Wanted Boss Guide
What Is Wanted Boss?
Wanted Boss is a permanent daily PvE event where a powerful monster spawns on the World Map for your entire server to fight. Each day features a different boss that is weak to a specific troop type, rotating on a fixed weekly schedule. Your goal is to deal as much damage as possible within the time limit to earn ranking-based rewards.
The Wanted Boss does not attack your troops. The fight is a 90-second damage race. Forget tanky heroes and defence stats — stack as much raw attack, critical hit, and damage amplification as you can.
Weekly Schedule
Three bosses rotate Monday through Saturday. No boss spawns on Sunday.
Spawn Times & Rules
The boss spawns once a day, at 00:00 server time, and stays on the map for 23 hours — so for practical purposes it is available all day. Find it through the event menu.
Basic Rules
- Requires base level 8 or higher to participate
- Unlimited challenge attempts. There is no daily cap on how many times you can hit it
- No rally attacks — you go in solo
- Only your highest single attempt counts for ranking
- Each attempt is independent — damage does not accumulate across attempts
- The fight lasts 90 seconds — deal as much damage as possible before time runs out
- Even a single attack guarantees baseline rewards
Older guidance for this event — ours included until we re-read the in-game rules — described four spawn windows a day and a cap of five attempts. That is no longer how it works, and the difference matters: with no cap and only your best run counting, there is no cost to experimenting. Try a squad, read the number, change one hero, try again. The only real budget is your time and your stamina for re-running it.
Recommended Builds
The boss states its own bonus, on its Traits panel: Damage taken from [type] Heroes +50.00%. Read that wording, because it decides how you build — the bonus is counted per hero, so each matching hero earns it individually rather than the squad earning it as a block. Match the type by default: a weaker matching squad usually beats a stronger off-type one, and a full matching squad also holds the top rung of the same-type formation bonus (+20% HP, Attack and Defence for five of a kind, against +15% for four — see the Combat guide). But it is not all-or-nothing, and the section on the bonus below explains the one case where it pays to break it.
The one case where that is not automatic is a badly lopsided roster — if every Exclusive Weapon and skill level you own sits on one troop type and the day's boss wants another, your on-type bench may not clear the gap even with the bonus. Attempts are unlimited, so you do not have to guess: run both and compare.
Monday & Thursday — Code 87 (Tank Boss)
Use your Tank heroes for the Frenzied Butcher.
Gear priority: Guns > Chips > Radars > Armor. Stack attack stats on Kimberly first.
The boss does not attack, so front-row slots are just extra damage slots. Put your lowest-impact heroes up front and your damage core in the back row where skill targeting is most effective. Kimberly and Mason need back-row positions to maximise their AoE skill coverage, while Marshall's buffs apply squad-wide regardless of position but benefit from uninterrupted casting in the back.
Tuesday & Friday — Code 64 (Missile Boss)
Use your Missile heroes for Frankenstein.
Gear priority: Guns > Chips > Radars > Armor. Tesla gets your best gear first, then Fiona.
Tesla and Fiona are your damage engines — they need back-row slots for optimal skill coverage. McGregor's targeted damage works well from the front row since the boss is a single target. Swift stays in the back to maintain uninterrupted buff uptime on your two carries. Adam fills the last slot for his own +50% and to hold the five-of-a-kind formation rung.
Wednesday & Saturday — Code 39 (Aircraft Boss)
Use your Aircraft heroes for the Mutant Bulldog.
Gear priority: DVA gets your absolute best gear, then Morrison, Schuyler, Carlie, and Lucius last.
DVA is your entire damage strategy — everything else exists to support her. Morrison's defence shred in the centre directly multiplies DVA's output, making him the most important support piece. Schuyler adds disruption and supplementary damage from the right. Carlie and Lucius fill the front row for their own +50% and to hold the five-of-a-kind formation rung — their individual damage contribution is minimal. Swapping one of them for an off-type hero does not cost the squad its 50%: the bonus is per hero, so the other four keep theirs and only the newcomer earns none. What it does cost is that hero's share plus one formation rung, +20% down to +15% on HP, Attack and Defence. That is a real price but a modest one, so a heavily built off-type carry can be worth it where a lightly built matching filler is not.
Pre-Fight Checklist
- Activate War Fever — scout an enemy base before attacking the boss. The extra damage percentage applies to boss fights
- Equip attack gear — swap to your most offensive gear set. Defence and HP stats are wasted here
- Use attack buffs — stock up on attack and critical hit potions and activate them before your best attempt
- Set your squad to the matching type — check that all 5 hero slots are filled with heroes of the correct troop type for that day's boss
- Iterate — attempts are unlimited, so treat the first few as measurements. Change one thing at a time, re-read the damage, and keep what wins
Maximising Your Damage
The 50% Bonus Is Per Hero, Not Per Squad
The type bonus is the single biggest damage multiplier available, and the boss prints it on its Traits panel as Damage taken from [type] Heroes +50.00%. The word Heroes is the important one: it is awarded to each matching hero, not to the squad for being uniform.
That makes the practical rule less absolute than "always go mono". Never bring a squad with no matching heroes at all — that genuinely throws the whole multiplier away. But a squad of four matching heroes plus one standout off-type carry keeps four lots of +50%, and pays only that hero's share plus one rung of the same-type formation bonus (+20% to +15% on HP, Attack and Defence). Where your matching bench is thin, a maxed off-type hero with an Exclusive Weapon and levelled skills can clear that bar comfortably, while a barely built matching filler multiplies a small number by 1.5 and still contributes little.
Attempts are unlimited, so you do not have to take anyone's word for this — run your mono squad, swap one slot, and read the damage.
Gear Matters More Than Stars
For Wanted Boss specifically, gear quality on your DPS heroes matters more than hero star level. Prioritise:
- Guns — direct attack boost, largest damage impact
- Chips — secondary attack scaling
- Radars — hit rate and critical chance
- Armor — lowest priority since the boss does not attack you
Hero Centre Buildings
Upgrade your Tank Centre, Missile Centre, and Aircraft Centre buildings. These provide passive stat bonuses to all heroes of that type, directly increasing your Wanted Boss damage on the corresponding days.
Study the Leaderboard
After each boss spawn, check the damage rankings. Look at top players' formations to learn optimal hero placement and gear strategies for your server's power level.
Rewards
Rewards are distributed based on your damage ranking for the day:
Even one attack guarantees rewards. If you can only log in once, make it count — use your best formation with the matching troop type and attack buffs active. Showing up on all six boss days compounds into significant long-term resource gains, and because the boss stays up for 23 hours you can log in whenever suits you.
Common Mistakes
- Bringing no matching heroes at all — a Code 39 squad with no Aircraft heroes collects none of the +50%, and that is the real disaster. Each matching hero earns the bonus individually, so field as many as your bench supports; four matching heroes beside one standout off-type carry is a legitimate build, a squad with none is not
- Ignoring War Fever — free damage boost that takes 10 seconds to activate. Scout a base before every boss attempt
- Defence-focused builds — the boss does not attack. Every stat invested in defence is a stat not invested in damage
- Treating one run as your answer — attempts are unlimited, so a single number tells you little. Re-run the same squad before you conclude a change helped
- Skipping a boss day — the boss is up for 23 hours and one attack still pays. Even a quick login is worth it
- Forgetting buff potions — attack and critical hit potions are cheap and provide meaningful damage increases
Related Guides
- Squad Building Fundamentals — how troop type bonuses and mono-squads work
- Hero Guide (Season 1) — current tier list and investment priorities
- Daily Routine — fitting Wanted Boss into your daily schedule
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