Boss Strategies — Parry Chains, Unblockable Tells & Build Swapping
Advanced boss strategies for The Relic: First Guardian. Parry-gate vs dodge-gate Brutals, up-to-15-hit parry chains, unblockable tells, relic loadout swapping, and honest notes on what is unconfirmed.
The Relic: First Guardian's 70-80 Brutal boss fights follow two confirmed archetypes: fights you win by parrying and fights you win by dodging. This guide covers the advanced tactics that apply to both — the parry chain system, unblockable attack tells, and the build-swapping loop the game is designed around. At launch (August 2026), per-boss guides are still being written; the principles below are confirmed by official materials and launch reviews.
The Two Boss Archetypes: Parry-Gate and Dodge-Gate
Official descriptions and launch reviews agree on how bosses are designed:
| Archetype | Confirmed Facts | Strategy |
|---|---|---|
| Parry-gate | Guard must be broken with repeated parries; reviews report chains of up to 15 parries before an attack window opens | Commit to the rhythm; count the chain; never break early |
| Dodge-gate | Boss uses unblockable attacks — blocking and parrying fail | Learn the tells; dodge through; punish recovery |
The Confirmed Rules of Every Boss Fight
These mechanics are confirmed by official descriptions and launch reviews, and they apply across the entire roster:
1. Stamina Is for Defense Only
Attacks cost zero stamina in this game. Stamina is reserved for dodging, blocking, and parrying. In a boss fight this means:
- Never stop attacking when you are safe — offense costs nothing.
- Guard your stamina bar like a health bar — every dodge and parry drains it, and being caught empty against a boss combo is usually fatal.
- Exact costs are unconfirmed — ignore guides that quote precise per-action stamina numbers.
2. Enemies Rarely Stagger — So Do Not Wait for It
Unlike many soulslikes, regular enemies and many bosses rarely stagger and have no visible stagger bar. You cannot count on stun-locking a Brutal with a few heavy hits. Openings are created by parries and by dodging through combos, not by stagger fishing. Boss fights are marathons of small openings.
3. Boss Rewards Are Progression
Brutals drop powerful special items and upgrades essential for progression — plus Relic Energy, the currency for buying weapon skills. Fighting bosses is not optional side content; it is the main way you grow stronger.
Parry-Gate Tactics: Breaking Guard, Then Bursting
The Parry Chain
For parry-gate bosses, the fight is a two-phase loop:
- Chain phase — land consecutive parries to fill the boss's guard meter. Reviews report chains can run long (one review cited up to 15 parries; exact counts are unverified). Each parry must be deliberate: parry the attack that is coming, not a rhythm you assume.
- Window phase — once the guard breaks, the boss is staggered and open. This is your damage window — use your highest-damage skills, since skills run on cooldowns, not resources.
Parry Chain Tips
- Watch the weapon, not the body — tells are read off the attacking limb.
- Parry the last hit of a chain — some combos only leave a gap at the end; mid-chain parries are for building the meter.
- Never parry an unblockable — in mixed fights, bosses can weave unblockable hits into combos. If a tell looks "heavier" than the rest of the chain, dodge it.
- Preserve stamina for the chain — every failed parry costs stamina; treat the meter as chain ammo.
Generous Windows
Launch reviews agree the parry timing window is generous compared to many soulslikes. If you are new to parrying, The Relic is a good place to learn it — the window is forgiving, and successful parries stagger enemies hard.
Dodge-Gate Tactics: Unblockable Tells
Some Brutals use attacks that cannot be blocked or parried — the game forces you to dodge. Confirmed facts:
- Unblockable attacks are a designed part of the roster, not a bug.
- The only defense is the dodge (stamina-gated — see the Combat Guide).
- Precise tell animations are unconfirmed per boss, but general soulslike tells (windup, glow, audio cue, weapon reposition) apply — learn each boss's individual tell in the first attempts.
Dodge Discipline
- Dodge through, not away — dodging into an attack's recovery keeps you in range for the punish.
- One dodge per attack — panic-rolling drains the stamina you need for the next unblockable.
- Track your stamina mid-combo — against dodge-gate bosses, stamina is life. Never enter a combo at low stamina.
