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Guides3 min read

Boss Run guide: how to get one boss deeper every day

The Boss Run is the hardest thing in the game on purpose. Every boss, back to back, with no second chances. These are the habits that add one more boss to your run.

A boss arena in the Inferno biome of Turbo Tap Masters

How the Boss Run works

Once a day you can fight every boss in the game one after another, on a single arena, in a fixed order. Three rules make it different from the campaign:

  1. Your shields never refill. The shields you bring are the shields you have for the whole run.
  2. There is no revive. When the last shield breaks, the run is over.
  3. Bosses are tougher here. None has less HP than in the campaign, and the early ones hit harder too.

Every boss you beat rolls its own loot: the Rare and Epic sets of its biome, and its card. Your first run of the day is the one that drops loot. Runs after that still count for the Boss Run ranking. The Boss Run page has the full line-up, with each boss's HP and how often it strikes.

Before you start

Repair first

Gear wears down as you fight, and a run with no second chances is the worst place to find that out. The game warns you before a run if your gear will not last the whole way. When you see that warning, go to the forge and repair. It takes ten seconds.

Count your shields, not just your damage

In the campaign, more attack is almost always the answer. In the Boss Run, every shield has to last the whole line-up, so DEF on your armour and hat is worth more than usual: each point is one more hit you can take. A DEF card in your armour is free to insert and free to take out again after the run. The gear catalogue shows the DEF of every item.

Fill every socket

An empty socket is a stat you left at home. Attack gems shorten every fight, and defence gems give you more room for mistakes. If you have gems in your bag, they should be in your gear before the first boss. See all gems.

Spend your skill points

Unspent points do nothing. Open your skills before the run and put every point to work.

During the run

Respect the opening

The first bosses hit harder in the run than they do in the campaign. A shield lost there is a shield you will not have against the final bosses, so play the opening carefully instead of rushing it.

Speed is defence

Every second a boss stays alive is another strike at your shields. Focus your taps, fire your spells as soon as they make the fight shorter, and never save them for a boss you might not reach.

Know when you have peaked

If you reach the same boss every day and fall there, the fix is not more attempts. Go back to the campaign, farm the boss that drops the item you are missing, refine your weapon and come back tomorrow. The bosses page shows what each one drops.

Why it is worth it

Note: Boss cores come only from the Boss Run, and every Legendary item needs them.

That alone makes the run worth playing every day, even when you do not beat your record. Add the loot, the cards and a place on the ranking, and it is the best ten minutes of your daily routine. New to crafting? Start with what changed in 1.2.

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In the wiki