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Path of Exile 2

Act 2 Boss Guide

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

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Moestitia

Updated: Apr 1, 2025, 01:53 PMPosted: Mar 28, 2025, 04:52 AM

In Path of Exile 2, there is a bigger focus on boss fights feeling 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 Path of Exile 2, 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) through out this guide.


Rathbreaker

Zone: Vastiri Outskirts.

Damage Type: Physical.

Hyena Demons keep reinforcing Rathbreaker doing the fight, and Sun Clan Scavengers will throw spears at you if you are too close to the hillside they are standing on.

Throughout the entire fight, Rathbreaker will have a baseline for the attacks used against the player. At specific health thresholds, the boss will begin using new attacks, however, the following will remain the same until Rathbreaker has been killed.

  • Slashes at the player with his sword.
  • Swipes at the player with his claw.
  • Special Ability: Charge
    • Rathbreaker charges at you if you are too far away, and the Scavengers on the hill will fire a salvo of spears traveling in a straight line through the arena.
  • Special Attack: Wind slashes (Requires Dodge)
    • Rathbreaker swings his sword two times, sending out waves of wind, and ends the attack by doing a slam, sundering the earth, traveling toward the player’s current location.

When Rathbreaker reaches 65% health, he will gain the following abilities.

  • Special Ability: Call for Help
    • Rathbreaker summons a large amount of Hyena Demons that will run up and join the fight.
  • Special Attack: Slam
    • Rathbreaker tries to slam the player with his sword, sending out a large wave of wind from the slam.

When Rathbreaker dies, the Sun Clan Scavengers jump down from the hill and attack the player together with the rest of the Hyena Demons.

Try to stay around the region of the arena where Rathbreaker starts to avoid the spear throwers on the hill attacking you.


Rudja, the Dread Engineer

Zone: Mawdun Mine.

Damage Type: Physical and Fire.

Throughout the entire fight, Rudja 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 she has been killed.

  • Slashes at the player with her Flamethrower.
  • Special Attack: Flamethrower Fire
    • Rudja fires her flamethrower at the player. Note: This attack tracks the player’s movement.
  • Special Ability: Gas Grenade
    • Rudja throws a grenade that spews out a small gas cloud. Note: She throws more than one at lower health.
  • Special Ability: Explosive Grenades
    • Rudja throws multiple grenades that explode after a short delay. Note: She throws more at lower health.
  • Special Ability: Oil Grenade
    • Rudja throws a grenade that leaves a pool of oil on the ground, if you keep standing in the oil you get the Fire Exposure debuff, reducing your fire resistance by 10%. As her health drops, she will begin to throw more than one grenade. Note: The oil gets ignited by her Flamethrower or Explosive Grenade.
  • Special Ability: Stun Grenade
    • Rudja throws a grenade that explodes when it collides with the player or the ground. Note: This grenade can push other grenades around.

When Rudja reaches 90% health, she will gain the following ability.

  • Special Ability: Explosive Frail
    • Rudja puts an Explosive Grenade on her flamethrower and starts running at the player, swinging her flamethrower wildly. If she hits the player, the grenade explodes, dealing heavy damage to the player. If not, it will explode after some time, damaging Rudja and igniting her. Note: If you don’t have any source of extra movement speed, use your dodge roll just as she is about to swing at you to avoid her hitting you.

When Rudja reaches 75% health, she will gain the following ability.

  • Special Ability: Cluster Grenade
    • Rudja throws a cluster of oil grenades throughout the arena, then starts using her flamethrower, spinning around in a counter-clockwise rotation while igniting all the oil pools.

Balbala, the Traitor

Zone: Traitor’s Passage.

Damage Type: Physical, Fire and Chaos.

Throughout the entire fight, Balbala 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 she has been killed.

  • Slashes at the player with her knives.
  • Special Ability: Flicker Strike
    • Teleports behind the player and attacks.
  • Special Attack: Whirling Blades
    • Spins forward a short distance, dealing damage.
  • Special Ability: Golden Sigil
    • Balbala throws a coin at the ground, creating a golden sigil. If left alone, it spawns a Spirit of Balbala that attacks the player. Stepping on the sigil, Balbala will teleport to it and do a slam, igniting the sigil and destroying it. Note: Since these spirits are considered unique enemies, they give a high amount of charges for your flasks and charm.
  • Special Ability: Dagger Volley
    • Balbala sends daggers in a circle around her that return and pass through her continuously until they hit a wall.

When Name reaches 95% health, she will gain the following abilities.

