ring covers the entire grid — there is no safe spot. Clear all marked blocks immediately after the ring passes, before they reach 3 marks and start decaying.
DIRECT ATTACK II
An enhanced direct beam dealing more damage than the standard version.
PHASE 5Full assault — 5-infini-block wall
WITHERING WOOD
Instantly applies wither and decay to any wooden blocks still on the field, accelerating their countdown toward explosion. Clear wooden blocks before Tantau reaches this phase if at all possible.
DIRECT ATTACK
Standard beam at a field card.
COLUMN BLAST IV
Targets three columns in one sweep — leftmost or rightmost first, then the adjacent column 500 ms later, then the center column another 500 ms after. The entire grid can be marked across its width in a single cast.
DUSK SHOCK II
Converts all infini-blocks into decaying blocks simultaneously, then respawns the same number at the top row. The sudden swap resets the board state — track how many infini-blocks are alive so you are not caught off guard by the respawn.
SONG OF TREES
Returns — still telegraphs a random column for 2.5 seconds then fires. If the laser hits any property block, that property spreads to the entire row. Clear the target column of property blocks during the telegraph.
TOTEM STANCE II
Returns — faster mark rate, more punishing on expiry. Interrupt it by clearing aggressively the moment it appears.
ORANGE COLUMN BLAST
Converts all blocks in a column to noise blocks — they conceal their true color and cannot be matched until revealed by moving your cursor over them. Move across the column immediately after the blast to expose the colors before your next swap.
FINAL PHASEInfini-blocks begin decaying — survive the collapse
DECAYING INFINI-BLOCKS
Every infini-block on the field receives a decay timer — longer than a normal decay block, but unavoidable. When a timer runs out the infini-block becomes a dead block and a new decaying infini-block spawns in the top row. Dead blocks cannot be dissolved; over time they fill the grid. Prioritize clearing matches around decay timers to maintain space.
COLUMN BLAST V
Fires automatically at a random column every few seconds — no attack cycle, no telegraph beyond the laser itself. The delay starts at 6.5 seconds and shortens to 3.5 seconds as Tantau's HP drops. At low HP the blasts become nearly continuous. Every block in the targeted column is randomised in color, disrupting any setup you have.
MILESTONE ATTACKS
At 85%, 60%, 40%, 25%, and 10% HP, Tantau briefly raises a barrier that absorbs incoming attacks, then unleashes a powerful multi-hit salvo. Burst damage that pushes Tantau past a milestone in one exchange is blunted — plan your attacking window to land below a milestone cleanly, not across one.
In the final phase Tantau slows down — its animation speed drops and its aura begins to flicker and grow. These are visual signs of escalating desperation, not safety. Column Blast V fires faster the lower its HP gets. Outlasting the phase with dead blocks filling the grid is the primary risk.
DERRAX
The ghostly stone spirit Derrax confronts you with immovable rockblocks that may cast stone shards at your deployed monsters. In later stages they will auto-respawn, but clearing them will facilitate playing offensively.
PHASE 1Rock placement begins
ROCK BLOCK
Places an immovable rock in the top row. Rocks cannot be dissolved by matching — they must decay fully to be shattered. Each shatter heals Derrax and increases your next draw cost.
DIRECT ATTACK
A stone projectile launched at one of your field cards.
TENTAX I
Fires marks down the center column from top to bottom. Blocks that reach 3 marks immediately start decaying.
PHASE 2Rock Shock and Shatterblast added
ROCK SHOCK
Applies a mark to every rock block currently on the field. Repeated rock shocks stack marks on the same rocks, shortening their decay countdown and making shatters inevitable if left unchecked.
ROCK BLOCK II
Places two rocks in the top row simultaneously. The grid fills faster from phase 2 onward.
SHATTERBLAST S
Derrax targets a column for 2.5 seconds, then shatters the first rock it finds from top to bottom. Each shatter heals Derrax and adds to the cost of your next card draw. Minimize rocks in play to reduce the frequency of shatters.
DIRECT ATTACK
Stone projectile at a field card.
PHASE 3Petrobit and Crossflash introduced
PETROBIT I
Stone orbs orbit Derrax, then launch in an arc toward the center area of the grid. Blocks hit receive marks. Harder to pre-clear than column attacks.
CROSSFLASH
Diagonal marks applied across the grid. Unlike column or row attacks, crossflash hits cells at angles — standard horizontal/vertical chains do not pre-clear these as efficiently. In the base version each block receives one mark.
DIRECT ATTACK
Stone projectile at a field card.
PHASE 4Dark Rock — the mark escalation
ROCK SHOCK
Single rock shock — applies one mark to all rocks. Follows immediately into Dark Rock, which adds a second layer.
DARK ROCK
Applies a Dark Mark to every rock block on the field. Dark marks are heavier than normal marks — a single Dark Mark on a block that already has two normal marks triggers instant decay. The combination of Rock Shock into Dark Rock in one cycle makes rocks decay extremely fast.
TENTAX M
Multi-target tentax that strikes the lower half of the center column. Harder to shield than the top-focused Tentax I.
