DotQuest Guide Bosses JA
Bosses

Boss Guide

Boss stats and developer-recommended strategies.

Lizardman

The first boss. Weak to Ice. After using Power Up, its next attack hits very hard — guard up or you'll take serious damage. Other than that, it's straightforward. Spam Ice Crash or Ice to finish it off.

HP650
ATK29
DEF18
M.ATK28
M.DEF8
SPD65
EXP80
Gold280

Minotaur

Weak to Wind. Use Aero Shot or Aero Smash. Flame Shot is annoying, but its pattern is simple — keep healed and you'll be fine.

HP2200
ATK51
DEF22
M.ATK42
M.DEF20
SPD83
EXP650
Gold600

Kokuram Soldier

Encountered when trying to take the Kokuram Bracelet by force. The EXP reward is decent, so it's worth fighting. Weak to Wind.

HP2500
ATK65
DEF90
M.ATK80
M.DEF35
SPD90
EXP800
Gold1000

Centaur

Weak to Ice again. Its M.DEF is high and it uses Power Down, making physical damage difficult. Have everyone spam Ice or Ice 2. If Rin has learned Power Up, she might be able to deal physical damage regardless. Early on it uses Flame Breath (all-target), then switches to Charge (heavy single-target) later. Charge can also paralyze — watch out. Consider using Ice Barrier to raise DEF before the second phase turns the tide.

HP4500
ATK78
DEF165
M.ATK52
M.DEF10
SPD96
EXP950
Gold1500

Golem

Weak to Fire. High HP makes this a long fight — don't forget to hand out MP recovery items beforehand. Its attacks are monotonous (Power Up + normal attack), so steady healing wins. After Power Up it only does normal attacks, so having the front two guard usually covers it.

HP7000
ATK98
DEF70
M.ATK60
M.DEF35
SPD106
EXP1500
Gold1500

Falus

Weak to Wind. Appears together with Advan. Stats-wise it's manageable, but Venom Sword and Petrify Ray cause annoying status effects. It also heals its own status ailments with Cure, so poisoning it may be undone. Its HP is lower than Advan's, so take it out first. When its HP gets low it may use Guard, making it nearly immune to damage — wait patiently for Guard to drop. Rin can't learn status-cleansing magic, so give her a Panacea.

HP4500
ATK85
DEF48
M.ATK106
M.DEF14
SPD90
EXP1300
Gold2000

Advan

Weak to Lightning. Its relentless Earthquake spam is troublesome. You'll have to endure it while dealing with Falus first, but if your dagger level is high, try using Poison Dagger to inflict poison while Stun Shock paralyzes it. Paralyzing Falus would be ideal, but the success rate is low against Falus, so be careful.

HP6500
ATK95
DEF38
M.ATK74
M.DEF32
SPD70
EXP1300
Gold2000

Iron Giant

Weak to Lightning. It relentlessly uses various Break skills to lower your stats while dealing heavy damage — genuinely tough. All attacks are physical, so raise DEF with Ice Wall or similar. Whichever stat gets lowered, a well-rounded party will handle it better — though the developer never actually raised one that way. Key tip: characters in the back row take fewer hits and are less likely to have their stats lowered. Put your most essential character in the back.

HP14000
ATK120
DEF54
M.ATK98
M.DEF36
SPD152
EXP3000
Gold5000

Wyvern

Weak to Fire. In the first phase it uses Shock Impulse (paralysis) and Ice Breath (all-target magic). Magic Shield raised beforehand takes care of both. In the second phase it unleashes Thunder Breath — all-target + paralysis — which is brutal. Paralysis chance is 30%, so full-party paralysis is rare, but if it happens, you're in trouble. There's no real counter, so just pray you don't get paralyzed. Recover 2 is basically mandatory here.

HP18000
ATK145
DEF88
M.ATK130
M.DEF56
SPD150
EXP4000
Gold6000

Falus (2nd encounter)

Weak to Wind. Appears with Kraken. Uses mostly the same moves as before, but Poison Shock in the second phase is especially nasty. Poison Shock inflicts both poison and paralysis at once — downright dirty. Getting poisoned and paralyzed, then having your turn come up only to be unable to act while taking poison damage, is the worst case scenario. Refresh Cure will be invaluable here. Make sure Rin has Panacea items.

HP15000
ATK139
DEF130
M.ATK158
M.DEF48
SPD152
EXP2500
Gold2500

Kraken

Weak to Lightning. Only uses Power Up and Straight Punch — extremely monotonous. However, Straight Punch hits absurdly hard. After Power Up, a Straight Punch will almost certainly kill someone. Even guarding might not save a low-HP character. Iron Guard or Perfect Guard from sword skills might just keep you alive.

HP16000
ATK135
DEF110
M.ATK107
M.DEF60
SPD110
EXP3000
Gold2000

Demon Lord

Weak to Ice. Appears with two Cerberuses. It buffs the Cerberuses' stats and uses Neutralize to sharply lower your stats. Once both Cerberuses are down, the buffs stop being a threat. Neutralize only lasts one turn, but it drops all stats except SPD — getting hit by it at a critical moment is surprisingly painful. The developer's strategy was to use MP recovery items with the Neutralized character. In the second phase it uses Inferno and Dark Sword. Inferno is powerful all-target magic — raise M.DEF with Magic Shield beforehand. Dark Sword reduces max HP, which is mildly annoying, but the damage itself isn't too bad. That said, defeating this form leads straight into the transformed Demon King — don't win with the party near death. If you have breathing room, recover MP too. If Supika has Magic Recover or Angel Heal, use them.

HP14000
ATK175
DEF140
M.ATK210
M.DEF70
SPD152
EXP3000
Gold3000

Cerberus

Weak to Wind and Lightning. Gets a bit nasty when the Demon Lord buffs it, but is generally not too tough on its own. Poison Fang is annoying — take it down quickly.

HP4500
ATK145
DEF105
M.ATK150
M.DEF70
SPD74
EXP800
Gold2000

Demon King (transformed)

The final boss. Weak to Ice — though at this point you may be past caring about weaknesses. It's a back-to-back fight from the previous battle, so the opening is crucial. It starts with Death Scythe, a powerful all-target physical attack — raise DEF immediately with Ice Wall or similar. It also continues using Neutralize from before — stay calm when choosing actions, and don't use healing magic with a Neutralized character. Keep recovery items distributed in case of Neutralize. In the second phase it switches to magic with Venom Flare and Evil Thunder — switch to raising M.DEF with Magic Shield. Venom Flare poisons, Evil Thunder paralyzes — a status ailment nightmare. Poison can generally be ignored if you're healing consistently. Focus on avoiding paralysis and you have every chance of winning.

HP28000
ATK184
DEF160
M.ATK230
M.DEF90
SPD182
EXP0
Gold0
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