  • Special Ability: Dagger Barrage
    • Balbala randomly around the middle of the arena, spawning daggers, before firing them simultaneously. Note: The daggers track the player.
  • Special Ability: Dagger Flurry
    • Balbala throws a Flurry of poison daggers at the player. Note: This attack tracks the player.

When Name reaches 90% health, she will gain the following abilities.

  • Special Ability: Hide and Seek
    • Balbala disappears from sight and hides somewhere at the edge of the arena, and poison ground starts spreading from the hole in the middle of the arena. When found, she slams the ground under her and the poison resides back in the hole. Note: The closer you get to Balbala, the easier she becomes to see.
  • Special Ability: Cluster of Daggers
    • Balbala throws three clusters of daggers in succession that, after a short delay, erupt.

Upon killing Xyclucian, the boss will drop “Balbala’s Barya”, take it to the Trial of the Sekhemas for the possibility of getting your ascendency. Read about ascending here.


Jamanra, the Risen King

Zone: The Halani Gates.

Damage Type: Physical, Fire, and Lightning.

Throughout the entire fight, Jamanra 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.

  • Big swirling swings with his sword that moves him forward. Note: This also pushes the player around
  • Special Ability: Fire Storm
    • Jamanra summons a small ball, striking it with lightning. This small storm slowly chases the player around the arena.

When Jamanra reaches 90% health, he will gain the following abilities.

  • Special Ability: Flameblast Slam (Requires Dodge)
    • Jamanra slams his sword into the ground and channels an explosion. Move away from the slam and then run back in the circle around the sword to avoid the explosion.
  • Special Ability: Lightning Beam
    • Jamanra lifts his left arm and charges it up before firing a beam of lightning at the player. Look for when he thrusts his arm forward and dodge roll.

When Jamanra reaches 30% health, he becomes immune and summons a sandstorm that spawns volatile scarabs that need to be killed. After this, the fight is over.


Iktab and Ekbab

Zone: The Bone Pits.

Damage Type: Physical, Fire, and Lightning.

Throughout the entire fight, Iktab and Ekbab will have a baseline for the attacks they use on the player. At specific health thresholds, they will begin using new attacks, however,r the following will remain the same until they have been killed.

Iktab

  • Fires a cluster of lightning bolts that explode on impact.
  • Special Ability: Meteor Sigils
    • Iktab summons three runes in the arena and drops a meteor on each of them.
  • Special Ability: Lightning Sigils
    • Iktab summons many runes, calling a lightning strike down on them. Note: This leaves shocked ground. Standing in this increases damage taken by 20%.
  • Special Ability: Lightning Sphere
    • Iktab summons a large Sphere in the middle of the arena that shoots out projectiles in all directions multiple times.

Ekbab

  • Stomps the ground, sundering the earth.
  • Swipes at the player with its tusks.
  • Special Ability: Charge
    • Ekbab charges at the player if they are too far away, and stops when it hits a wall.

Upon killing either Iktab or Ekbab, the other gets empowered.

If Iktab is killed.

  • Special Ability: Lightning orbs
    • Lightning Sphere is replaced with two small orbs, one shooting out projectiles like the Lightning Sphere while moving around, the other chases the player down and explodes on impact.
  • Special Attack: Empowered Stomp
    • Ekbab’s stomp can now sunder the earth in a cone.

If Ekbab is killed.

  • Special Ability: Empowered Meteor Sigils
    • Becomes three lines of meteors that are able to cover the arena. There is a slight delay between each line of meteors dropping.
  • Special Ability: Empowered Lightning Sigils
    • Becomes a cone-shaped attack.
  • Special Ability: Empowered Lightning Sphere
    • The sphere shoots more times and faster.
  • Special Ability: Bone Spikes 
    • Throws spikes at the player that erupt into bone spikes upon impact.

Since neither gets full health when you kill the other, try to get them both on low health before killing one of them. If this is not an option, kill Iktab first as empowered Ekbab is easier to deal with.


Kabala, Constrictor Queen

Zone: Keth.

Damage Type: Physical.

Throughout the entire fight, Kabala 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 she has been killed.

  • Throws a small explosive projectile from her left hand.
  • Slashes with a dagger.
  • Special Attack: Tail Sweep
    • Kabala Sweeps with her Tail at players in melee range.

When Kabala reaches 90% health, she will gain the following ability.

  • Special Ability: Bone Snakes
    • Kabala tunnels her blood into the jars in the arena, summoning Bone snakes that attack the player.

