Arms of God Boss Guide: Best Builds & Hidden Mechanics for All 10 Bosses

2026-06-05·Boss Guides

There are 10 bosses spread across 4 Acts and each one has some weird quirk the game doesn't explain. I've cleared them all multiple times and here's what I wish someone had told me before I spent three hours on the Act 3 final boss alone.

Act 1 Bosses: Learning the Ropes

The first two bosses are positioning checks dressed up as DPS checks. Their attack patterns are predictable once you realize they always telegraph with a distinct animation. Watch the boss model, not your character. Focus on the wind-up.

One thing I noticed: standing directly below or above them avoids more attacks than staying horizontal. The hitboxes seem wider than they are tall. I position myself below bosses whenever the arena allows it and it's consistently safer.

For both Act 1 bosses, a single knockback weapon is better than five pure damage weapons. Being able to interrupt a charge attack is worth losing a bit of DPS. I cleared both with a knockback-merged AoE weapon and four damage dealers. Took about 3 minutes each but I used maybe one heal the entire fight.

Also, boss arenas have environmental objects you can break. Pillars, statues, whatever's in the room. Hit them and they drop healing orbs. The Act 1 final boss arena has two pillars. Break one when you're at half health, save the other for an emergency. Don't break both at the start like I did my first time. Very dumb, zero benefit.

Act 2 Bosses: Where the Game Gets Real

This is where the difficulty curve stops being gentle. The mid-boss in Act 2 spawns adds at health thresholds, specifically at 75 percent, 50 percent, and 25 percent. The adds don't give XP or blessings , they exist purely to box you in and eat your bullets.

A weapon with piercing or chain lightning makes these fights dramatically easier because you damage the boss through its adds. You're essentially getting free boss damage while clearing the room. If your build lacks piercing by this point, the fight becomes a tedious add-management exercise where you're barely touching the boss.

The Act 2 final boss has a phase transition that flips its attack patterns from projectile-based to ground-targeted AoEs. The ground AoEs are spaced so that base movespeed can barely dodge them. A 15 percent movespeed buff makes it trivial. I enter Act 2 with a movespeed blessing every single run now, no exceptions.

The boss arena has four pillars, each breakable with a healing orb inside. Space them out during the fight. Break one during each phase, or save two for the phase 2 bullet hell section. Four free heals in a fight where healing is otherwise limited to whatever your build provides.

Act 3 Bosses: The Build Check

If your weapon merge synergy isn't online by Act 3, you're going to have a bad time. No way around it.

The mid-boss has damage resistance that decreases based on how many different status effects are on it. Burn plus slow plus poison equals zero resistance. One status effect equals 33 percent resistance. No status effects at all equals 66 percent resistance and a fight that takes forever.

I brute-forced this fight on my first clear with pure physical damage and it took 8 excruciating minutes. With three status effects it takes under 2. The math is not subtle. Bring status weapons to Act 3.

The Act 3 final boss has a mirror mechanic. It absorbs all your projectiles for about 3 seconds and then fires them back at you. I killed myself with my own bullets twice before I figured out what was happening. The counter is to stop firing during the absorb phase. Physically walk away and face the opposite direction. Your weapons auto-fire so you have to deliberately turn around. Feels wrong but it works.

This boss also alternates between the mirror phase and a vulnerability phase where it takes increased damage. Be patient during mirror, unload everything during vulnerability. The players who struggle here are the ones who keep shooting during mirror and get deleted by reflected crits.

Act 4 Bosses: The Final Gauntlet

The penultimate boss fights across three phases with different damage types each time. A single-element build that dominated Act 3 will hit a wall here. You need versatility, not specialization.

I switched to a hybrid build: one physical weapon, one fire, one lightning, one utility with knockback or slow, and the Sacred Crux in beam mode. Covered all bases. This setup isn't the highest DPS against any single phase but it's consistent across all three, and consistency matters more than peak damage in a fight this long.

The final boss uses every mechanic the game has taught you. Position checks, add management, projectile dodging, phase transitions, status juggling , the works. If your build coasted through Acts 1-3, this fight exposes every weakness.

Sacred Crux beam mode for consistent damage. Two AoE weapons for add clear during intermissions. One knockback weapon to interrupt the charge-up attack. One elemental weapon for status. Movespeed blessing is mandatory, not optional. HP regen blessing helps but isn't required if your dodging is clean.

My first clear of this fight ended with a single hit point remaining. The Sacred Crux did the finishing damage while I ran in literal circles praying the burn stacks would tick fast enough. They did. Barely.I should mention one more thing that doesn't fit neatly into any of the sections above. The Early Access build as of June 2026 is remarkably polished for a solo developer project. Dominik Sójka clearly put the time in before launching. I've encountered maybe two minor bugs across 50-plus hours. The frame rate on Steam Deck is locked at 60 even during the most chaotic Act 4 wave sections with every weapon firing and particle effects filling the screen.

The weapon balance isn't perfect , some weapons are clearly better merge bases than others , but that's part of the fun in a roguelite. Figuring out what's strong and what's a trap is half the game. The other half is execution. And the metal soundtrack.

If you're on the fence about buying this in Early Access, I'd say go for it if you like bullet heavens. The content is substantial for the price. Four full Acts, 10 bosses, 10 characters, 60-plus weapons, 100-plus blessings, a meta-progression system that makes every run feel meaningful even when you lose. And the full release with console ports is coming Q4 2026 or Q1 2027. Your Early Access purchase supports a solo developer who clearly cares about their game. That's worth something in my book.