Video summary

Be The Final Boss Troop Guide

Main summary

Key takeaways

Gaming

Game storyline (as covered in the video)

  • The subtitles don’t describe a traditional “storyline.”
  • The focus is entirely on progressing waves and fighting the “final boss” combat in Be the Final Boss (Roblox).

Gameplay highlights & key tips

Core troop recommendations (what to build around)

  • Demonic Skeleton Archer (top priority DPS)
    • Highlighted as the best DPS in the game, especially in early/mid game.
    • At level 16:
      • ~3,000 attack
      • ~3,000 HP
      • very efficient population cost (one cost)
    • Versus Demonic Warlock:
      • Warlock’s damage/ability is described as less efficient.
      • Demonic Skeleton Archer is favored because you can field more archers for less cost while keeping overall output stronger.
    • Practical advice:
      • Easy to level
      • Scales quickly with upgrades.
    • Flankers:
      • Don’t worry—archers kill flanking threats rapidly, often before they can meaningfully engage.

Tank/guard lineup (protect DPS)

  • Regular Gargoyle (best early “guard” option)
    • Recommended to start.
    • Helps carry players easily to around ~150 waves.
  • Iron Skeleton (alternative guard)
    • Suggested if Gargoyle is too expensive/ineffective for you.
  • Bone Guard (defensive taunter with utility)
    • Emphasized for HP/taunting to keep DPS units safer in the middle.
    • Also noted as supportive for Skull King.
  • Orc (mentioned earlier as a stopgap)
    • Used as a positioning alternative before Skull King.
    • Skull King is later described as superior due to healing and damage.

Supports (what to avoid / minimal exceptions)

  • Avoid most supports, including:
    • Death Lock: called not good.
    • Necromancer: “gets away with it,” but still not recommended as a main plan.
      • The creator reports it performed worse than adding more Skeleton Archers, about ~20 waves less at comparable testing.
    • Soul Collector: strongly discouraged despite popularity.
      • Creator claims it does “nothing” and is inefficient compared to investing in stronger damage units.

Melee (avoid investing)

  • Strong recommendation to not use melee units.
    • Examples called out as not worth it:
      • Butcher (not good)
      • Demon Lord (not good)
      • Barbarian (even “demonic” variants are described as a trap)
        • Creator reports they never see it above their own level.
  • Only melee mentioned positively:
    • A normal level 1 Tomb Hound as an exception.
  • Overall: melees are discouraged.

Progression & strategy (how to advance fast)

Upgrade/shard strategy

  • Spend effort on units that scale quickly and are cheap/easy to upgrade:
    • Prioritize Demonic Skeleton Archers for fast wave pushing.
    • Don’t waste resources upgrading lower-value choices into higher rarities.
  • Shards/fusion:
    • Using fusion shards on uncommon → legendary type upgrades is often not worth it.
    • Creator says they used very few legendary fusion shards overall and does not recommend spending uncommon ones for small buffs.

What to buy (rarity guidance)

  • When possible: buy Demonic versions rather than shiny/cursed.
  • Explicit warning:
    • Do not buy “shiny” or “cursed.”
    • If you can afford Demonic, choose that.

Formation strategy (endgame push setup)

  • Creator’s push formation concept:
    • Skull King in the front
      • Healing/self-sustain is emphasized.
    • Bone Guards supporting Skull King
      • Reduce damage taken via tanking/taunt effects.
      • Help make the frontline sustainable.
    • DPS stays protected in the middle
      • Bone Guards absorb/mitigate incoming damage so archers can keep killing.
  • Farming vs pushing:
    • Lower waves: suggested approach is more Skull Kings.
    • Pushing high waves: the Skull King + Bone Guard + DPS core is described as more effective/sustainable.

Key “don’t do this” warnings

  • Don’t invest in Soul Collector (inefficient).
  • Don’t invest in melee units (generally ineffective).
  • Don’t buy Demon Lord if you’re unsure:
    • Described as a mistake that can set players back ~10 hours.
  • Don’t ignore guard/tank placement:
    • Main idea: guards protect the middle DPS, where most killing happens.

Gamers/sources featured

  • King Goose (video author / speaker)

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