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Path of Exile 2

Act 4 Boss Guide

Everything you need to know to crush Act 4 of Path of Exile 2!

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Moestitia

Updated: 19hr agoPosted: Aug 30, 2025, 04:45 PM

In Path of Exile 2, there is a greater focus on boss fights, which feel engaging and difficult, even while playing through the acts. This guide will go over boss damage types, boss attacks, and how to deal with them in the newly added Act 4 Campaign.

When progressing through PoE2, certain attacks must be dodged, indicated by the boss flashing red and an accompanying sound cue. These attacks and abilities are highlighted in bold with the text (Requires Dodge) throughout this guide.


The Blind Beast

Zone: Isle of Kin.

Damage Type: Physical and Lightning.

Throughout the entire fight, The Blind Beast will have a baseline for the attacks it uses on the player. At specific health thresholds, it will begin using new attacks; however, the following will remain the same until it has been killed.

  • Sweeps at the player if in melee.
  • Leaps towards the player if they are too far away.
  • Special Ability: Slam
    • The Blind Beast slams the ground in front of it before performing a spin attack that sunders the earth in front of it in a cone.

When The Blind Beast reaches 75% health, it will gain the following abilities.

  • Special Ability: Raging Combo (Requires Dodge)
    • The Blind Beast Roars and does four slams in a row, causing fissures of Voltaxic Sulphite Ground throughout the arena that linger for a while. Voltaxic Sulphite Ground does physical and lightning damage over time if stood on.

Krutog, Lord of Kin

Zone: Volcanic Warrens.

Damage types: Physical and Lightning.

Throughout the entire fight, Krutog will have a baseline for the attacks he uses on the player. At specific health thresholds, he will begin using new attacks; however, the following will remain the same until it has been killed.

  • Does an overhead sweep with his human club.
  • Throws dismembered limbs at the player if at range.
  • Special Attack: Stomping March
    • Krutog moves towards the player, stomping the ground with each step.
  • Special Attack: Combo Slam
    • Krutog Slams the ground in front of him 3 times.

When Krutog reaches 80% health, he eats some Voltaxic Sulphite and gains the following ability:

  • His Stomping March now makes small eruptions.
  • Special Ability: Voltaxic Vomit
    • Krutog vomits up a pool of Voltaxic Sulphite Ground that lingers for a while. Voltaxic Sulphite Ground does physical and lightning damage over time if stood on.
  • Special Ability: Voltaxic Sneeze
    • Krutog Voltaxic Sulphite in a cone in front of him.

Captain Hartlin

Zone: Journey’s End

Damage Type: Physical, Cold, and Fire.

Throughout the entire fight, Captain Hartlin will have a baseline for the attacks he uses on the player. At specific health thresholds, he will begin using new attacks; however, the following will remain the same until it has been killed.

  • Slam the ground with his cannon or anchor if in melee.
  • Swipe twice in an arc in front of him with his anchor if in melee.
  • Sends slow-moving waves to the player if within range.
  • Special Attack: Anchor Sunder
    • Captain Hartlin hits the ground with his anchor, sundering it in a line towards the player’s location.
  • Special Attack: Cannon Shot
    • Captain Hartlin spins the Ship’s wheel around his head before shooting his cannon at the player’s location.
  • Special Ability: Cannon Barrage
    • Captain Hartlin raises his cannon in the air, summoning a circle of spectral cannons around the player that one after another in rapid succession in a clockwise order.
  • Special Ability: Spectral Anchor (Requires Dodge)
    • Captain Hartlin raises his anchor in the air, and a circle will appear around the player’s current location as he slams his anchor down. A large spectral anchor will slam down in the circle, dealing damage in that circle.
  • Special Ability: Summon Minions
    • Captain Hartlin glows green and spins the Ship’s wheel around his head while looking towards the sky, sending out trails of green energy that raise skeletons around the arena

When Captain Hartlin reaches 80% health, he gains the following ability:

  • Special Ability: Spirit Barrage
    • Captain Hartlin glows green and spins the Ship’s wheel around his head while looking towards the player, tracking them while shooting mortars of green energy at the player’s location.

