At a glance: Noita has 15 bosses, and only one of them — Kolmisilmä, base 1,211 HP — sits on the main path. Its HP is not fixed: at 4 orbs it is 3,684, at 8 orbs 20,008, at 12 orbs 257,938. That exponent is the real difficulty slider, not your wand. Meanwhile Kivi’s HP is literally your own max HP, and Syväolento is 100% immune to projectile damage at 7,500 HP.
Every “boss list” for this game ranks them by health. That ranking is useless. Limatoukka has 6,000 HP and folds to one slice wand; Kolmisilmä has a fifth of that at base and ends most runs. The number that decides a fight is the damage multiplier column, and on three bosses the answer is “none of your damage types work”.
Here is the full table, then the fights that actually kill people.
All 15 bosses at a glance
| Boss | Where | HP | Damage it takes (multiplier) | Drops |
|---|---|---|---|---|
| Ylialkemisti (High Alchemist) | Abandoned Alchemy Lab | 1,000 | Projectile 0.3×, electricity 0.6× | Crystal Key, full heal (first kill), 4 spells |
| Sauvojen tuntija (Connoisseur of Wands) | Lava Lake, Orb Room | 800 | Everything 0.3×, holy 0.4× | Full Health Regeneration, Matosade, Meteorisade, Tier 5 + 6 wands |
| Kolmisilmän koipi (Three-Eye’s Legs) | Pyramid | 750 | Explosion 0.3×, fire 1.2× | Tier 4 no-shuffle wand, Extra Max Health, 4 spells |
| Suomuhauki (Dragon) | Dragoncave | 3,000 | Electricity 0.3×, explosion/fire 0.5× | Extra Max Health, Projectile Orbit spell, Tier 6 no-shuffle wand |
| Mestarien mestari (Master of Masters) | Throne Room | 1,500 | Holy 1.2×, explosion 0.1×, ice 0.1× | 600 gold, Sauvan Ydin, 5 spells |
| Kolmisilmän silmä (Three-Eye’s Eye) | Power Plant | 1,250 | Melee/projectile/explosion/fire 0.0×, electricity 0.8× | Spatial Awareness perk map |
| Kolmisilmän sydän (Three-Eye’s Heart) | Meat Realm | 1,000 | Electricity 0.0×, fire 1.2×, ice/holy 1.0× | Experimental Wand (Saha) |
| Limatoukka (Slime Maggot, “Tiny”) | Buried skull, Meat Realm | 6,000 | Projectile 0.0× — bring slice | Tier 10 + Tier 6 no-shuffle wands, Large Extra Max HP, Full Health Regeneration |
| Syväolento (Leviathan) | Bottom of the Lake | 7,500 | Projectile 100% immune; explosion/slice/melee 0.01×, holy 1.0× | Full Health Regeneration, Great Treasure Chest, portal to the Fast Travel Room |
| Kivi (Stone, Sky Boss) | Kivi Temple, above the Desert | = your max HP | Fire 0.2×; everything else lands, but it reflects it | 3 Kummitus spawn on death |
| Toveri (Friend) | Friend Room | 762.5 | Explosion 0.2× | Nothing |
| Unohdettu (Forgotten) | Forgotten Cave | 1,012 | Projectile 0.0×, explosion/fire/holy 0.5× | Sun Seed, Full Health Regeneration |
| Tapion vasalli (Tapio’s Vassal, Deer Boss) | Lake Island, far west | 500 + (animals killed + 1) × 100, cap 50,000 | Reflects 10% × animals killed | Muodonmuutos spell, gold |
| Gate Guardian (Veska, Molari, Mokke, Seula) | The triangular Gate | 2,000 each, 4 constructs | Explosion and slice; electricity immune | 4 random unlocked spells |
| Kolmisilmä (Three-Eye) | The Laboratory | 1,211 base, scales with orbs | Melee 2.0×, projectile 0.3×, explosion 0.2×, electricity/fire/ice 0.1× | Portal to The Work (End) |
That is the whole roster. Everything below is how you actually convert those numbers into a dead boss.
The three bosses your damage type cannot kill
Three fights in that table are not damage races. They are puzzles where the standard answer — a fast wand with high projectile damage — is the wrong answer.
Syväolento is the purest case. It has 7,500 HP and 100% projectile immunity, so projectile damage and projectile-based weakening curses do nothing at all. Every other type lands at 1% except holy, which deals full damage. The practical answer is Holy Lance, or a Giga Black Hole for its blackhole-type physics damage, or poison from Poison Trail specifically, which takes it to 5% (375 HP) where every other poison source fails. It can only be hit at close range, signalled by its eye opening, and it fires in eight directions plus a retaliatory shot every time you damage it. Killing it permanently shifts all water in the world into smoke for the rest of the run — which is either a disaster or a setup, depending on whether you wanted Stainless Armour.
Limatoukka is projectile-immune at 6,000 HP, so you need slice. Its bite is melee-multi-type, which means Melee Immunity blocks it anyway, but your damage has to come from something else. It is the single largest creature in the game, it flies, it chases you forever, and it bleeds Ominous Liquid that poisons on contact. It also drops a Tier 10 no-shuffle wand — one of only three sources in the game — plus a Tier 6 wand, a Large Extra Max HP and a Full Health Regeneration. Nothing else in the roster pays that well.
