All 8 Overlords in Saros — In Order
Here's every Overlord boss you fight on the road to the Platinum, in order, with location and difficulty. Full phase breakdowns and strategies for each are below.
| # | Overlord | Biome | Difficulty |
|---|---|---|---|
| 1 | Prophet | Shattered Rise | Moderate |
| 2 | Bastion | Ancient Depths | Manageable |
| 3 | Rhabdom | Shattered Descent | Easiest |
| 4 | Legion | Blighted Marsh | Challenging |
| 5 | Architect | Desecrated Fortress | Hard |
| 6 | Shepherd | Acolyte's Haven | Hard |
| 7 | Priestess | The Cathedral | Very Hard |
| 8 | The King | Yellow Shore | Hardest |
Plus a tutorial boss — The Consort (Prologue) — which awards no trophy. All 8 Overlords must be beaten for the Platinum.
Boss Philosophy in Saros
Every Overlord in Saros follows the same core loop: absorb their projectiles with your Shield to charge your Power Weapon, expose their weak point through the fight's specific mechanic, then unload. The fights are fair, pattern-based, and learnable — but the Eclipse can trigger mid-fight, adding yellow corrupted projectiles and altered patterns in later biomes. All 8 bosses must be defeated for the Platinum. None require special conditions to trigger their trophies — simply survive and win.
The Consort — Tutorial Boss
Overview
The opening boss that teaches the core Shield-absorb / Power-Weapon loop. No trophy is awarded — it's purely a tutorial. 2 phases. Cannot be failed meaningfully — the game soft-prevents an unfair death.
Notes
- Absorb blue projectiles with Shield to charge Power Weapon
- Fire Power Weapon at the glowing core once shield is down
- This fight teaches everything you need for all 8 Overlords
Prophet — Overlord of the Shattered Rise
Overview
Three health bars. Prophet cannot be damaged until you expose its weak spot by destroying the yellow glowing plants on the sides of the arena. Once exposed, absorb its blue projectile barrages with your Shield to charge your Power Weapon, then unload on the central weak spot.
Phase 3 adds vine walls that reduce movement space
Strategy
- Destroy yellow plants first — 2 on left, 2 on right of the arena
- Absorb every blue volley you can — Power Weapon is your only real damage source
- In Phase 3, the vine walls close in. Maintain the same pattern but stay more central
- Dodge yellow corrupted shots (if Eclipse is active) — they reduce max armor, not just current
- Recommended weapon: Any rapid-fire Main Weapon for clearing plants
Bastion — Overlord of the Ancient Depths
Overview
Three health bars. Unlike Prophet, Bastion has no weak spot mechanic — you can deal damage from the very start. Between each health bar it retreats and sends waves of smaller bots. Kill every bot before Bastion returns, or it returns with full health for that bar.
Strategy
- Use Power Weapon constantly — no restriction on damage, so go aggressive from Phase 1
- Bot waves: prioritise the armoured bots first — they protect the others
- The arena is wide — use lateral movement to avoid Bastion's charge attack
- Easiest Overlord in the game; use this fight to practice active reload timing
Rhabdom — Overlord of the Shattered Descent
Overview
Confirmed as the easiest boss in the game by the broader player community. Two phases. Rhabdom attacks in predictable arcs — its projectile patterns are the most readable of all Overlords. Absorb its volleys freely to charge Power Weapon.
Strategy
- Stay in constant motion — Rhabdom targets your last known position, not your current one
- All attacks are telegraphed with a 1-second wind-up glow
- Phase 2 adds a spinning attack — dodge toward it, not away (moving into the spin's direction avoids the hitbox)
- A good fight to attempt the Catch and Release trophy setup — practice absorbing 3 Power bars here
Legion — Overlord of the Blighted Marsh
Overview
The first real difficulty spike. Legion fights alongside a constantly respawning horde of smaller enemies. You must manage the horde while simultaneously maintaining Shield charges against Legion's own attacks. Three phases. The horde never stops — your goal is to survive the chaos, not eliminate every enemy.