Scourge of the Skies

Zone: Shrike Island.

Damage types: Physical.

Throughout the entire fight, Scourge of the Skies will have a baseline for the attacks it uses on the player. At specific health thresholds, it will begin using new attacks; however, the following will remain the same until it has been killed.

  • Pecks and swipes with its beak in melee.
  • Special Attack: Back Sweep
    • Scourge of the Skies will flop backwards, throwing out three projectiles of blood. Note: will only do this if the player is behind Scourge of the Skies.
  • Special Attack: Head Slam (Requires Dodge)
    • Scourge of the Skies roars up, summoning a blood clot in its mouth before slamming its head into the ground, creating a pool of blood that lingers for a while. The pool of blood deals physical damage over time if you stand in it.
  • Special Attack: Blood Barrage
    • Scourge of the Skies spits a barrage og blood projectiles in the air that rains down around the player’s current location.
  • Special Attack: Beak Spikes
    • Scourge of the Skies sticks its beak in the ground, causing spikes to appear in a spiral pattern before erupting them. Note: getting hit by the eruption of the spikes causes bleeding and a maim debuff (30% slower movement) to the player.

When Scourge of the Skies reaches 80% health, it gains the following ability:

  • Special Attack: Blood Spit
    • Scourge of the Skies spits three times, first to the left of the player’s location, then to the right, and then at the player’s location.

When Scourge of the Skies reaches 75% health, it gains the following ability:

  • Special Ability: Spawn Plagueling
    • Scourge of the Skies rips its chest open, spawning a Plagueling. Note: The Plagueling is fast, but only tries to auto-attack the player and will return to the Scourge of the Skies when its health hits 50%
  • Special Ability: Blood Mortars
    • Scourge of the Skies begins roaring and flapping its wings wildly, raining down blood from the sky at the player’s location. Note: keep moving and dodge rolling to avoid getting hit by this.

Great White One

Zone: Whakapanu Island.

Damage types: Physical.

Throughout the entire fight, Great White One will have a baseline for the attacks he uses on the player. At specific health thresholds, he will begin using new attacks; however, the following will remain the same until he has been killed.

  • Lunging bite attack if in melee.
  • Leaps at he player if at range.
  • Special Attack: Combo
    • Great White One bites at the player, then swipes at them with its arm, finishing off with a frontal sweep with its tail.
  • Special Ability: Sand Dive
    • Great White One dives into the sand and moves towards the player’s location, tracking them slightly, before erupting up from the sand, leaving behind a pool of piranha fish. He repeats this four times. Note: The pool of piranhas deals physical damage over time while standing in it.

When Great White One reaches 85% health, it gains the following ability:

  • Special Ability: Tornado Dive
    • Great White One dives into the sand, tracking and moving towards the player’s location before creating a large circle of dust, jumping up and creating three tornadoes that travel in random directions towards the edge of the arena while throwing out piranas in every direction.

Diamora, Song of Death

Zone: Singing Caverns.

Damage Type: Physical and Cold.

Diamora Arena is donut-shaped. This is used throughout the fight by Diamora.

Throughout the entire fight, Diamora will have a baseline for the attacks she uses on the player. At specific health thresholds, she will begin using new attacks; however, the following will remain the same until he has been killed.

  • Sweeps at the player if in melee.
  • Special Ability: Tidal Waves (Requires Dodge)
    • Diamora summons two tidal waves on either side of the donut at the player’s location, before crashing them towards each other.
  • Special Ability: Gysers
    • Diamora raises her arms and summons three gysers in rapid succession at the player’s location.
  • Special Ability: Whirling Dives
    • Diamora dives into the water and leaps from the outer side of the arena to the inner at the player’s location, leaving a trail of gysers across the arena. She does this twice. Note: try to put the 2 lines of gysers as close together as possible to have more of the arena to fight in.

