How many bosses in Early Access?
3 act finales — Gilles the Hog (Act 1), Excavation Juggernaut (Act 2), Corrupted Warlord (Act 3) — plus optional elites and hazard intrusions.

Tears of Metal bosses guide: Gilles the Hog, Excavation Juggernaut, and Corrupted Warlord mechanics, weaknesses, drop tables, and co-op strategies for EA.
Each of the 3 acts in Tears of Metal ends with a finale boss plus optional elite rooms along the overhead map. This Tears of Metal bosses guide covers every Early Access act boss — attack patterns, parry windows, weaknesses, drop tables, and squad role splits for solo and 4-player co-op.
Boss design favors block and parry over dodge spam: preview footage (*5LjqlUF8y-8*) notes dodge is for large AoE only, while elites and bosses reward near-instant blocks. Route context lives on the walkthrough; emblem and artifact prep on builds and artifacts tier list. Verified July 22, 2026 · Paper Cult · Steam.
| Act | Boss | Theme | Key skill test |
|---|---|---|---|
| Act 1 | Coastal trenches · shield wall | Block discipline · add control | |
| Act 2 | Mining caverns · hazards | Environmental positioning | |
| Act 3 | Corrupted Highlands · Dragon Stone | Phase management · conduit priority |
Use this master table before routing to an act finale. Threat Level modifiers apply to every remaining node once thresholds trigger — entering a boss gate at max threat stacks hazards from prior greed paths.
| Boss | Weakness | Recommended hero | Notable drops / unlocks |
|---|---|---|---|
| Parry slow telegraphs · break guard with heavies | Wallace (learn) · Ruadh (break) | Village currency · Ruadh gate · Act I artifacts | |
| Pillar stuns · avoid steam vents phase 2 | Ruadh · Vanguard Tracker (range) | Act II artifacts · Dragon Stone shards | |
| Conduit destruction · corruption resistance | Co-op split · strike + battalion builds | EA finale rewards · cosmetics (patches) |
Gilles the Hog is the Act I finale confirmed on the Steam store and demo listing: *"March through the first act, culminating in a clash with Gilles the Hog."* He teaches the defensive fundamentals every later Tears of Metal bosses fight assumes you know.
| Drop / reward type | Details |
|---|---|
| Village currency | Banks on clear — fund Settlement Outpost L2 |
| Hero unlock gate | Gilles kill + Outpost L2 → Ruadh — heroes |
| Run loot | Act I emblem picks · artifact rolls · charm events on route |
| Challenge modifiers | First Gilles clear unlocks hub challenge board (*5LjqlUF8y-8*) |
Gilles opens with slow, telegraphed melee swings and ground shockwaves. Block or parry the committed strikes, then punish with a heavy combo — do not chase extra hits while he resets. YouTube combat overview (*5LjqlUF8y-8*) emphasizes that elites and bosses break players who dodge-spam instead of holding guard.
Fodder infantry may surround the arena; assign one battalion command to hold grunts while you focus Gilles. Objective-first play from the demo still applies — elites and bosses outrank kill counts.
Around half health, Gilles calls reinforcing soldiers. Community clears treat this as an add-control phase: clear captains and elite reinforcements before burning the boss — the Hog becomes vulnerable longer once support dies. FryQpmU5IeQ footage notes sudden charge turns that punish players who assume linear boss paths — watch for direction changes before committing.
Co-op squads: one player handles adds with battalion orders while another maintains Gilles aggro and parry practice.
Armor break and strike clan emblems shorten the fight dramatically — reason to unlock Ruadh Stonecrusher via village upgrades after your first kill. Wallace players can still clear Gilles with Guardian Anchor-style defensive emblems from the beginner guide.
Bring a defensive Charm from an event node if offered — healing is scarce mid-act and Gilles chip damage adds up across learning attempts.
Act II shifts to narrow mining tunnels and environmental hazards. The Excavation Juggernaut is a mechanical finale that rewards positioning more than raw DPS — community Act II guides describe it as a pillar-stun puzzle fight in cavern arenas.
| Drop / reward type | Details |
|---|---|
| Dragon Stone shards | Permanent upgrade currency — village meta |
| Act II artifacts | Higher tier rolls · battalion synergy pieces |
| Village currency | Higher than Act I when threat managed |
| Route unlocks | Act III gate · Vanguard rescue events if missed |
When the Juggernaut charges, lure it toward cavern stone pillars and dodge sideways. The impact stuns the machine and opens a damage window — repeated successful baits beat face-tanking its armor.
Overseer elites buff nearby enemies during Act II routes; enter the boss node after clearing optional overseers on the map so adds spawn at baseline aggression.
