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Dybbuk - portrait from Mewgenics
Dybbuk - portrait from Mewgenics
Strategy GuideCombat & Classes

Dybbuk Boss Guide

Overview

Dybbuk is the final boss of The Boneyard branch of Act 1, and he may be the first real wall for many players. With only 85 HP, 5 ATK, and 3 SPD, he is exceptionally dangerous because nearly every default attack in the game literally cannot hit him. He automatically backflips away from single-target attacks, moving one tile in any direction as long as there is an unoccupied adjacent tile. The fight is a hard check on whether your party has the right tool types, not the right damage numbers.

Key Mechanics

Backflip Dodge

Dybbuk automatically backflips away from any attack that targets a single tile or a single unit. This includes basic melee attacks from Fighter and Tank, most Hunter shots, single-target Mage spells, and single-target Thief abilities. These attacks do not just miss: they are completely negated as Dybbuk flips one space away. If your entire party relies on single-target damage, you cannot deal a single point of damage unless you change tactics.

Cornering to Disable Dodge

Dybbuk's backflip requires an unoccupied adjacent tile to execute. If you corner him against walls, obstacles, or surround him with your own units so he has no empty tile to flip into, his dodge is completely disabled and single-target attacks will land normally. This is one of the most reliable strategies for parties lacking AoE options.

What Actually Hits Dybbuk

Attacks that target multiple tiles (AoE spells like Bramble Shot or Fire Blast, line attacks, cone abilities) will still hit because Dybbuk backflips into the area of effect. Damage over time effects (bleed, poison) bypass the dodge entirely since they are not targeted attacks. Reactive damage such as Thorns and counterattack abilities also connect. Building around these attack types is the intended strategy.

Wisp Summoning

Dybbuk periodically summons Wisps: spectral enemies that are immune to the first damage instance directed at them. Each Wisp requires two separate damage applications to kill. They do not deal enormous damage but occupy tiles and distract from focusing Dybbuk. Use AoE attacks to hit Wisps on their second hit while also damaging Dybbuk.

Possession Phase

When Dybbuk takes fatal damage, he is left at 1 HP instead of dying. He then possesses either the cat that dealt the killing blow, or a downed cat if one exists on the board. The possessed cat recovers to full HP and becomes an enemy. You must kill your own possessed cat to truly end the fight. Choose which cat will land the killing blow deliberately: ideally a low-HP cat that is easy to kill quickly, such as a glass-cannon Mage. If Dybbuk possesses your strongest Fighter, he can steamroll the rest of your team.

Preparation

Before entering The Boneyard, verify your party has at least one reliable AoE, DoT, or bleed-stacking ability. Bleed buildup is particularly effective since Dybbuk cannot dodge passive damage ticks. If you drafted Hunters with only single-shot abilities or Fighters with only basic swings, you may need to use inherited abilities from other classes or rely on status-effect equipment. Reaching Dybbuk with zero AoE options and no cornering strategy is effectively an unwinnable fight.

Strategy

1. Open with a DoT or AoE ability immediately to establish hits on Dybbuk. Even a bleed proc from a status-inflicting weapon counts as valid damage and will tick while you focus on positioning.

2. Corner Dybbuk against walls, obstacles, or your own cats. When he has no adjacent empty tile to backflip into, his dodge is disabled and single-target attacks land normally.

3. Use AoE attacks to kill Wisps with their second hit while dealing collateral damage to Dybbuk simultaneously.

4. Plan the killing blow carefully. Designate your weakest cat (lowest HP, least threatening class) to land the last hit so the possession phase is resolved quickly. Avoid having a downed cat on the board when Dybbuk reaches 1 HP, as he will possess the downed cat instead.

5. After possession: spend one or two turns killing the possessed cat. The fight ends when the possessed cat falls.