Strategy
- Do not try to kill all horde enemies — they respawn infinitely. Focus on Legion
- Use OverDrive ability on the horde to clear breathing room — save Power Weapon strictly for Legion's exposed core
- Phase 3 introduces a ground wave attack — jump the moment the ground cracks (1.5-second warning)
- If Eclipse is active: horde enemies gain yellow projectiles — absorb Legion's blue shots only, dodge yellow
- Recommended weapon: Any weapon with wide spread for multi-target horde management
Architect — Overlord of the Desecrated Fortress
Overview
Four phases. Architect is an environmental boss — it restructures the arena between phases, adding walls, rotating platforms, and narrowing corridors. What was a wide open space in Phase 1 becomes a maze by Phase 4. You must re-learn the space each time the arena shifts.
Strategy
- Stop moving when the arena restructures — new walls appear within your movement path and will deal damage if you run into them during the shift
- Architect's weak point is always on its back — circle constantly to get angles
- Phase 4: the arena is at its smallest. Use vertical movement (jump) more than lateral dodges to avoid projectile clusters
- The Architect shields itself briefly after each arena restructure — use that window to reload and absorb available projectiles
- Bring full armor integrity into this fight — it's the longest Overlord encounter before Act 3
Shepherd — Overlord of the Acolyte's Haven
Overview
Three phases. Shepherd fights with a unique mechanic: it creates clones of itself. Up to 3 clones can be active simultaneously. Only the real Shepherd takes damage — the clones mimic its attacks but deal slightly reduced damage. You must identify and focus the original.
Strategy
- Identify the real Shepherd: its eye core glows slightly brighter orange than the clones' eyes (which glow pale yellow)
- When in doubt, Shield-absorb from all directions simultaneously — only the real Shepherd's projectiles charge your Power Weapon
- Phase 2: clones start mimicking movement perfectly. Watch for the 0.3-second movement lag on clones — they always trail the real Shepherd by a fraction
- The Parry is extremely effective here — a successful Parry reveals the real Shepherd's position with a bright flash
- Phase 3: real Shepherd gains a shield. Must destroy the shield first before dealing damage
Priestess — Overlord of the Cathedral
Overview
Four phases, the last of which is Eclipse-locked — the fight forces an Eclipse state for its entire duration. This means yellow corrupted projectiles are present from Phase 1 onward, constantly reducing your maximum armor. Every yellow hit permanently shrinks your health pool for the remainder of the fight. Manage Corruption carefully throughout.
Strategy
- Cleanse Corruption during Phase transitions — the brief respite between phases is the only window to use your Power Weapon's cleanse effect
- Blue projectiles charge Shield / Power Weapon as normal — yellow ones do not; only dodge yellows, absorb blues
- Phase 3 introduces a prayer beam that tracks you constantly — sprint in one direction and never stop
- Phase 4: the Cathedral pillars collapse one by one, reducing cover. Stay near the arena centre
- This fight is a prerequisite for War Within (max Corruption trophy) — consider tracking that here
- Enter with maximum armor and Protection Modifiers active
The King — Overlord of the Yellow Shore
Overview (Act 3 Version)
Five phases. The King is the penultimate challenge — a massive, deliberate entity that combines mechanics from every previous Overlord. It creates plants (Prophet), spawns horde bots (Legion), restructures the arena (Architect), and clones itself (Shepherd). No new mechanic is introduced — it tests mastery of everything.