When Diamora reaches 85% health, she gains the following ability:

  • Special Attack: Scream
    • Diamora lets out a scream that shockwaves in a line towards the player.
  • Special Attack: Water Gun
    • Diamora spits out water in a slight arc.

When Diamora reaches 70% health, she gains the following ability:

  • Special Ability: Water Bubble (Requires Dodge)
    • Diamora summons a bubble of water that tracks the player before it is slammed down into the ground, causing damage in a small area around it.

When Diamora reaches 65% and 35% health, she performs the following Intermission.

  • Special Ability: Minion Intermission
    • Diamora dives into the water and appears in the middle of the dount. She will start performing a song while spinning counterclockwise in a circle, covering about half the arena with her gaze, looking at her while in the gaze gives stacks of petrification. After five stacks, you are petrified for 4 seconds. The part of the arena not covered by her gaze can summon walls of water on the outer side of the dount that has Diamora’s reflection in them. Looking at them also gives stacks of petrification. While this is happening, minions will spawn around the arena. At 35% there will also be bubbles of water that rotate clockwise around the arena, standing in these slowly drowns the player.

The Prisoner

Zone: Solitary Confinement.

Damage type: Physical and Cold.

The Prisoner is a two-phase fight, and his attacks are separated into each phase. At 50%, he will start regenerating his health. Use a balista on him to stop it. He pulls out the bolt and uses it as a weapon,

Phase 1

Throughout the phase, The Prisoner will have a baseline for the attacks he uses on the player. At specific health thresholds, he will begin using new attacks; however, the following will remain the same until she has been killed.

  • Sweep at the player if in melee range.
  • Special attack: Cold Sunder
    • The Prisoner pulls a frost shard from its chest and slams it into the ground, erupting a line of ice towards the player.
  • Special Attack: Slam
    • The Prisoner Slams the ground, dealing damage in an area around him.
  • Special Attack: Dash Attack
    • The Prisoner dashes towards the player, smashing his hand into the ground.

When The Prisoner reaches 85% health, he gains the following ability:

  • Special Attack: Frost Slam
    • The Prisoner freezes both his hands and slams the ground three times, causing ice spikes to appear throughout the arena before doing a stomp that explodes all of the spikes.

Phase 2

Throughout the phase, The Prisoner will have a baseline for the attacks he uses on the player. At specific health thresholds, he will begin using new attacks; however, the following will remain the same until she has been killed.

  • Slash at the player with his spear.
  • Special Attack: Frost Circle
    • The Prisoner pulls out a frost shard from his chest and slams it to the ground, leaving a ring of ice that grows until it hits the edge of the arena.
  • Special Attack: Slam
    • The Prisoner Slams the ground, dealing damage in an area around him.
  • Special Attack: Sunder
    • The Prisoner sunders the earth in a line in front of him.
  • Special Attack: Dash Attack
    • The Prisoner dashes towards the player, smashing his hand into the ground.

When The Prisoner reaches 20% health, use a ballista at him again, and he gains the following ability:

  • Special Ability: Blood Tendrils
    • The Prisoner shoots Tendrils of blood from his arm at the player’s location, doing so twice. Note: Be ready to dodge when you see him shoot out the tenrils.

Torvian, Hand of the Saviour

Zone: Arastas.

Damage type: Physical, Cold, and Fire.

Throughout the entire fight, Torvian will have a baseline for the attacks he uses on the player. At specific health thresholds, he will begin using new attacks; however, the following will remain the same until he has been killed.

  • Overhead attack with his axe.
  • Special Attack: Leap
    • Torvian leaps towards the player’s location.
  • Special Attack: Rock Toss
    • Torvian slams the ground, picks up a rock, and throws it at the player.
  • Special Attack: Axe Toss
    • Torvian throws one of his axes at the player.
  • Special Attack: Combo Slashes
    • Torvian performs a three slash combo, ending it with a slam that erupts the ground, dealing damage in a small area around it.

