Inkwell Isle Two is where Cuphead stops being a tutorial. It holds 6 main bosses — Beppi The Clown, Djimmi The Great, Grim Matchstick, Wally Warbles, Baroness Von Bon Bon, and King Dice — and their regular-mode HP spans from Baroness’s tiny 430 up to Djimmi’s massive 2720 across 5 phases. The isle also gates the path to Inkwell Hell through King Dice, whose phase count is not fixed but ranges from 4 to 10 depending on the board you roll. All numbers below come from cuphead-bosses.json.
Beppi The Clown — a 4-phase carnival at 1550 HP
Beppi headlines Carnival Kerfuffle with 1200 / 1550 / 1850 HP over 4 phases. His moveset is Bumper Crash, Dog-Balloon Summon, and Merry-go-around Swing, supported by minions like the Bumper Car, Target Duck, Roller Coaster, Balloon Dog, Charlie Horse, and Penguin Clown. The parryable objects are Cardboard Ducks, Rollercoaster Nose, Balloon Dog, and Horseshoe. His phase four is the densest, so bank a super for it.
Djimmi The Great — 2720 HP over 5 phases
Djimmi is the isle’s endurance king, fought in Pyramid Peril with 2320 / 2720 / 3120 HP (plus a 2560 / 3060 secret-phase variant) across 5 phases. His moveset runs Magic Chest, Skull Shot, Eyeballs, Turban, and Gem Beam, and his minions include the Floating Sword, Cat Sarcophagus, Mummy, Cuppet, Mini Cuppet, his Turban, and the Eye Pyramid. Parryable: Sword, Jewel, Cat Scarab, and Cuppet’s bullet. The wiki describes him as “the longest single fight on Isle Two by both HP and phase count.” Plan for a marathon, not a sprint.
Grim Matchstick — the 3-phase dragon at 1700 HP
Grim Matchstick burns through Fiery Frolic with 1200 / 1700 / 1900 HP over 3 phases. His moveset is Meteor, Tail Poke, Eye Ripple, Nostril Fire, Fire Marchers, Fire Bubble, and Flame Thrower. Notably, his only parryable object is the Eye Ripple — a single, teachable tell. Because he has just 3 phases and one parry target, he is the most mechanical of the six and rewards pattern memory.
Wally Warbles — 2400 HP in the aviary
Wally Warbles is the airplane boss of Aviary Action! with 2000 / 2400 / 2800 HP over 3 phases. His moveset includes Scrambled Shot, Trigger Finger, Feather Spiral, Trash Talk, Heart Attack, and Pillapse (the medical birds), backed by the Nail Bird and Willy Warbles. He shares Djimmi’s HP tier but compresses it into fewer phases, making his damage check sharper per phase.
Baroness Von Bon Bon — the 430 HP soft spot
Baroness is the easiest of the six, ruling Sugarland Shimmy with only 400 / 430 / 530 HP over 4 phases. Her moveset is Cotton Clouds Shotgun, Whippet Activation, and Head Throw, and she summons a roster of candy minions: Whippet Creampup, Jelly Bullies Squad, Lord Gob Packer, Kernel Von Pop, Muffsky Chernikov, Sargent Gumbo Gumbull, Sir Waffington III, and Patsy Menthol. Parryable: Cotton Candy, Jelly Bullies Squad, and Patsy Menthol. Sir Waffington III herself carries 250 / 250 / 305 HP as a summoned mini-boss.
King Dice — the board decides 4 to 10 phases
King Dice closes the isle in All Bets Are Off! with 600 / 750 HP, but his phase count is unique: the cache records it as “minimum of 4, maximum of 10” because each space on his die board spawns a different mini-boss. His minions include Tipsy Troop (215 / 265 each, 645 / 795 total), Chips Bettigan, Mr. Wheezy, Pip and Dot, Hopus Pocus, Phear Lap, Pirouletta, Mangosteen (600 / 750 HP), Mr. Chimes (800 / 1000 HP), and the Cards. Parryable: Hearts Cards and the Die on the board. Land on the right spaces and the fight is short; land on them all and it is a gauntlet.
HP and phase summary
| Boss | Phases | Simple | Regular | Expert |
|---|---|---|---|---|
| Beppi The Clown | 4 | 1200 | 1550 | 1850 |
| Djimmi The Great | 5 | 2320 | 2720 | 3120 |
| Grim Matchstick | 3 | 1200 | 1700 | 1900 |
| Wally Warbles | 3 | 2000 | 2400 | 2800 |
| Baroness Von Bon Bon | 4 | 400 | 430 | 530 |
| King Dice | 4–10 | 600 | 750 | — |
The spread shows the isle’s design: one gentle intro (Baroness), two mid HP dragons (Beppi, Grim), two heavy flyers (Djimmi, Wally), and a board-gated finale (King Dice). Clearing King Dice is what unlocks Inkwell Hell and the run’s endgame.
Reading the isle’s difficulty curve
If you sort the six by regular HP — Baroness 430, Beppi 1550, Grim 1700, Wally 2400, Djimmi 2720, King Dice 750 plus his mini-boss board — the shape is not linear. Baroness and King Dice look small on paper, but King Dice’s real length comes from the 4 to 10 mini-boss phases he can spawn, not his own 750 HP. The two flyers (Wally and Djimmi) are where raw endurance matters most, so save your best charm and weapon loadout for them. Beppi and Grim sit in the middle and are best learned by memorising a single signature tell each: Beppi’s Balloon Dog parry and Grim’s Eye Ripple.
- The boss roster guide ranks all 41 fights by these numbers.
- Finished Isle One? The Isle One guide covers the five opening bosses.
- The parry guide marks Djimmi’s Sword and Grim’s Eye Ripple as key parries.
- The expert mode guide shows how Djimmi and Wally climb past 3000 HP on Expert.
- Stuck on King Dice? The common mistakes guide explains the board trap.
- The tips-and-tricks guide has phase-by-phase habits for these six.