Valor Mortis - Bosses

The nine named bosses of Valor Mortis, spread across its eleven chapters and counted as ten fights because General Lothaire is fought twice. Every encounter is built around the first-person parry loop: boss combos are read from the telegraphs rather than from a third-person camera, and the campaign'...
of 9 entries · updated 2026-10-24
Name Type Description Location Region Difficulty Phases Source
General Lothaire, the Eagle-Bearer Story Boss The first boss William meets and the first real exam on the parry timing, fought once at the end of the Battlefield and again after fully exploring the Valley of Ashes. The Battlefield, then the Valley of Ashes Chapter 1 to Chapter 2 Story-tier opener, then a step up on the rematch First encounter: Battlefield, single-phase duel that introduces parry and counter windows Rematch: Valley of Ashes, faster combos with less recovery between attack strings Encountered at the end of Chapter 1 and refought during Chapter 2
The Iron Marshall Story Boss The Fallen Village's set-piece fight and the campaign's first taste of a boss that controls space rather than just swinging. Fallen Village Chapter 3: Rendezvous Mid-tier Armoured phase: heavy committed strikes with long telegraphs and punishing recovery on a miss Pressure phase: faster follow-up strings that punish panic healing End of Chapter 3: Rendezvous
Sphinx, Devourer of the Unworthy Story Boss The Caverns' boss and one of the most visually distinctive fights in the campaign: a beast-class encounter fought in tight underground space where the arena itself limits how far William can disengage. Caverns Chapter 4: Dark Descent Hard Lunge phase: long-distance pounces that have to be parried rather than outrun Enrage phase: chained swipes with shorter recovery End of Chapter 4: Dark Descent
Slaughtermill Story Boss The Vale of Wrath's boss and the campaign's first genuinely brutal damage check. Vale of Wrath Chapter 5: Crime Hard Opening phase: relentless multi-hit strings with little breathing room Late phase: extended combos that drain stamina faster than a fresh bar allows End of Chapter 5: Crime
Anna, The Bride Drowned in Tears Story Boss A human boss rather than a monster, and the first fight that mixes teleportation with summoned adds. Cursed Hollow Chapter 6: Punishment Hard Teleport phase: blinks into and out of melee range with surprise strikes Add phase: summons additional enemies that split attention and block parry reads End of Chapter 6: Punishment, in the Cursed Hollow
High Justiciar Aurelius, Last of the Faithful Story Boss The late-game church authority figure and one of the campaign's hardest fights, catalogued on the game's boss pages beside Experiment 83 and Captain Raphael. Late-campaign chapter Late campaign Very hard Duel phase: precise blade combinations read from first-person telegraphs Judgement phase: area attacks that deny the arena's safe ground Late-campaign boss encounter
Experiment 83 Story Boss The most grotesque creature in the game and the payoff to the plague-experiment thread running under the main story. Late-campaign chapter Late campaign Very hard Monster phase: wide sweeping attacks that cover most of the arena Escalation phase: faster, longer strings as the fight runs on Late-campaign boss encounter
Captain Raphael of the Nephtis Superioris Story Boss An adept swordsman and the campaign's purest duel, fought in the Castle Ruins during Chapter 9. Castle Ruins Chapter 9: In Ruins Very hard Duel phase: feints and counters that punish mistimed parries Second phase: shorter wind-ups and a wider variety of follow-ups Chapter 9: In Ruins, in the Castle Ruins
Entity, Voice of the Void Final Boss The final boss and the literal manifestation of the plague, met at the end of the campaign in Entropy. Entropy Chapter 11: Reflection Hardest fight in the game Opening phase: plague manifestations and arena-wide attacks Final phase: the campaign's longest combo strings with almost no safe heal window Final encounter of Chapter 11: Reflection
No matching entries
Try a different search term.