A SpiritVale wiki
The Echoing Spire · Floors 5–101

Echoing Spire Boss Guide

Every 5th floor of the 100-floor climb is a boss. For each: how its damage splits by element and damage type — Melee & Ranged are stopped by DEF, Magic by MDEF — plus the crowd control, DoTs and debuffs it lands. Built for paladins & priests deciding what to swap. Hover a boss (tap on mobile) for its full combat card at that floor's level.

Modeled estimates — not a live parse. These percentages describe each boss's damage composition (what share is which element / type), not the raw numbers it hits you for. They are computed from the game data, not measured in-game, so treat them as planning guidance and expect a point or two of wobble. Spot something off? Let us know on Discord.
How this is calculated
For each boss we run a seeded 60-second simulation of the game's two separate offense loops. Boss skills are checked whenever they are ready; the first one that passes its cast chance fires. Auto-attacks keep their own timer at the boss archetype's real attack-speed rank (base delay 0.7s), interrupted only by attack-pause skills and spins that explicitly disable attacks. Damage is weighted by the boss's ATK or MATK at that tower floor's level, plus spawned follow-up attacks, projectile count, and each half-damage wave from lingering zones and spins. All attacks are assumed in range and all projectiles connect. An elemental skill keeps its own element; Neutral skills and auto-attacks use the boss's current weapon element. The element on a monster's page is defensive and does not automatically color its attacks, though temporary weapon endows are included. The displayed auto share makes the modeled swing contribution explicit. Hovering a boss opens its combat card: HP, ATK/MATK, DEF and MDEF (soft + flat), Hit, Flee, attack cadence and attributes, derived from the game's own stat formulas at that floor's level and boss rank — so they read higher than the numbers on the monster's own wiki page, which uses its base level. The Hit and Flee advice comes from the physical hit roll: a hit lands with chance Hit − Flee + 100, clamped to 5–100%. Magic never rolls against Flee, and a critical hit skips the roll entirely.
Filter
FloorBossElementDamage TypeCrowd Control · DoT · DebuffsSwap toward
Computing boss damage profiles…

Reading the Swap column: the defense call (DEF / MDEF / Split) comes from the type chart, the element is the one to resist via armor, and the CC is what to guard. Multi-element bosses (marked *) can't be fully resisted — lean on raw mitigation. Afflictions: hard CC locks you out (stun / freeze / silence); DoTs tick over time; debuffs weaken you — Curse is the priest trap (your heals damage you). Chances are per landed cast at the boss's skill level. Game build 0.30.0 EA.