Above the arena stand three mages on wooden scaffolds, each of whom will try to channel a spell that gives Torvian a buff, upgrading either Leap, Combo Slashes, or Axe Toss, each of which is shown under Torvian’s health bar and in front of the mage channeling the spell. You can interrupt this channel with Torvian’s Rock Toss by standing at the base of the scaffolds. They will start a new channel after a while.

Crossed swords = Combo Slashes Shield = Leap and Holy symbol = Axe Toss

  • Upgrade: Combo Slashes
    • The slashes have a slight range to them, and the final slam leaves a sigil that explodes after a short delay.
  • Upgrade: Leap
    • Now creates a holy wall around him when landing, crossing these walls gives you the debuff Holy vengeance, making you easier to critical hit, and shatters them. Note: this is what makes the fight hard since crits apply higher ailment status, making his upgraded Axe Toss very likely to freeze you outright.
  • Upgrade: Axe Toss
    • Now bounce off the walls of the arena four times; it tracks the player’s location with each bounce.

If Torvian has all three buffs or when he reaches 25% health, he gains the following ability:

  • Special Attack: Axe Bomb (Requires Dodge)
    • Torvian lifts both his axes in the air, infusing them with holy power, before tossing them into the ground, causing three holy eruptions that grow after each eruption.

When Torvian reaches 25% health, he gains the following ability:

  • Special Ability: Holy Beam
    • Torvian calls down a holy beam that slowly moves counterclockwise around the arena. It deals fire damage over time when standing in it.

Benedictus, First Herald of Utopia

Zone: The Excavation.

Damage Types: Physical and Lightning.

Throughout the entire fight, Benedictus will have a baseline for the attacks it uses on the player. At specific health thresholds, it will begin using new attacks; however, the following will remain the same until it has been killed.

  • Strikes at the player with his lightning snake if in melee.
  • Shoot balls of Earth at the player if at range.
  • Special Attack: Slam
    • Benedictus summons a pillar of earth and explodes it with lightning while moving backwards.
  • Special Ability: Earth pillars
    • Benedictus marks six spots in the arena and erupts pillars from them, shortly after he explodes them with lightning.

When Benedictus reaches 75% health and gains the following new abilities:

  • Special Ability: Earth Eruption
    • Lighting appears throughout the arena, and Benedictus dashes to the middle, starts channelling, and releases an eruption of earth that forms two circles. He then channels again before slamming the ground, destroying both circles. Note: you need to be in the middle for the Earth eruptions and then run out of the two circles before he slams the ground.

When Benedictus reaches 65% health, he gains the following new abilities:

  • Special Ability: Boulder Slam (Requires Dodge)
    • Benedictus creates a large boulder above the player’s location, slamming into the ground, dealing damage in the area around the impact. He does it twice.
  • Special Ability: Lighting Pillars
    • Benedictus summons a bunch of small boulders in the air throughout the arena, infusing them with lightning, before slamming them into the ground. He repeats this twice more. Note: these lightning pillars stay in the arena and will explode if you get close to them.

When Benedictus reaches 60% health, he pulls into two large pillars and uses them to shrink the arena and change some of his abilities:

  • Ability Changed: Earth Eruption
    • Benedictus now dashes to the north or south edge of the arena and summons five walls of earth along the arena; you need to run through instead of the circles.

When Benedictus reaches 40% health, he gains the following new abilities:

  • Special Ability: Lightning Beam (Requires Dodge)
    • Benedictus swings his lightning snake around, shooting out lightning tendrils before firing a beam of lightning at the player. He then teleports to another place in the arena. He repeats this ability another two times.

Yama The White

Zone: Halls of the Dead.

Damage Types: Physical and Chaos.

Throughout the entire fight, Benedictus will have a baseline for the attacks it uses on the player. At specific health thresholds, it will begin using new attacks; however, the following will remain the same until it has been killed.