- Punish recovery, not windup — the safest damage is after the attack resolves.
AoE Instant-Kill Attacks (Roars, Shockwaves)
Several community members have reported bosses with roar or shockwave attacks that instantly kill. These are a subcategory of unblockable attack with two key differences:
| Feature | Standard Unblockable | AoE Insta-Kill |
|---|---|---|
| Range | Directional (swing arc) | 360° arena-wide |
| Block/Parry | Fails | Fails |
| Dodge timing | Dodge through attack | Dodge before the roar lands, or sprint away |
| Visual cue | Red indicator (confirmed) | Often preceded by a charge animation or boss crouch |
- Watch for the windup — roars and shockwaves are telegraphed by a distinct animation (boss crouching, inhaling, weapon planting into the ground). This is your signal to stop attacking.
- Create distance — unlike directional unblockables, AoE attacks cover the whole arena. Sprint away from the boss, not through.
- Save stamina for the roar — if you're stamina-empty when the roar triggers, you cannot dodge. Always keep a reserve against bosses with confirmed AoE attacks.
- Unconfirmed per boss: exact roar timing, damage values, and whether any relics provide AoE damage reduction have not been independently verified. Apply the principles above and adjust per fight.
Design note: AoE insta-kills in soulslikes are a deliberate gate-check — they test your ability to read the "big attack" windup and create distance. They feel unfair until you learn the tell, at which point they become the most punishable attack in the boss's kit because of the long recovery.
A General Boss-Fight Loop
Until per-boss guides are documented, follow this loop for every Brutal:
- Scout the arena — note pillars, elevation, and hazards before engaging. (Arena design rewards positioning.)
- Identify the gate type — throw a probe attack; if your block/parry is punished, it is a dodge-gate fight.
- Learn one combo at a time — the roster's variety means no two bosses play alike; die deliberately to catalog moves.
- Spend your stamina only on the correct defense — dodge unblockables, parry parryable chains, never panic-roll.
- Attack only during real openings — since enemies rarely stagger, one or two hits per opening is the sustainable rhythm.
- Swap relics and gear between attempts — adapt the build, not just the timing.
- Heal smart — potion capacity is limited until you collect Shards of Esser (see the Upgrade System guide); heal during guaranteed-safe windows only.
Build Swapping: The Game's Intended Boss Loop
The Relic: First Guardian is explicitly designed around adapting your build between boss fights. This is confirmed by official material ("No single strategy works for all" — the game encourages constantly adjusting builds):
- Relics (fragments): over 70 unique passive fragments, freely swappable. Some reshape skills, alter combat tempo, buff specific weapons, or improve survivability. For a boss, equip the fragments that fit its archetype.
- Weapons: 5 families, each with its own skill tree (12 trees total, 2 per family). If a boss punishes slow weapons, switch families.
- Gear: every item is unique, and some carry Drawbacks — swapping gear per fight is expected, not min-maxing.
Preparing for a Brutal: Checklist
- [ ] Relic loadout tuned to the fight (swappable anytime)
- [ ] Weapons forged at the blacksmith to a decent level
- [ ] Potion capacity expanded with Shards of Esser where found
- [ ] Skill tree nodes bought with Relic Energy (HP/stamina nodes first)
- [ ] Identified whether the fight is parry-gate or dodge-gate
- [ ] Arena scouted for cover and hazards
The Unconfirmed Zone (Read Before Trusting Any Guide)
At launch, the following are not confirmed — guides that state them confidently are speculative:
- Per-boss attack pattern breakdowns with exact windup timings (e.g., "1.2s windup, dodge right")
- A confirmed elemental weakness system with damage multipliers
- "Phase transition" percentages (e.g., "phase 2 at 60% HP") for specific bosses
- Boss drop tables with named relics or artifacts
- NG+ boss remixes or superbosses
- Any co-op-based boss tactics (there is no co-op)
- "Bosses have recommended levels" — the game has no levels; any level-based advice is fabricated
- "Chain-stagger the boss with heavy attacks" — enemies rarely stagger; this strategy is unconfirmed
- "Use the 'X' rune, dropped by boss Y" — specific rune drop tables are not documented
Advanced Tips Checklist
- Identify parry-gate vs dodge-gate in the first 30 seconds
- For parry-gate: commit to the full parry chain, then burst with skills
- For dodge-gate: learn the unblockable tells; dodge through; punish recovery
- Never waste stamina on the wrong defense
- Swap relic loadouts between attempts — it is the intended loop
- Keep potion count high by hunting Shards of Esser (temple altars)
- Use the arena — cover and elevation matter in most fights
- Ignore "levels" and unconfirmed element tables; they are fabricated
Community Spotlight: Arden, the Mad Vindicator
Confirmed: The Relic: First Guardian features 70+ Brutal bosses with parry-gate and dodge-gate archetypes. Attacks cost zero stamina — stamina is reserved for dodging, blocking, and parrying.