When Kabala reaches 80% health, she will gain the following ability.

  • Special Ability: Projectile Nova
    • Kabala spins in a circle releasing a large amount of her explosive projectiles in a nova, that detonate shortly after.

When Kabala reaches 70% health, she will gain the following ability.

  • Special Ability: Bone Cage
    • Kabala dives into the sand, creating Bone Walls at all arena entrances except one before charging up a massive explosion that covers the arena and applying a 20-second Vulnerability debuff that lowers your Armour. Either look for the one opening or destroy a bone wall to get out. Note: Bone walls has a high Health pool.

Azarian, the Forsaken Son

Zone: Buried Shrines.

Damage Type: Physical and Fire.

The large pots in each corner of the arena can be destroyed by your area of effect attacks and most of Azarian attacks. If that happens they will cover that area in burning ground for the rest of the fight. Avoid fighting near them, try to keep him in the middle of the room, and fight him from either the north, southeast, or west direction to avoid his big area of effect attacks hitting the pots.

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

  • Heavy attacks with his axes.
  • Special Attack: Forsaken Cyclone
    • Azarian ignites his weapon and spins toward the player.
  • Special Attack: Back Attack
    • Azarian will stick his axe into the ground and. while turning around. rip it out throwing firey rubble that leaves a slightly arced fire trail. Note: He only does this if you are a certain range behind.
  • Special Ability: Rubble Toss
    • Similar to the Back Attack just without the fire.

When Azarian reaches 90% health, she will gain the following ability.

  • Special Ability: Fire Wave
    • Azarian slams his axes together causing a fire wave toward the player.

When Azarian reaches 75% health, she will gain the following ability.

  • Special Ability: Infernal Sunder
    • Azarian slams the ground, causing the earth to sunder with erupting fire in a cone.

Zalmarath, the Colossus

Zone: The Titan Grotto.

Damage Type: Physical and Fire.

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

  • Sweeps the arena with his left arm.
  • Special Attack: Dagger Stab
    • Zalmarath stabs the Arena and drags it toward his body.
  • Special Attack: Dagger Slice
    • Zalmarath slices his dagger across the arena. Note: This can be a follow-up to an arm sweep that goes left to right across the arena.
  • Special Attack: Sweep Stab
    • Zalmarath sweeps the arena with his left arm, going right to left, then stabs the arena close to him. Note: The sweep is an attempt to pull you toward the arena; he is going to stab you with his dagger.
  • Special Ability: Ceiling Drop
    • Zalmarath uses his laser on ceiling of the cave causing parts of it to fall on the arena.
  • Special Ability: Reposition
    • Zalmarath walks around the arena, firing fire and lightning projectiles that travel across the arena.

When Zalmarath reaches 90% health, he will gain the following abilities.

  • Special Attack: Sundering Slam
    • Zalmarath slams either his dagger or arm into the arena, sending out a wave of earth.
  • Special Ability: Fire Trail
    • Zalmarath puts his left hand on the arena, causing two fire trails to travel across the arena.
  • Special Ability: Laser
    • Zalmarath fires a beam across the arena that splits into a cone of beams.

When Zalmarath reaches 80% health, he will gain the following ability.

  • Special Attack: Repeat Stabs
    • Zalmarath repeatedly stabs his dagger into the arena.

When Zalmarath reaches 65% health, he will gain the following ability.

  • Special Ability: Disintegration Beam
    • Zalmarath stabs his dagger into the arena’s center and unleashes a beam that covers all of the arena. Hide behind the dagger to not take damage from this.

When Zalmarath reaches 40% health, Vril Apparition adds will periodically fly into the arena. They will explode after a slight delay if close to the player. Kill them fast to avoid being surrounded.

When Zalmarath reaches 20% health, he will gain the following ability.

  • Special Ability: Spiral Laser
    • Zalmarath aims his laser at the arena’s center, then he splits the laser into 3 beams going in a spiral pattern around the arena.

Tor Gul, the Defiler

Zone: The Spires of Deshar.

Damage Type: Physical, Fire, and Chaos.

Throughout the entire fight, Tor Gul 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.

  • Slams at the player with its left hand.
  • Sweeps with its arms in a 180-degree arc.
  • Special Attack: Face Slam
    • Smashes his head into the arena to ignite the area. Note: This attack is often used if you run to the back of the boss.
  • Special Ability: Toxic Vomit
    • Tor Gul removes his jaw and vomits poison on the ground, this also summons skeletons.
  • Special Ability: Ribcage Barrage
    • Tor Gul rips open his ribcage to unleash a volley of fire mortars.

