Tears of Metal · bosses

Tears of Metal Bosses: Order, Preparation and Fight Guides

See the Tears of Metal boss order for all three Acts, what to prepare before each fight, and the safest route to Gilles, Iseult, and Harold.

Game version
Early Access (Steam 0.11.57863)
Applies to
Steam · Xbox on PC
Updated
August 2, 2026

Tears of Metal has three main campaign bosses in the current Early Access build. Gilles the Hog closes Act 1, Iseult the Banshee closes Act 2, and Harold the Dragon closes Act 3.

The safest way to learn them is not to race for damage. Enter with a healthy hero and a functional battalion, identify which attacks break a held Block, and punish only after a boss finishes a committed sequence. Use the individual guides below when one fight is ending otherwise strong runs.

Boss order and rewards

Act Boss What the fight tests Steam achievement
Act 1 Gilles the Hog Patience, spacing, and short punish windows Butcher
Act 2 Iseult the Banshee Target tracking, ground hazards, and add control Witch Hunter
Act 3 Harold the Dragon Mixed melee and ranged sequences under heavy arena pressure Dragonslayer

Defeating Iseult also unlocks Ruadh Stonecrusher on the current standard build. Read the Ruadh unlock guide if the hero remains unavailable after the post-fight transition.

Prepare before selecting the boss node

Check five things before leaving the campaign map:

  1. Hero health: use a reachable recovery option if one normal mistake would end the run.
  2. Battalion condition: replace losses and keep the units that support your command plan alive.
  3. One dependable defense: know whether the build expects you to Dodge, Parry, hold Block, or stay outside a short-range sequence.
  4. One complete damage interaction: bring a setup and payoff you can trigger without standing inside the boss.
  5. Threat: extra route rewards are not free when they add hazards or make the boss more demanding.

Do not rebuild around a rare Emblem just because it appeared late. A familiar Strike, Heavy, Dodge, or Block interaction is more useful than a complicated synergy you have not practiced.

Blocking is not the answer to every attack

Bosses have heavy attacks that can break a held Block. A correctly timed Parry can answer attacks that ordinary guarding cannot, but the timing is much stricter than simply moving away.

On a first clear, Dodge or positioning is the lower-risk response to a large leap, ground strike, projectile spread, or obvious running attack. Save Parry practice for a run where missing the timing will not immediately end the campaign.

Use short damage windows

A reliable boss loop is:

  1. hold a range where the boss must show a clear approach;
  2. move through or away from the committed attack;
  3. confirm that the sequence has ended;
  4. use one short combo or command;
  5. leave before the next turn or area attack begins.

Long finishers are strongest when the boss is exhausted, staggered, recovering from a missed leap, or locked into another player’s position. Starting one merely because the boss is nearby is how a safe fight becomes a trade.

Keep the arena readable

Reinforcements can turn every boss arena into a crowd-control problem. You do not need to chase every soldier to the edge of the screen. Clear enemies that block your escape lane, threaten an objective, or surround the hero; then return your attention to the boss.

Use commands to open space or punish a confirmed recovery. If every command is spent on the first group of light enemies, the battalion may have no answer when the boss enters its faster phase.

Which hero is easiest for bosses?

The best hero is the one whose defensive rhythm you can repeat under pressure. Wallace is the natural first-clear choice because the tutorial teaches his kit. Brienne rewards players who maintain movement and pressure. Ruadh is available after Iseult and is therefore mainly an alternative for later clears and Act 3 attempts.

The complete hero guide explains the current roster and unlock order.

Co-op boss plan

In co-op, avoid placing every player directly on the boss. Assign one player to keep the boss readable, one to protect revives and clear nearby reinforcements, and let the remaining players punish from safe angles. When the boss turns, the targeted player should create space rather than dragging an attack through the group.

Save at least one command or Special for a real opening. Four simultaneous long animations can produce impressive damage, but they also leave the entire team unable to respond to the next ground hazard.

Frequently asked questions

How many bosses are in Tears of Metal?

The current three-Act Early Access campaign has three main Act bosses: Gilles, Iseult, and Harold.

Who is the final boss?

Harold the Dragon is the Act 3 boss and the final boss of the current campaign.

Does Threat affect boss fights?

Yes. A higher Threat level can add pressure to the fight, so optional route rewards should be weighed against the harder boss entry they may create.

Which boss unlocks Ruadh?

Iseult the Banshee unlocks Ruadh on the current standard build.

Where should I go after beating a boss?

Continue with the three-Act walkthrough for the next progression step, or use the achievement guide before planning restricted boss runs.

Sources

  1. Official Tears of Metal Steam store page Accessed 8/2/2026
  2. Paper Cult Early Access updates and boss fixes Accessed 8/2/2026
  3. Official Steam boss achievements Accessed 8/2/2026
  4. Current Early Access campaign footage Accessed 8/2/2026

Last updated August 2, 2026