Below half health, steam vents activate under the Juggernaut's chassis. Melee heroes must back off during vent bursts — greed for one extra combo costs more HP than the damage gained. Vanguard Tracker and ranged pressure shine here if unlocked via heroes.
Explosive crystal deposits appear throughout Act II — same environmental logic as pillar baits. Crystals are optional on the boss node itself but train the positioning mindset the Juggernaut demands.
Strike and armor break still help if the Juggernaut has guard segments, but survival beats burst when vents active. Lightning + freeze emblem pairs (community Act III prep) also work for add control if overseer escorts spawn in the arena.
Verify two artifacts synergize before Act II boss — consult artifacts tier list if Act I drops were random.
The Early Access finale pits you against the Corrupted Warlord — a two-phase encounter that escalates into Dragon Core arena chaos. Act III adds corruption (max HP reduction over time), so boss mistakes compound across the whole expedition.
| Phase | Mechanic | Counter |
|---|---|---|
| Warlord P1 | Teleport · delayed slashes | Patience · single combo punish |
| Dragon Core P2 | Rotating beams | Dodge lanes · do not stack in center |
| Dragon Core P2 | Elite reinforcements | Battalion commands · squad add control |
| Dragon Core P2 | Conduits | Focus fire before boss DPS race |
The Warlord teleports and mixes delayed attack windups with wide magical slashes. Take one safe combo per opening — greed triggers teleport punishes. Parry windows exist but stamina breakpoints matter; review controls if guard breaks mid-phase.
Priority target order on Act III routes before the boss: Meteor Sorcerers first, then ranged elites, then melee — same add discipline as Gilles phase two at higher intensity.
Once the Dragon Core activates, rotating energy beams sweep the arena while elite squads spawn continuously. Destroy exposed conduits to progress — not pure boss HP. Multiplayer clears split: two players handle waves, two burn conduits and boss weak points.
Blood-Steel Knights and corruption stacks punish aggressive face-tanking — bring corruption resistance charms or emblem pairs when available (community Act III survival builds).
Clearing the Warlord completes the current Early Access campaign loop until Paper Cult adds acts in updates — see early access. Expect village currency payouts large enough to fund Training Grounds and Mystic Altar endgame levels via village upgrades.
Optional elite rooms on the overhead map are not act bosses but use similar parry-first kits at lower HP. They are the best place to practice tells before Gilles or the Juggernaut.
| Encounter | When to enter | Skip when |
|---|---|---|
| Optional elite node | Threat Level headroom · missing artifact synergy | Two thresholds from boss gate |
| Captain squads | Objective maps · emblem route allows | Low healing · high threat |
| Mini-boss intrusions | Threat hazard spawn — forced | N/A — adapt loadout |
| Act finale | Shortest path when learning | Never skip — gates next act / completion |
Enter an elite room when: (1) Threat Level has headroom, (2) your build lacks a key Artifact from artifacts tier list, and (3) battalion recruits are healthy. Skip when a failed objective would stack hazards on the upcoming boss — the walkthrough favors consistency over greed.
4-player co-op scales enemy counts and elite frequency — boss mechanics stay readable but add phases overwhelm solo players faster. Pre-assign roles at the hub before launching the boss node.
| Role | Gilles | Juggernaut | Corrupted Warlord |
|---|---|---|---|
| Frontline | Hold Gilles aggro · parry | Bait charges to pillars | Warlord aggro · beam lane control |
| Add control | Clear phase-2 soldiers | Kill overseer escorts | Wave clear · sorcerer priority |
| Burst DPS | Ruadh armor break | Pillar stun windows | Conduit destruction |
| Flex / support | Battalion gauge · revives | Crystal / vent callouts | Corruption heal checks |
Do not triple-spend special gauge on fodder before boss adds spawn — co-op callouts for bar availability prevent empty phases. Downed players revive with squad assistance; see co-op guide for scaling notes.
3 act finales — Gilles the Hog (Act 1), Excavation Juggernaut (Act 2), Corrupted Warlord (Act 3) — plus optional elites and hazard intrusions.
Gilles the Hog — confirmed on Steam demo/store copy. Defeating him gates Ruadh Stonecrusher with Settlement Outpost L2.
Core patterns are shared; co-op increases spawn counts and battlefield density. Roles and conduit splits matter more than raw HP inflation.
Shorten map path · stack one emblem clan · upgrade village · switch to Ruadh for armor break · read parry notes in beginner guide.
Claymore Grindstone (armor pen) · Highland Warlord Emblem (battalion tempo) · sustain charms for Act III corruption — artifacts tier list.
Act bosses bank village currency and unlock progression; in-run drops roll from act-specific artifact pools. Repeat clears fund meta, not guaranteed duplicate legendaries.
Matched by build plan, shared topics, and guide progression — not random related links.