When Tor Gul reaches 90% health, it will gain the following ability.

  • Special Ability: Fire Breath
    • Tor Gul roars and leans forward to breathe fire over a third of the arena, creating burning ground. The direction (clockwise or counterclockwise) is dependent on player positioning.

When Tor Gul reaches 80% health, it will gain the following abilities.

  • Special Ability: Fire Sigils
    • Tor Gul places all four arms on the arena and creates fire sigils, which explode shortly after.

When Tor Gul reaches 50% health, some of its abilities become empowered.

  • Special Ability: Empowered Ribcage Barrage
    • Projectiles now spawn Raging Spirits.
  • Special Ability: Empowered Fire sigils
    • Spawns fire tornadoes on explosion.

Jamanra, the Abomination

Zone: Dreadnought Vanguard.

Damage Type: Physical Fire, and Lightning.

Jamanra is a two-phase fight and his attacks are separated into each phase.

Phase 1

Throughout the phase, Jamanra 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 he changes phases.

  • Sprays lightning tendrils in melee range.
  • Throws a lightning bolt if at range.
  • Special ability: Lightning Rods
    • Jamanra sends his Beacons out in front of him and charges lightning through them until they explode. Run behind him to avoid getting hit by the explosions.

When Name reaches 90% health, he will gain the following abilities.

  • Special Ability: Revolving Lightning
    • Jamanra sends his beacons into the two circles on the ground and makes a lightning wall between them, the outer beacon rotates counterclockwise, and then the inner rotates clockwise. Either stay in the middle of the arena or at the edge of the arena to avoid the wall when it is in rotation.
  • Special Ability: Chain Lightning
    • Jamanra sends his beacons out in front of him and does a frontal sweep of lightning, that hits both beacons causing them to shoot out lightning as well. Same as with Lightning Rods; run behind him to avoid dealing with this attack.

When Jamanra reaches 85% health, he will gain the following abilities.

  • Special Ability: Sandstrom
    • Jamanra summons a sandstorm. Hide behind the shield to not take damage. During the Sandstorm, zombies claw toward the player; kill them quickly to avoid being overwhelmed. Note: They explode with lightning when killed.

When Jamanra reaches 80% health, he will gain the following abilities

  • Special Ability: Lightning Chase
    • Jamanra sends his beacons to chase you. They alternate while moving toward the player, arcing Lightning between them as they move.

When Jamanra reaches 65% health, Phase 1 ends.

Phase 2

Throughout the phase, Jamanra 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 he changes phases.

  • Sprays lightning tendrils in melee range.
  • Swipes a whip of air at the player, knocking them back a short distance.
  • Special Ability: Tornado
    • Jamanra will at the start of the phase conjure two tornados that move around the arena, and he will continue to make new ones throughout the fight.
  • Special Attack: Sundering Slam (Requires Dodge)
    • Jamanra holds his sword over his head, slamming it into the ground, sundering it, and sending a wave of rocks towards the players’ location. This attack tracks the player, so wait for him to begin the slam before dodge rolling.
  • Special Attack: Axe Sweep (Requires Dodge)
    • Jamanra summons an axe and does a 180-degree sweep in front of him. He needs to be close to use this attack, roll dodge behind him or away from him to avoid the sweep

When Jamanra reaches 60% health, he will gain the following ability.

  • Special Ability: Lightning Wall
    • Jamanra throws two rock shards into the ground, a wall of lighting arcs between them. Note: There can be a max of two walls.

When Jamanra reaches 40% health, he will gain the following abilities.

  • Special Ability: Throw Rock
    • Jamanra infuses a rock with lightning, throwing at the players location. It shatters on impact, dealing damage in a cone.
  • Special Ability: Rock Spears
    • Jamanra summons a volley of spears, embedding them in a circle around the players’ location, and then lighting strikes this spear periodically. This ability replaces the Lightning Wall ability. Note: As with the lightning wall, there can only be a max of two casts worth of spears in the ground.
  • Special Ability: Empowered Fire Storm
    • Jamanra summons a line of Fire Storms at his side that slowly moves through the arena.

When Jamanra reaches 20% health, he will gain the following ability.

  • Special Ability: Portal
    • Jamanra summons a portal that continuously fires a barrage of fiery shards in a line. He summons another at 15% health that fires in another line. This makes large portions of the arena unsafe.

This is the end of our Act 2 boss guide. Check out our other related guides below.