SHATTERBLAST S
Returns as before — with more rocks and faster decay cycles, shatters now happen far more often.
DIRECT ATTACK
Stone projectile.
PHASE 5Double Rock Shock — sustained pressure
ROCK SHOCK ×2
Two consecutive rock shocks fire back-to-back in the same cycle. All rocks receive two marks in rapid succession — their decay timers collapse almost immediately if they have any prior marks.
DIRECT ATTACK
Stone projectile.
SHATTERBLAST
Single targeted column shatter — heavier HP recovery for Derrax and a larger draw penalty per hit than earlier versions.
FINAL PHASEInfini-rocks persist — maximum rock density
ROCK SHOCK
Ongoing rock mark pressure — every cycle adds marks to all rocks, keeping decay active at all times.
PETROBIT II
Enhanced orbital — covers a wider area of the grid and hits with more force than Petrobit I.
DIRECT ATTACK
Enhanced projectile dealing more damage. Infini-rocks from phase 5 persist into this final phase, filling the field.
Shatter healing scales with Derrax's missing HP — the lower its health, the more it recovers per shatter. Burst damage and preventing shatters both matter more than sustained clearing in the final phase. Keep the rock count as low as possible.
CALLICE
The cosmic entity Callice will punish stillness — staying in place during any of its Charge Lances is absolutely fatal making movement your primary defense. The more precisely you learn its telegraphs, the better you can optimize your chains.
PHASE 1Cursor tracking begins
NULLBUZZ
Locks onto your cursor's current position for about 1.5 seconds, then fires. The targeted block receives 2 marks and decay. Move your cursor away from important blocks while the lock-on charges — empty or already-decaying cells are safe targets to bait the shot toward.
MINI LANCE
A quick small laser beam aimed at your field cards. Lower damage than the standard direct attack.
DIRECT ATTACK
Fires a beam at one of your field cards, dealing damage equal to Callice's ATK stat.
PHASE 2Charge Lance introduced — keep moving
RECHARGE I
Callice pauses to recharge for ~1.2 seconds — a window to build chains safely. A follow-up attack fires the moment the recharge completes.
CHARGE LANCE I
A cursor-following laser that sweeps the grid for several seconds. Every block your cursor rests on begins to decay. Keep your cursor moving at all times — staying still allows marks to stack and decay to deepen on that block.
STELLAR SPARK
A cluster of sparks fans out across the upper grid, applying marks to several blocks at once. Positions vary each cast.
Two beams fire in sequence — one covering the full row, one covering the full column of a targeted block. Every block in that cross pattern receives a mark. The target is typically near your cursor position.
RECHARGE I
A second recharge within the same cycle — Callice uses two before firing Charge Lance II.
CHARGE LANCE II
Enhanced Charge Lance: faster cursor tracking and longer duration than phase 2. Plan your movement path before it activates — a looping route across the grid minimizes how long any single block is targeted.
DIRECT ATTACK
Beam at a field card.
PHASE 4Hypnopush II — three cursor-tracking shots
RECHARGE I
Brief recharge before the next attack.
ULTRA LANCE II
Wider cross coverage than phase 3 — row and column marks are applied with greater intensity, hitting more blocks per beam.
RECHARGE II
A longer recharge (~2.5 seconds). Callice is more exposed here — chain hard. A powerful follow-up fires when it ends.
HYPNOPUSH II
A spiral cursor-tracking attack that fires 3 shots. Each shot: Callice locks onto your cursor position for 1.5 seconds, then applies 2 marks + decay to that exact block. A 1-second pause separates each shot — use that window to move. Staying still chains all three hits onto one block, causing triple-stacked decay.
DIRECT ATTACK
Beam at a field card.
PHASE 5Charge Lance III — the delayed discharge
RECHARGE I
Brief recharge before Charge Lance III activates.
CHARGE LANCE III
The most dangerous lance. It follows your cursor for its entire duration, charging every block you visit. When the laser ends, all blocks that accumulated a partial charge during the sweep discharge simultaneously — applying decay to every block that was touched, even briefly. There is no fully safe path. Minimize how long you dwell on each block by moving in a continuous sweep. Every second on one cell adds charge.
DIRECT ATTACK
Beam at a field card.
FINAL PHASERecharge III — self-healing escalation
RECHARGE III
Callice heals based on its current HP — the lower its health, the more it recovers per recharge. Burst damage windows matter more than sustained pressure. Recharge III fires twice per cycle, so dealing enough damage between them is the primary challenge.
ULTRA LANCE III
Simultaneous row + column blast — both beams fire at the exact same moment rather than in sequence. The entire cross is marked in one instant. No time to dodge.
DIRECT ATTACK
Beam at a field card. Callice's ATK scales up as its HP drops — later hits in this phase deal noticeably more damage.
Callice's attack speed and ATK both increase as its HP drops. Recharge windows shorten. The cycle repeats faster and faster. Prioritize chain value per turn over safe play — passive defense cannot outlast the escalation.