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Tears of Metal Wiki

Bosses

Three boss fights, 266 rows of tuning data between them. The game never shows you any of it — not the damage numbers, not the attack names, not what it takes to stagger them.

Rules that hold in all three fights

Blockable is a table lookup, not a feel

Every attack carries a multiplier applied to the damage it deals to your Block Stamina. Across all three tables that multiplier only ever takes four values: ×1, ×2, ×8 and ×1000. The first three are a normal tuning range; the fourth is not. A thousandfold jump in the same field can only mean one thing, and a Block Stamina pool capped between 5 and 50 cannot absorb a thousand times anything. Those attacks break your guard, always.

Parry is the only answer to an unblockable

Blocking within the parry window negates the cost to Block Stamina entirely, so a parry beats an attack that a held block cannot. That window is 0.066–0.15 seconds depending on the hero, which is the tightest timing in the game.

Boss hazards are fixed, not rolled

Each boss fight has exactly five hazards and each one is bound to a threat level from 1 to 5. Walking into a boss node at threat 4 tells you precisely which four modifiers are live.

See also Glossary

Verified from game files · EA 1.0 (2026-07-22)