Players have reported specific difficulty with Arden, the Mad Vindicator (also reported under community-garbled names — a fast, hard-hitting boss who inflicts Curse and uses red-tinted unblockable attacks). Based on the game's confirmed combat mechanics, here is the known advice:
Curse Mechanic (Status Effect)
- The game features cursed weapons and artifacts that apply status effects — some drain health in exchange for damage, others slow the player while granting stagger power. Cursed effects are a confirmed risk/reward system.
- If a boss applies curse buildup, the game's design philosophy suggests it is intended as a positioning check — you cannot trade hits safely.
- Confirmed counter: Relics can be swapped between fights. If curse buildup is overwhelming, switch to a Relic loadout that favors mobility and status resistance rather than raw damage.
Block and Parry Against This Boss
- The game's boss design splits all Brutals into two types. If blocking and parrying "barely works," the boss is almost certainly a dodge-gate archetype:
- This is a confirmed core mechanic, not a bug.
- Action to take: Stop trying to block/parry. Identify unblockable tells (often signaled by a red indicator) and commit to dodging.
General Tips for This Fight
| Tip | Based On |
|---|---|
| Identify the gate type in the first 30 seconds — throw a test block; if punished, it is dodge-gate | Confirmed game mechanic |
| Attacks cost zero stamina — stay on offense between dodges | Confirmed |
| Shield blocking costs less stamina than dodging — if you must block, use a shield | Confirmed (Into Indie Games guide) |
| Parry chains of up to 15 hits are required for parry-gate bosses | Confirmed (launch reviews) |
| Swap Relics between attempts to counter specific status effects | Confirmed game system |
Note: Per-boss pattern guides are still being documented by the community. The advice above applies the game's confirmed mechanics to this specific fight. Specific damage values, curse buildup thresholds, and frame data for Arden, the Mad Vindicator are not yet independently verified.
Common Questions
Q: What are "unblockable attacks"?A: Attacks that ignore block and parry — your only defense is dodging. They are a confirmed core mechanic of the game's boss design.
Q: How many parries does it take to break a boss's guard?A: Reviews report up to 15 consecutive parries for some bosses. Exact values per boss are unconfirmed.
Q: Should I parry everything?A: No. Parry-gate bosses reward parries; dodge-gate bosses punish them. Identify the archetype first.
Q: Do elemental weaknesses matter against bosses?A: Unconfirmed — no verified elemental weakness system has been documented at launch.
Q: Can I change my build mid-fight?A: Relics are swappable at rest points; mid-fight swapping is unconfirmed. Between fights, everything is changeable.
Q: What is the first boss?A: The game's opening boss is unconfirmed by name — guides naming a "tutorial boss" are speculative. The opening region is a ruined/burning area per the game's confirmed region list.
Q: Are bosses too hard?A: Reviews are split — some critics found fights engaging, others described damage-sponge bosses and technical problems (freezing bosses, camera issues, frame drops). The game's difficulty is real, but so are its build-adaptation tools.
Q: Do I lose progress when I die?A: Unconfirmed — no reliable source documents the death penalty. Soulslikes commonly have some loss on death, but treat specific claims as unverified until documented.
Related Guides
- All Bosses List — The roster: confirmed vs unconfirmed
- Combat Guide — The parry and stamina systems in depth
- Best Builds Guide — Loadouts to swap between fights