Death Howl bosses challenge players across the Spirit World's 4 realms and 13 regions with strict tactical grid combat, positioning rules, and distinct minion summons. Overcoming these encounters requires building tightly tuned decks around your 20-card limit, managing passive totems, and adapting to boss-specific hazards such as exploding poison puffballs and phase-shifting armor.

Major Great Spirits and Boss Breakdown

Each of the primary realms in Death Howl culminates in a confrontation with a Great Spirit. Defeating these encounters progresses Ro's quest to recover her lost son, Olvi, and prompts a ceremonial memory sacrifice that rewards exclusive region cards.

Boss NameRealm / LocationRecorded Health / PhasesCore Hazard MechanicsMemory Sacrifice & Reward
CantharsisDistorted Hollows (Creek of Spectral Falls)60 HPSummons Dire Shrooms, Elder Shrooms, and exploding poison puffballs; ground dive hazardDistorted Hollows memory sequence
CephagloomRealm of Gloomy WatersSingle-phase with tentacle spawn wavesSpawns persistent tentacles; nullifies first damage instance upon emerging unless piercedBurns bracelet / charm; grants Touch of Gloom
TradontozRealm of Piercing WindsSingle-phase field encounterPassive environmental frostbite; 10-damage beacon strike; melee vulnerabilityBurns white cloth; grants A Burst of Ice (1–8 range, 2 frozen, exhaust)
ExorathRealm of Hostile Plains (Cadaver Dunes)Single-phase field encounterHigh-mobility rushes, directional knockbacks, and grid manipulationBurns old carved flute; grants A Leap of Wrath (Jump 2, 4 damage)
Final Boss (Pustule Form)Spirit World Core GauntletPhase 1 of the endgameMultiple directional pustules that must all be broken before attacking the frontRetains active deck for the subsequent phase
Final Boss (Shifting Form)Spirit World Core GauntletPhase 2 of the endgameInfinite player mana; boss shifts color and action types on every card played; end-of-turn AoEConcludes Ro's story

How to Beat Cantharsis (Great Spirit of Distorted Hollows)

Cantharsis is the first Great Spirit encountered in the campaign, located in the Creek of Spectral Falls. Despite being an early boss, its combination of 60 HP, endless adds, and ramping poison makes it a notorious difficulty wall.

Positioning and Hazard Rules

  • Do Not Stand in the 7 Adjacent Spaces: When Cantharsis has its head raised, standing in any of the seven adjacent tiles triggers a ground dive on its turn. This knocks Ro backward, deals direct damage, and disrupts board placement.
  • Avoid Frontal Tiles: Never end your turn directly in front of the boss, as Cantharsis deals heavy directional melee damage from this angle.
  • Take Advantage of the Buried State: When the boss buries its head into the earth, it no longer obstructs ranged line of sight. Ranged attacks like Aim for the Heart or Triple Arrow can shoot over the boss to hit minions on the opposite side of the grid.
  • Handle the Distorted Hand Curse: Cantharsis frequently shuffles the curse card Distorted Hand into your deck. This card is free to play on the turn it is drawn, but it randomizes the mana costs of all other cards in hand. Always play curse cards immediately to exhaust them out of your draw pile rather than discarding them, which causes them to cycle back.

Managing Minions and Puffballs

The boss itself should remain secondary until the board is clear. Leaving minions alive will quickly overwhelm your health pool:

  1. Giant Puffballs: These green spores detonate after 3 turns, inflicting 2 persistent poison damage per burst. They require 4 damage to destroy before detonation. Using efficient attacks like Lost Dagger, buffed Double Strike, or Firebolt is necessary to pop them in a single action.
  2. Dire Shrooms: Basic mushroom adds spawn with 6 HP and deal steady melee hits.
  3. Elder Shrooms: Advanced adds enter with 10 HP. Crucially, Elder Shrooms heal damage between every separate card attack played against them. Multi-hit cards like Triple Strike trigger their heal only once per card resolution rather than per hit, but single-hit heavy attacks or scaled damage are ideal for finishing them in one turn.

