This section covers every boss fight I’ve encountered in Heroine Conquest and how I managed to defeat them. Each fight, or encounter, introduces new units and mechanics, so I had to adjust my strategy every time. The key to progress in this game is repetition: every failed attempt gives experience that I used to upgrade my units for the next try.
Heroine Conquest All Bosses
| Boss Name | Unit Types Available | Key Mechanics | Achievement Condition |
|---|---|---|---|
![]() Sword Knight Azure | Spear Goblin, Shield Goblin, Capture Goblin | Basic melee fight, cleave attacks, ideal for learning positioning | Defeat within 21 tries |
![]() Magic Templar Dianthus | Ranged Tentacle, Tank Tentacle, Capture Tentacle | Ranged magic AoE attacks, slow movement | Defeat within 24 tries |
![]() Lightning Fist Caera | Pheromone Faerie, Vine Faerie, Capture Faerie | Extremely fast, stuns and poison strategy required | Defeat within 23 tries |
![]() Holy Priest Viridi | Chasing Slime, Puddle Slime, Capture Slime | No direct attacks, limited unit lifespan, indirect damage only | Defeat within 22 tries |
![]() King Xanthe | Stone Orc, Shield Orc, Capture Orc | Heavy melee boss, radial AoE, defensive “meat wall” strategy | Defeat within 25 tries |
![]() Demon Lord Mel | Club Minotaur, Shield Minotaur, Capture Minotaur | Massive AoE, limited spawn zones, final challenge | Defeat within 50 tries |
Sword Knight Azure

Azure is the first heroine and the game’s tutorial boss. She walks around the room slowly and targets the nearest unit. Her attacks have a cleave effect that can hit multiple targets at once, so I quickly learned not to group my units together.
For this fight, I used three units:
- Spear goblin for regular damage
- Shield goblin for tanking
- Capture goblin for the final capture phase
The best approach I found was to spawn my tanks in one corner and my spear goblins in the opposite corner. While Azure chased my shield goblins, my spears hit her from behind. I focused early upgrades on unit count so I could gain more experience per attempt. Later, I improved tank health and spear goblin attack. When Azure’s health turned red, I sent in my capture goblins and made sure they stayed alive behind my tanks. It took me around twenty attempts before I started getting consistent captures.
Magic Templar Dianthus

Dianthus is the second fight, and she’s tougher because she uses ranged magic. Her projectiles hit multiple units at once, and she tries to keep her distance from them. She moves slower than Azure, but her magic can quickly wipe out clustered units.
The available units were:
- Ranged tentacle for long-range attacks
- Tank tentacle for close combat
- Capture tentacle for the capture attempts
To win this encounter, I sandwiched her between my tanks and ranged units. I positioned the tanks in front and placed ranged tentacles behind her. The more I upgraded the attack range, the easier it became to damage her safely. I made sure to spread my units so her attacks couldn’t kill too many at once. Once her movement slowed down at low health, I sent the capture tentacles and kept them protected until I succeeded. The key was patience and spacing; rushing too many units into her attack range always ended badly.
Lightning Fist Caera

Caera is the third heroine, and she’s the most aggressive so far. She moves fast, attacks constantly, and targets anything she can reach. Unlike the previous fights, I couldn’t rely on simple tank-and-damage positioning because she would tear through them before I could react.
The units I had were:
- Pheromone faerie that emits a poison cloud
- Vine faerie that can stun enemies at close range
- Capture faerie for the capture phase
I focused on upgrading the poison cloud’s range first. Eventually, I could cover half of the screen with it, which let me damage Caera no matter where she ran. I increased their health so they survived longer inside her attack range. Then, I upgraded the vine faeries so they could stun her, giving my other units more time to deal poison damage. Once I saw her slow down from the constant damage and stuns, I moved in my capture faeries from a safe direction. The strategy that worked best was balancing poison coverage and stuns while avoiding direct confrontation.
Holy Priest Viridi

Viridi was the most frustrating fight. She doesn’t attack at all, but all of my units had a limited lifespan. After a few seconds, they simply died on their own. Because she avoided direct combat, I had to damage her indirectly.
My units were:
- Chasing slime to steer her movement
- Puddle slime that explodes and leaves a damaging puddle
- Capture slime for captures
I realized that I had to make Viridi walk through the puddles left by the puddle slimes. To do that, I used my chasing slimes to control where she moved. If I approached her from the upper left, she would run to the bottom right. So I dropped puddles in the direction she was fleeing. The damage built up slowly as she kept walking over them. For upgrades, I improved the life span and speed of my chasers and the longevity, slow effect, and damage of the puddles. This fight took a lot of trial and error and was the most time-consuming to farm XP on.
King Xanthe

Xanthe looks intimidating but turned out to be easier than I expected once I figured out his attack pattern. He chases the nearest unit and attacks in a wide area around himself. Because of that, positioning tricks didn’t help much; I needed strong defense instead.
My units were:
- Stone orcs for ranged damage
- Shield orcs for tanking
- Capture orcs for capturing
The most effective tactic was to create a wall of shield orcs and keep my stone orcs behind them. I spent most of my XP upgrading the shields’ health and block chance until they could survive several hits. Then, I started investing in the attack range of the stone orcs. Once I had enough XP, I could maintain multiple shield orcs in front while throwing stones from behind. When Xanthe slowed down at low health, I moved in the capture orcs. It’s all about building that “meat wall” and keeping your ranged units safe behind it.
Demon Lord Mel

Mel is the final boss and can only be fought after beating all other heroines within their specific attempt limits. This encounter is difficult because her influence zone covers nearly the entire map, leaving only the corners to spawn units. She attacks from range with explosive orbs that hit multiple units at once.
My available units were:
- Club minotaurs for heavy melee damage
- Shield minotaurs for tanking
- Capture minotaurs for capturing
I started by upgrading the number of units I could spawn, then focused on tank health and speed. I used one corner of the map for spawning tanks and another corner for my damage units. The idea was to keep Mel busy attacking the tanks while the damage units closed in from another angle. If I stopped spawning tanks for even a few seconds, Mel would immediately switch targets and destroy my attackers, so keeping a steady rhythm was important. Tank attack upgrades didn’t help much, so I ignored them. Once my tanks could survive three or more of her attacks, I started improving my capture units’ speed and survival. Around attempt 42, I was finally able to start capturing successfully.
P.SS
Every boss in Heroine Conquest taught me something different about the game’s mechanics. Azure showed me the basics of positioning. Dianthus emphasized range and spacing. Caera required control and crowd management. Viridi forced me to think about movement manipulation. Xanthe tested defensive strategy, and Mel combined all those lessons into one final challenge. The game rewards persistence; every failed run makes the next one stronger. My advice is to focus on XP gain early, strengthen the right units for each encounter, and always protect your capture units once the boss reaches critical health.