  • Swipes at the player with his staff.
  • Special Ability: Soulrend
    • Yama jumps onto his staff, sending out five Soulrend projectiles in a cone in front of him. Soulread leaves a debuff on you that deals chaos damage over time if hit.
  • Special Ability: Chaos Ground
    • Yama creates a sigil on the ground that explodes and becomes caustic ground, dealing chaos damage over time if you stand in it.

When King in the Mists reaches 85% health, he gains the following ability:

  • Special Ability: Retreating Bolts
    • Yama jumps four times, throwing out two bolts of chaos between each jump.
  • Special Ability: Blight
    • Yama hold out his staff, spraying chaos in a cone in front of him.
  • Special Attack: Leaping Kick
    • Yama vaults over his staff into a flying kick towards the player.

When King in the Mists reaches 75% health, he gains the following abilities.

  • Special Ability: Monkey Business
    • Yama disappears, and chaos clones appear on the pillars around the arena, shooting chaos bolts at the player. You need to find the real Yama by running close to the pillars. When you get close, they will jump off and perform a slam. Upon discovering the real Yama, the other will disappear. He will then jump down and perform the same slam as the first, before teleporting to the player and doing a second slam.

When King in the Mists reaches 65% health, he gains the following abilities:

  • Special Ability: Preminision
    • Yama stops time and sends out four clones of you in quick succession. You need to watch for the one who gets a circle around it and run to that before it explodes and deals heavy damage to you.

Upon defeating Yama the White, the boss will drop a “Silver coin.” Take it to the Trail of the Ancestors for 2 passive skill points.


Tavakai, The Chieftain

Zone: Heart of the Tribe.

Damage Types: Physical, Cold, Fire, and Lightning.

Tavakai is a three-phase fight, and his attacks are separated into each phase. At 50% health, he transforms into Tavakai, the Fallen, and runs into the second arena, starting phase two. At 15% health, Tavakai the Fallen transforms into Tavakal the Consumed, starting phase three.

Phase 1

Throughout the phase, Tavakai will have a baseline for the attacks he uses on the player. At specific health thresholds, he will begin using new attacks; however, the following will remain the same until he has been killed.

  • Large slow sweep with his axe.
  • Frontal kick.
  • Special Attack: Get over here (Requires Dodge)
    • Tavakai throws out a kunai on a rope. If this hits the player, Tavakai will pull them in and do a slam attack on them.
  • Special Attack: Vaulting Combo
    • Tavakai performs a three-part combo of vaulting slams towards the player.
  • Special Attack: Spike Stomp
    • Tavakai stomps the ground, and spikes erupt in a large cone in front of him. He then sweeps his axe across the spikes, making them shoot outwards.
  • Special Attack: Leap Slam
    • Tavakai leaps at the player’s location, leaving behind a jade copy of himself. When he lands, he does a vaulting slam and causes the jade copy to explode, dealing damage in an area around him and the jade copy.

When Tavakai reaches 95% health, he gains the following abilities:

  • Special Attack: Hulking Slam (Requires Dodge)
    • Tavakai manifests a hulking jade spirit and slams the ground, causing a large eruption of jade spikes in the area around him.

When Tavakai reaches 80% health, he gains the following ability:

  • Special Attack: Sunder
    • Tavakai will sunder the earth in a cone, leaving behind jade warriors that come to life after a short delay.
  • Special Attack: Raging Combo
    • Tavakai roars and does a three-part combo of sweeps and slams, summons a jade rock, tossing it slightly in front of him, and then slams the jade rock, causing it to explode and shoot out spikes in all directions.

Phase 2

Throughout the phase, Tavakai, the Fallen, will have a baseline for the attacks he uses on the player. At specific health thresholds, he will begin using new attacks; however, the following will remain the same until he has been killed.

