Beastiary: Enemies and Bosses

By Iron Soul Guides Team Published Updated Verified with official sources · reviewed September 4, 2026

This is the part of Iron Soul: Dungeon that the other guide sites left empty. One competing database lists five enemy entries, all of them grouped by map rather than named; another lists exactly one boss, marked as needing testing; the third writes not documented in the enemy and boss row of all nine of its dungeon pages. The official wiki's Beastiary, meanwhile, carries eleven named elite enemies and six boss entries with a danger rating, a health band, whether the thing can be stunned, whether it fights at range, and a description of each individual move. The pages below turn that into one page per enemy: what it does, what the tell is, and which mistake gets you killed. Two general rules from the same page apply everywhere and are worth learning before any of the individual counters: kill ranged enemies first, and make the werewolf the single exception to that rule.

The vocabulary these pages use

The official Beastiary defines its own terms and we keep them. A survivability skill is any skill that keeps you alive, which currently means the dash, the elemental blast and every ultimate. Side-stepping means holding a movement key while dashing so you travel sideways rather than backwards. A skill cycle is every skill except the ultimate, fired once in order. Trading means standing in and swapping damage with an enemy, which the dash makes cheaper. Telegraphed means a red indicator has appeared on the ground. Where an enemy move has no indicator at all, the page says so, because that is the difference between a move you dodge and a move you have to pre-empt.

Five habits that apply to every fight

Pull the camera back and raise the angle for a better view of incoming attacks. In the lobby settings, reached through the gear icon in the top right, turn off ally skill effects and damage numbers; the official page calls the clutter reduction significant. Swap weapons once after every skill cycle. Fire ultimates often rather than saving them, because the lower your damage the more times an ultimate recharges in a fight, and an unfired ultimate is wasted charge. Break scenery props, which also feeds ultimate charge. Kills drop health pickups, so treat your health bar as a resource that regenerates through aggression rather than a number you protect.