Developer Chris at 11 bit studios confirmed that Cantharsis is beatable using cards solely from the starting three regions, advising players to focus on strength-scaling setups.

  • Key Cards: Run Double Strike, Triple Strike, Enchant Weapon, and Sharpen Weapon. Pairing these with Overwhelmed generates burst damage for full turns. For cycling, run sacrifice-draw cards such as Scattered Thoughts, Sprint, and Cure Poison, paired with cheap discard engines like Cleanse.
  • Scaling Finishers: Include one copy of Lost Dagger or Frantic Stabbing. Because Frantic Stabbing delivers multiple hits, stacking power boosts from cards like Growth or Planting Seeds causes its total output to scale dramatically.
  • Totems: The Bird's Nest totem (draws one extra card per turn at the cost of increasing that card's mana by 1) is exceptionally strong with discard engines. Alternatively, totems granting armor on damage taken mitigate minion chip damage.

Strategies for Regional Great Spirits

Players are not strictly forced to fight Cantharsis first. You can venture toward other realms to acquire permanent card unlocks, skill upgrades, and extra totem slots before returning.

Cephagloom (Realm of Gloomy Waters)

Cephagloom rules the swamp biome and relies on invulnerability cycles fueled by tentacles.

  • Tentacle Priority: Cephagloom submerges and cannot be targeted while its tentacles remain on the grid. Clear all spawned tentacles immediately to force the boss to surface.
  • Armor Negation: Upon emerging, Cephagloom nullifies the first instance of incoming damage unless your attack naturally ignores block or pierces armor (such as Mosquito Bite). Lead your offensive sequence with a weak attack to break the shield before committing heavy damage cards.

Tradontoz (Realm of Piercing Winds)

Located in the northern ice realm, Tradontoz is widely considered by players to be the most manageable Great Spirit due to its predictable attack patterns.

  • Managing Frostbite: The arena steadily builds frostbite damage on Ro if she steps away from heat sources or fails to manage cold stacks.
  • Avoiding the 10-Damage Beacon: Tradontoz channels a devastating 10-damage beacon attack. Never attempt to face-tank this attack; reposition Ro out of the targeted zone, accepting smaller passive frostbite ticks rather than absorbing the beacon directly.
  • Vulnerability: Tradontoz is susceptible to ranged chipping and basic burst combos (Triple Arrow, Frozen Spear). Bringing ice-clearing or fire-producing cards keeps Ro healthy throughout the fight.

Exorath (Realm of Hostile Plains / Cadaver Dunes)

Exorath is an aggressive, high-damage beast found in the desert plains that focuses on closing distance and locking down player movement.

  • Kiting and Repositioning: Exorath uses heavy charging strikes and directional knocks. Cards that provide multi-tile movement or jumps, such as Hunter's Leap, prevent Ro from getting cornered against grid boundaries.
  • Card Chaining: Because Exorath hits hard in close quarters, plan turns around generating zero-cost defense, applying weakness, and finishing with rapid attack combinations before stepping out of its forward strike range.

Defeating the Final Boss Encounters

The final challenge in Death Howl consists of an endgame gauntlet featuring freely accessible card drafting, followed by a demanding two-phase boss battle. You cannot alter your deck between Phase 1 and Phase 2, but if you die during Phase 2, you restart directly at Phase 2.

Phase 1: The Pustule Entity

Phase 1 requires attacking the entity from multiple angles while managing arena adds.

  • Pustule Destruction: The boss's primary weak point is on its front, but it remains fully protected until all external pustules around its sides and back are destroyed.
  • Area-of-Effect Clear: Use cards capable of hitting multiple tiles or broad arcs (such as Rabid Attack). Once each pustule pops, it spawns adds that will retaliate if not immediately destroyed. Combining duplicate cards via A Sight to Behold with permanent power boosters like Growth allows even low-cost attacks to one-shot pustules and adds.

