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Bosses

Gor'Thok (stage 8), J.T. (stage 10), Sarelgaz (stage 11), Moglok-Hai (stage 13), Lord Blackburn (stage 15) and Vez'nan (stage 18) are the campaign's 6 bosses. The encyclopedia also marks 6 enemies as mini bosses.

6bosses

A boss at the exit ends the stage

A boss that reaches the exit costs all remaining lives.

Gor'ThokStage 8: Fortress of Acaroth

Gor'Thok

Health: Casual 5,600, Normal 7,200, Veteran 8,000, Impossible 13,000.

Armor: None. Magic resistance: None.

Melee attack

120-160 physical damage to units within a radius of 75 every 1 second.

War cart

Gor'Thok pushes a war cart along the path and cannot be blocked while he pushes it. When his health falls below 70% or the cart comes close to the exit, he charges forward with the cart, and during the charge he cannot be targeted or damaged. The cart then explodes and throws him back along the path, and from then on he fights on foot and can be blocked.

War cry

Once he fights on foot, every 15 seconds, when at least 3 units are in range, he roars: units within a radius of 1,200 are stunned for 2 seconds, and Goblins, Orc Warriors, Orc Shamans, Orc Wildlings and Ogres deal 2x damage and move at 1.25x speed for 5 seconds.

His death ends the fight

When he dies, every enemy still on the battlefield dies with him.

J.T.Stage 10: Abominable Lair

J.T.

Health: Casual 6,700, Normal 8,400, Veteran 9,500, Impossible 11,000.

Armor: None. Magic resistance: None.

Eats units

Eats every unit within a radius of 75 every 1 second.

Freezes nearby towers

Every 20 seconds, when a tower is within a radius of 400, he freezes up to 4 towers in that radius for 15 seconds. Tapping a frozen tower 5 times frees it. After the freeze he stands still for 3 seconds.

Falling icicles

Each freeze brings icicles down: 5 clusters on random spots and 2 on units, 3 icicles per cluster. Each icicle deals 40-60 physical damage to units and enemies within a radius of 50.

His death ends the fight

When he dies, every enemy still on the battlefield dies with him.

SarelgazStage 11: Frostbite Nest

Sarelgaz

Health: Casual 7,700, Normal 9,000, Veteran 11,000, Impossible 12,000.

Armor: None. Magic resistance: High (76%).

Eats units

Eats every unit within a radius of 45 every 4 seconds.

High magic resistance

Magic damage against it is reduced by 76%.

Three phases

At 75% and at 45% health she leaps off the battlefield. While she is gone her health bar is hidden and she cannot be targeted or damaged, and the next set of spider waves starts; she drops back onto the path during that set. Her second phase brings Sons of Sarelgaz, her third Spider Matriarchs.

Reaching the end

If she reaches the end of her path, the stage is lost.

Her death ends the fight

When she dies, every enemy still on the battlefield dies with her.

Moglok-HaiStage 13: Stormcloud Halls

Moglok-Hai

Health: Casual 9,000, Normal 10,500, Veteran 13,000, Impossible 17,000.

Armor: None. Magic resistance: None.

Melee attack

150-250 physical damage to units within a radius of 75 every 1 second.

Very high armor and magic resistance

While he carries his shield, his armor is 98% and his magic resistance 98%. A hit from the Sunray Tower's beam knocks the shield away, removes that protection and stuns him for 5 seconds.

Jumps between paths

When the stun ends he jumps to the stage's other path and lands with his shield back, and the next wave starts. He cannot be damaged while he is in the air.

Strikes the Sunray Tower

When he gets near the end of his path he strikes the Sunray Tower. The Sunray Tower breaks after 3 strikes, and the stage is lost.

His death ends the fight

When he dies, every enemy still on the battlefield dies with him.

Lord BlackburnStage 15: Castle Blackburn

Lord Blackburn

Health: Casual 9,000, Normal 11,000, Veteran 12,000, Impossible 14,000.

Armor: Medium (60%) (50% on Casual, 74% on Impossible). Magic resistance: None.

Melee attack

175-225 true damage to units within a radius of 75 every 1.5 seconds.

Stuns nearby towers

Every 18 seconds, when a tower is within a radius of 250, he slams the ground: up to 4 towers in that radius are stunned for 4 seconds, and units on the ground within a radius of 100 take 175-225 physical damage.

His death ends the fight

When he dies, every enemy still on the battlefield dies with him.

Vez'nanStage 18: Vez'nan's Tower

Vez'nan

Health: Casual 5,666, Normal 6,666, Veteran 7,666, Impossible 8,666.

Armor: None. Magic resistance: None.

Melee attack

250-350 physical damage to units within a radius of 75 every 2.2 seconds.

Three Vez'nans

He enters the fight as three Vez'nans, and two of them are illusions. The first two brought to 0 health are the illusions, whichever ones they are.

Illusions burst

An illusion brought to 0 health bursts: soldiers, heroes and enemies within a radius of 200 are killed outright (bosses and summons that cannot be killed outright are spared), and a Demon Lord appears in its place.

Illusions lock towers

Every 15 seconds an illusion locks 2 towers within a radius of 300 for up to 10 seconds. Tapping a locked tower 3 times frees it. The real Vez'nan does not lock towers.

The real Vez'nan

When the second illusion falls, the last Vez'nan becomes the real one: he teleports to the middle of the battlefield, every other enemy dies, soldiers are killed outright (summons that cannot be killed outright are spared), heroes are stunned for 14 seconds, he heals to his full 5,999 / 6,999 / 7,999 / 9,999 (Casual / Normal / Veteran / Impossible) health, and the last wave starts.

Casts demonic bolts

Every 5 seconds he fires a demonic bolt at a unit, dealing 180-240 true damage.

Siphons souls to heal

Every 7 seconds the real Vez'nan drains up to 5 units within a radius of 250: each takes 550-750 damage, and he heals 100 health per unit drained.

His death ends the fight

When he dies, every enemy still on the battlefield dies with him.