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Bosses

Each Campaign area ends with a boss guarding the exit. They're the climactic spikes of a run — high HP, heavy hits, and they summon reinforcements throughout the fight. Beat all five and the rooftop reveals a secret finale after the boss you assumed was the end.

Spoiler warning. The two finale bosses below are the game's hidden ending. Stop here if you'd rather discover the rooftop yourself.
HP values are the boss's base. In play they're multiplied by the difficulty setting and a boss-specific scaler, and they ramp further with Campaign progress — late bosses outpace the waves around them. Treat the numbers as relative menace.

The Campaign Chain

The Brute King

Area 1 · Test Chamber · the first boss
BossSummons Runners

Your first wall — a colossal Brute that periodically calls in packs of Runners (3 at a time) to harass you while it lumbers in. It's slow, so the fight is about not getting pinned between the King and its summons. Kite wide, gun down each Runner pack as it arrives, and chip the King on the way past. Faced right after the fists-only warm-up, so it's tuned as a gentle introduction to boss fights.

HP (base)
1300
Speed
42
Damage
32
Summons
Runner ×3
Bounty
$520

The Spitter Queen

Area 2 · Vat Halls
BossBurst ×3Summons Spitters

A ranged zoner that fires fast 3-shot acid bursts from long range and seeds the arena with extra Spitters. The danger is crossfire — the Queen and her brood pepper you from multiple angles at once. Use the Vat Halls' pillars as cover, break line-of-sight, and dash through the bursts to close and burn her down. Kill the summoned Spitters so the angles don't stack up.

HP (base)
1950
Speed
48
Proj. dmg
16×3
Summons
Spitter ×2
Bounty
$680

The Warlord

Area 3 · Staff Lounge
BossFast chargerSummons Bombers

A change of pace: the Warlord is a fast melee charger (speed 80, the quickest boss) that hits like a truck and spawns Bombers to corner you. You can't simply outrun it the way you do the slower bosses — you have to use the dash to break its approach and keep obstacles between you. Detonate the Bombers at range so you're never caught between an explosion and a charge.

HP (base)
2600
Speed
80
Damage
40
Summons
Bomber ×2
Bounty
$1000

The Necromancer

Area 4 · Patient Ward
BossBurst ×4Summons Zombies ×5

The original Campaign capstone — a relentless summoner that raises five Zombies at a time on a fast timer while throwing 4-shot projectile bursts. Left unchecked, the arena drowns in undead. This is a DPS-and-discipline check: you need enough firepower (and ideally an area weapon) to clear the adds faster than they're raised, while never letting the projectile bursts and the horde pin you in a corner.

HP (base)
2900
Speed
50
Proj. dmg
20×4
Summons
Zombie ×5
Bounty
$1300

The Overseer

Area 5 · Rooftop Evac · the "final" boss
BossShielded 25%Burst ×5

You reach the rooftop, the evac bird is inbound, and the Overseer drops in — a shielded ranged zoner that takes 25% less damage, hammers 5-shot projectile volleys, and summons Brood (which split into Spawnlings). It looks like the end of the game. It isn't. Beating the Overseer is what triggers the secret finale — so come into this fight with ammo and health to spare.

HP (base)
2800
Speed
44
Damage Red.
25%
Summons
Brood ×2
Bounty
$1150

The Secret Finale

Slay the Overseer and the rooftop doesn't end — the floor reveals what containment was really hiding. Two more bosses chain back-to-back with no shop in between, so your loadout going into the Overseer is the loadout you finish the game with. These are hand-tuned to be the hardest fights in CUBEHEAD.

Subject Zero

Rooftop finale · 2nd of 3
SecretBossBurst ×5

The original infected — patient zero of the whole outbreak.

A fast, armed brute-fiend: it moves quickly (speed 74), fires 5-shot bursts, and summons Archdevils ×2 — each a mini-boss in its own right. The combination of a mobile hard-hitter and elite ranged adds is brutal. Save your heaviest single-target weapon (Railgun) and your panic tools (Rocket, Barrels) for this. Kill the Archdevils first or their bursts will overwhelm you.

HP (base)
2600
Speed
74
Proj. dmg
20×5
Summons
Archdevil ×2
Bounty
$2200

The Progenitor

Rooftop finale · the true final boss
Secret · FinalShielded 18%Burst ×6

The source. The thing every other monster came from.

The colossal final wall — the biggest body in the game, 3400 base HP, an 18% damage shield, devastating 6-shot projectile volleys, and a steady stream of summoned Brood ×3. There's no trick that skips it; it's an endurance test of everything you've learned: kite the splitting adds, dash through the volleys, and grind the Progenitor down between clears. Drop it and you've cleared the Campaign.

HP (base)
3400
Speed
42
Proj. dmg
22×6
Summons
Brood ×3
Bounty
$5000

Endless

The Devil Lord

Appears in Endless mode
EndlessBurst ×5Summons Archdevils

A horned ranged overlord that doesn't appear in the Campaign chain but turns up as a boss in Endless mode's generated arenas. Fast for a boss, fires 5-shot fireball bursts from long range, and summons Archdevils. Same playbook as the other ranged bosses: break line-of-sight, clear the elite adds, and close the distance in dashes.

HP (base)
2300
Speed
66
Proj. dmg
18×5
Summons
Archdevil ×1
Bounty
$880

Boss Stats Table

CUBEHEAD bosses — base HP, Alpha build. Campaign order top to bottom.
BossWhereHPDmgSummonsGimmick
Brute KingTest Chamber130032Runner ×3Intro tank
Spitter QueenVat Halls195016×3Spitter ×2Ranged crossfire
WarlordStaff Lounge260040Bomber ×2Fast charger
NecromancerPatient Ward290020×4Zombie ×5Mass summoner
OverseerRooftop Evac280020×5Brood ×225% shield
Subject ZeroRooftop secret260020×5Archdevil ×2Fast armed fiend
The ProgenitorRooftop final340022×6Brood ×318% shield · final
Devil LordEndless230018×5Archdevil ×1Ranged overlord
See each boss in context on the Campaign Areas page, and plan your loadout with the Strategy Guide.