Phase 2: The Color-Shifting Final Boss

Phase 2 abandons standard resource management by giving Ro infinite mana, but counters this with reactive shifting boss mechanics.

  • Reactive Form Shifts: Every time you play a card or finish a move, the boss shifts color. Each color indicates an immediate or passive threat:
    • Yellow / Orange: Prepares a wide-area AoE blast.
    • Red: Channels a direct blast along cardinal grid directions.
    • Blue: Instantly grants the boss stacks of armor.
    • Green: Grants the boss strength or causes Ro to take increased damage.
  • End-of-Turn Punishment: At the start of every new turn, the boss unleashes a room-wide AoE blast that deals unavoidable damage. Any armor the boss gained during the previous turn persists into the next.
  • Combat Strategy: Because mana is unlimited, the fight is constrained purely by hand size, card effects, and boss reactions. Do not spam low-impact cards mindlessly, as playing excessive cards when the boss turns blue allows it to accumulate insurmountable armor pools. Focus on hitting with your heaviest single attacks, use armor-piercing effects, attack from range to account for boss teleports, and end your turn cleanly once high-value actions are exhausted.

Side Quest and Mini-Boss Guides

Beyond the Great Spirits, several notable mini-bosses and quest encounters guard unique totems, secret passages, and card materials.

Bisti Water Bearer (Valley of Desolation)

Bisti is a quest boss encountered in a hidden cave within the Valley of Desolation after collecting components from a ram, a tooth, and a snake.

  • Stats and Threat: Bisti is a beetle with 20 HP, but possesses a staggering 20 movement stat, allowing it to traverse almost the entire grid in a single action to strike Ro.
  • Strategy: Melee approaches are dangerous because Bisti consistently retaliates. Use high-range abilities like Piercing Fate, Burst of Ice, or ranged elemental spells to burst it down from across the board before it completes its attack sequence.

Eggle Brooder (Moors of Withered Memories)

Found during exploration of the Moors, the Eggle Brooder is a territorial bird creature with 30 HP that retaliates heavily against frontal and side assaults.

  • Countering Retaliation: The Eggle retaliates for 5 damage from all standard sides at distance. However, tests reveal that attacking the boss directly from behind breaks its reaction line of sight.
  • Positioning: Maneuver behind the boss or utilize battlefield obstructions to break line of sight before unleashing cards like Triple Arrow or Firebolt to eliminate its 30 HP without triggering return damage. Avoid repositioning eggs onto the boss with forced movement effects, as physics collisions have been noted to cause encounter softlocks.

Crystwing (Meadows of Delusion)

Crystwing is a regional mini-boss that summons crystalline hazards across the combat board.

  • Mechanic: Crystwing litters tiles with unstable crystal nodes that detonate on countdowns for 5 damage.
  • Hazard Manipulation: Position Ro so that the detonating crystals hit Crystwing itself, as the boss is vulnerable to damage caused by its own explosions. Defeating Crystwing awards 3 teardrops for skill progression.

Frequently Asked Questions

Do you have to fight Death Howl bosses in a specific order?

No. While Cantharsis is introduced early in the Creek of Spectral Falls, the Spirit World allows you to explore other regions first. Traveling south or north lets you unlock regional cards, collect teardrops for skill trees, and unlock additional totem slots before returning to clear Cantharsis.

How does the Exhaust mechanic interact with boss deck sizes?

Death Howl limits every deck to a maximum of 5 Exhaust cards. When played in combat, Exhaust cards are permanently removed from your draw rotation for the remainder of that fight. Running the full limit of 5 cheap Exhaust cards thins your 20-card deck down to 15 or fewer cards, allowing you to cycle repeatedly into core finishers like Lost Dagger or Frantic Stabbing.

What happens if you die against the endgame final bosses?

If you die during the second phase (the color-shifting boss with infinite mana), you will restart directly at Phase 2 without needing to repeat the Phase 1 pustule battle. However, you are locked into the deck selected prior to entering the final gauntlet and cannot edit your deck between boss phases.