Orange = standard · Amber = Eclipse-forced phases 4 & 5
Strategy — Act 3 Version
- Phase 1: identical to Prophet — destroy plants, expose core, Power Weapon
- Phase 2: horde bots join. Use OverDrive to clear a path, focus Power Weapon on the King only
- Phase 3: arena restructure. Stop moving during the shift. Architect rules apply
- Phase 4 (Eclipse forced): yellow + blue projectiles. Absorb only blue, dodge yellow strictly
- Phase 5: all clones active simultaneously. Trust the eye glow colour to identify the real King
Epilogue Version — Let Go Trophy (True Ending)
The Epilogue King adds a sixth phase — the King's true form, which draws power directly from the eclipse. Phase 6 strips your Shield for its duration, forcing a Vincible-style fight for 60–90 seconds. Your Power Weapon cannot be recharged via Shield during this window. Instead, kills generate charge — prioritise horde bots to build power, then unload on the King's exposed core. Entering Phase 6 with a fully charged Power Weapon (saved from Phase 5) allows you to immediately damage the King before the strip takes effect.
Every Overlord, Easiest to Hardest
Wondering which Saros bosses hit hardest? Here's how the eight Overlords stack up, from the gentlest to the true test of mastery:
- Rhabdom (Biome 3) — the easiest boss in the game. Predictable arcs and the most readable projectile patterns of any Overlord.
- Bastion (Biome 2) — no weak-spot gimmick, so you can go aggressive from the first phase. Just clear the bot waves in time.
- Prophet (Biome 1) — straightforward once you learn to destroy the yellow plants to expose the weak spot.
- Legion (Biome 4) — the first real difficulty spike. Managing the endless horde while damaging Legion is the challenge.
- Architect (Biome 5) — the arena restructures mid-fight, so positioning becomes everything.
- Shepherd (Biome 6) — clone mechanics force you to track the real target under pressure.
- Priestess (Biome 7) — the hardest of the standard eight; relentless patterns with almost no downtime.
- The King (Biome 8) — the ultimate test, combining every earlier mechanic. The Epilogue King (for the Let Go true-ending trophy) adds a sixth, Shield-stripping phase that is the toughest moment in the game.
Universal Tips & Common Mistakes
The four mistakes that end most runs:
- Wasting your Power Weapon. It's your main damage source in every fight — fire it into exposed weak points, never into a raised shield or empty air.
- Trying to kill the whole horde. Against Legion and later clones, the adds respawn forever. Ignore them, focus the boss, and use OverDrive only to buy breathing room.
- Absorbing the wrong colour. Once the Eclipse triggers, absorb blue projectiles with your Shield and strictly dodge yellow ones — yellow shots cut your max armor, not just your current health.
- Entering the final phase empty. On The King and the Epilogue King, save a fully charged Power Weapon going into the last phase so you can burst the boss before its mechanics lock you out.
Saros Overlords — Frequently Asked
How many bosses are in Saros?
There are 8 Overlords, plus a tutorial boss (The Consort) in the Prologue that awards no trophy. All 8 Overlords must be defeated for the Platinum.
What is the hardest Overlord in Saros?
The King is the toughest overall — and the Epilogue King, fought for the Let Go true ending, is the single hardest challenge in the game. Of the standard eight, Priestess (Biome 7) is the hardest.
What is the easiest boss in Saros?
Rhabdom in Biome 3 — widely agreed to be the most readable and forgiving Overlord in the game, with clearly telegraphed attacks.
Do you have to beat every Overlord for the Platinum?
Yes. All 8 Overlords are required, and none need special conditions to unlock their trophies — you simply have to survive and win each fight.
What order do you fight the Overlords?
Prophet → Bastion → Rhabdom → Legion → Architect → Shepherd → Priestess → The King, one per biome across the game's three acts.
What is the Eclipse in boss fights?
A mid-fight modifier that can trigger in later biomes, adding yellow corrupted projectiles and altered patterns. Keep absorbing blue shots to charge your Power Weapon, but dodge every yellow one.
How long does it take to beat all the bosses?
Reaching and defeating all 8 Overlords is part of a roughly 20–25 hour road to the Platinum, depending on your skill and how much you practise the harder fights.