  • Wild swings of his axe and spear.
  • Special Attack: Combo
    • Tavakai performs a combination of swipes and sweeps with his axe and spear on the sixth swing of the combo. Tavakai then pulls out fiery earth, which starts raining down throughout the arena. Note: The fiery rain seems to hit the outer edge of the arena mostly.
  • Special Attack: Sunder
    • Tavakai will sunder the earth in a cone, leaving behind jade warriors that come to life after a short delay.
  • Special Attack: Leap Slam
    • Tavakai leaps towards the player’s location, slamming the ground when he lands.
  • Special Ability: Fiery explosion
    • Tavakai sticks both his weapons into the ground, causing a large explosion of fire and jade.
  • Special Ability: Firey Tendrils
    • Tavakai points his spear at the player, and tendrils of fire shoot out from it in a line.
  • Special Ability: Blood Pool
    • Tavakai creates a bulb of corrupted blood at his feet, stomping on it to make a pool of boiling blood that deals physical damage over time if stood in.

Tavakai, throughout the fight, will do a roar depending on which totem you are closest to; he calls upon that Karui god’s power.

  • Special Ability: Ngamahu’s Volcano
    • Tavakai calls upon Rongokurai, who summons a volcano that erupts at the player’s location, raining fiery projectiles in random places throughout the arena.
  • Special Ability: Rongokurai’s Shadow
    • Tavakai calls upon Rongokurai, who dives into the ground at the player’s location, leaving behind a pool of darkness that causes chill to those who stand in it.
  • Special Ability: Kitava’s Thirst
    • Tavakai calls upon Kitava, who gives the player the “Marked for consumption” debuff for 10 seconds, causing all damage Tavakai deals to the player to restore some of Tavakai’s life.
  • Special Ability: Ramako’s Light
    • Tavakai calls upon Ramako, who summons a fire orb in the middle of the arena. The orb first expands and then retracts, creating a burning ground below it that extends to almost the entire arena before exploding, wiping away the burning ground.
  • Special Ability: Tawhoa’s Entanglement
    • Tavakai calls upon Tawhoa, who creates entangling vines throughout almost all of the arena. Standing in the vines significantly reduces your damage.
  • Special Ability: Arohongui’s Beam
    • Tavakai calls upon Arohongui, who creates a large beam of cold damage in the middle of the arena.
  • Special Ability: Tasalio’s Rain
    • Tavakai calls upon Tasalio, who rains down large projectiles of water at the player’s location.
  • Special Ability: Valako’s Thunder
  • Tavakai calls upon Valako, who summons a storm of lightning that strikes in part of the arena. Note: Look at the ground for the area that is scorched by lightning.
  • When Tavakai reaches 75% health, he gains the following ability:
  • Special Attack: Spike Circles (Requires Dodge)
    • Tavakai creates circles of spikes that erupt. The circles grow in size the longer they are away from him. He repeats this twice more, but the last time, the spikes are done in a spiral and erupt in a sequence.

Phase 3

Throughout the phase, Tavakai, the Consumed, will have a baseline for the attacks he uses on the player. At specific health thresholds, he will begin using new attacks; however, the following will remain the same until he has been killed.

Throughout this last phase, a random god’s power goes off every time Tavakai makes an attack that Requires Dodge.

  • Special Attack: Spiked Sunders (Requires Dodge)
    • Tavakai infuses his axe arm with fire, slamming behind, in front of him, and at the player’s location, leaving a trail of spikes in all three directions, which he shatters with a roar.
  • Special Attack: Combo (Requires Dodge)
    • Tavakai performs a combination of five swipes, sweeps, and stomps, tracking the player’s location after each attack. Ending it with a slam that sunders the earth in a cone, he then leaps towards the player’s location.
  • Special Attack: Leap Slam
    • Tavakai leaps towards the player, slamming the ground where he lands.
  • Special Attack: Spiked Arena (Requires Dodge)
    • Tavakai places his hand on the ground, summoning spikes throughout the arena that stick around after and explode if the player gets too close to them.

Continuing Beyond Act 4

This is the end of our Act 4 boss guide. Check out our other related guides below.

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