Arms of God Boss Guide: How to Beat Every Major Boss (Phase-by-Phase)

2026-06-09·Boss Guides

I've gone through every boss enough times now that their patterns are burned into muscle memory. Here's a phase-by-phase breakdown of the fights that actually matter , the ones that killed me enough times to make me put the Steam Deck down and stare at the ceiling for a minute.

What I've learned across all these fights: positioning beats DPS every single time. A player who dodges perfectly with mediocre weapons will out-clear someone with a god-tier build who eats every attack. The game rewards patience.

Act 1 Final Boss

Phase 1 is a projectile bullet hell warmup. The patterns look scarier than they are. There are always gaps, I promise. Focus on your character's feet, not the boss health bar. Move in small circles. Dodge toward the boss, not away from it, because the projectiles spread in a widening cone.

Phase 2 introduces a sweeping beam attack that tracks you for about 2 seconds before firing. Walk steadily in one direction, then sharply change direction when the beam starts charging. The AI predicts linear movement, so juking it is consistent. I've tested this probably 30 times across various runs and it works every single time.

What kills most players in this fight is greed. They see the boss's health bar getting low and stop dodging. The boss doesn't have an enrage mechanic but the projectile density increases slightly below 30 percent HP. Just keep moving. The fight ends when it ends. Rushing gets you killed.

Act 2 Mid-Boss

This is the spawner boss. Adds at 75, 50, and 25 percent health. The adds don't give XP. They don't drop anything. Killing them is purely a survival tax.

A weapon with piercing or chain damage hits the boss THROUGH its adds. This is the single most impactful thing you can bring to this fight. Without piercing, you spend 70 percent of the fight clearing adds and 30 percent actually damaging the boss. With piercing, those numbers flip.

If you don't have a piercing weapon by the time you reach this boss, consider whether your build has enough AoE to clear adds fast enough. If the answer is no, you might want to restart the run. I've abandoned runs at this boss because I knew my build wouldn't scale into Act 3 anyway.

Act 2 Final Boss

Phase 1 alternates between projectile rings and targeted AoEs. The projectile rings have a consistent gap pattern. Once you see it , it takes maybe two rotations , you can stand still for about 2 seconds between rings and dump damage with manual aim.

The targeted AoEs always place three in sequence. Dodge the first, walk toward where the second was (it won't retarget the same spot), and the third position becomes predictable based on your new location.

Phase 2 floods the arena with slow-moving projectiles while the boss charges a screen-wide attack. You need to clear a path through the projectiles to reach the boss and interrupt the charge. A knockback weapon hitting the boss during the charge animation cancels it. This is intentional , the developer expects you to have at least one utility weapon.

Four breakable pillars in this arena, each with a healing orb. Break one per phase or save two for phase 2. Four free heals is enormous in a fight this long.

Act 3 Mid-Boss

The status check boss. I covered the resistance mechanic in the other guide. Burn, poison, and slow together drop its resistance to zero. Fewer status effects means higher resistance and a longer fight.

This boss also has a charge attack that tracks you more aggressively than earlier bosses. Standard knockback weapons don't interrupt it , you need a weapon with specifically the stagger stat. There are about three weapons in the game with natural stagger. If you get one, save it for this fight.

Act 3 Final Boss

The mirror mechanic. Absorbs your projectiles, fires them back. Stop shooting during absorb. Turn around. Wait. Resume during vulnerability.

Phase 3 adds the mirror mechanic to a fight that also has adds and ground hazards. Same principle applies: patience during mirror, aggression during vulnerability. The players who die here are the ones who panic and keep firing through mirror phases, effectively killing themselves.

I died to my own reflected Sacred Crux beam once. The beam pierces. It went through me, bounced off the wall, and hit me again. That's when I learned to turn completely around during mirror phases, not just stop shooting.

Act 4 Final Boss

Three phases, no checkpoint between them. Total fight time on my best clear was about 7 minutes. First attempt took 12 and ended in death.

Phase 1 rotates through four attack patterns in a fixed order: left sweep, right sweep, projectile burst, charge. They don't randomize. Learn the sequence and you can pre-position for each attack before it starts.

Phase 2 summons shielded adds. You can't damage the boss through the shield. Kill adds, break shield, DPS window opens briefly. Shield regenerates if you're too slow. AoE weapons are mandatory for this phase. Single-target builds get overwhelmed by adds before they can break the shield.

Phase 3 combines everything from phases 1 and 2 plus environmental hazards. Save your Divine Form for this phase. The screen clear and invincibility frames are worth more here than anywhere else in the game. If you popped Divine Form during phase 2 because things got dicey, phase 3 is going to be rough.

My first clear ended with one HP. The Sacred Crux beam did the finishing damage. Burn stacks ticked the boss down while I ran in circles. Victory never felt so undeserved.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.