Kolmisilmän silmä sits at 0.0× against melee, projectile, explosion and fire. Only electricity lands, at 0.8×. If you walk in with your best DPS wand and no electric option, you are not fighting a boss, you are watching one.
Kivi: the boss whose HP is your HP
Kivi is the best design joke in the game and the most misread fight. It has no fixed health pool — it copies your max HP — and it is completely passive. It rolls slowly at you and does nothing else.
The trap is that when you damage it, it spawns an invisible entity that deals at least the amount of damage you dealt back to you as holy damage, which cannot be blocked or resisted. It is not a mirror of a percentage; if your HP percentage is higher than Kivi’s, it reflects enough to drag you down to its percentage. That entity lives 90 frames and retries every frame, so Stainless Armour gets chewed through by raw repetition rather than by any single hit.
Its aura also instantly strips Ambrosia and applies Wet, which kills Stainless Armour — unless water no longer exists in the world, which is exactly what killing Syväolento does. The clean answers are Cessation (the retaliation misses a player who no longer exists) or damaging it from outside the range where its health bar is visible, while stained with Ambrosia.
On death it spawns three Kummitus, each carrying a copy of a wand from your Bones folder, each with your max HP. That is either the scariest add phase in the game or a free upgrade, entirely depending on what you have died holding.
Tapion vasalli: a boss you build by killing animals
The Deer Boss on the Lake Island is the only boss whose health you set yourself. It spawns only after 29 Helpless Animals have been killed — the counter starts at 1, not 0 — and its pool is 500 + (animals killed + 1) × 100, capped at 50,000.
That formula runs both ways. Its retaliation is 10% of damage taken, multiplied by the number of animals you killed, so every sheep you slaughtered on the way in makes it hit harder. At 60 or more animals killed, Ambrosia stops working entirely, because the boss strips the protection effect every tick. Its blue orb halves the current HP of everything within 40 pixels when it expires, and that cannot be blocked by Stainless Armour or Ambrosia at all.
Two things follow. First, polymorphing enemies into sheep and killing them counts, so you can farm the requirement without touching a single wild deer. Second, if you want the fight to be winnable, arrive at 29 kills and stop.
The High Alchemist: four wands, one reflection field
Ylialkemisti is the first boss most players meet and the one that teaches the roster’s grammar. It has 1,000 HP and only 0.3× projectile resistance, so its health is not the problem. Its mechanics are.
It generates a projectile-reflecting field every 10 seconds, or whenever it takes 50 damage in a single hit or 75 damage cumulatively. Its orbs summon three ethereal wands at a time — Dark (a beam cluster), Glowing (explosive lasers that cut terrain), Volatile (a Meteor that can one-shot you) and Thunder (a Lightning Bolt that stuns you for the follow-up). The Volatile wand can and does damage the Alchemist itself, which is the opening: lure it next to terrain and let its own Meteor do the work.
It also sees you from roughly a full screen away and starts attacking before you see it, so the fight begins on its terms, not yours. Beat it and you get the Crystal Key, which is the gate on a large share of the game’s high-tier wands.
Mestarien mestari: do not shoot the red orbs
The Master of Masters carries eight orbiting orbs. Four are Death Orbs and make it invincible — those you must kill. Four are Blood Orbs, and damage dealt to them is returned to you as Curse damage that you cannot avoid, only Ambrosia.
That asymmetry is the whole fight, and it punishes exactly the build the game taught you to make. A one-shot high-damage wand is the worst possible tool here, because a stray shot into a Blood Orb reflects the full hit back. Meanwhile its own holy multiplier is 1.2×, the highest on the roster, so holy damage is the efficient route to its 1,500 HP. It phases at 50% and 20% health, and in phase three it stops using varied attacks and simply chases you with one.
Sauvojen tuntija: the shield punishes fast wands
The Connoisseur of Wands has 800 HP — the second smallest pool in the roster, after Three-Eye’s Legs at 750 — and it is still one of the hardest. The reason is its shield: it summons one every time it is hit, and it summons more wands to retaliate against taking damage.
Rapid-fire wands therefore convert the fight into a bullet hell you cannot dodge. The correct answer is the opposite of normal play — a slow, high damage-per-hit wand, or Damage Field, which ignores the shield entirely. It is also immune to freezing, so no melee instant-kill.
Getting it to spawn at all is its own puzzle: it only appears when you pass back through the entrance to the Orb Room after crossing above the pedestal. Dig past the trigger, teleport past it, or be invisible or polymorphed while crossing it, and the boss simply does not exist.
The final boss: Kolmisilmä and the orb exponent
Kolmisilmä is the only mandatory fight in the game, and its stat block in the table is the 0-orb version. The real number is set by your Orbs of True Knowledge, and the scaling runs at the moment you pick up the Sampo — orbs grabbed after that do not change the boss already chasing you.
The formula is:
HP = 25 × (46.0 + 2^(orbs + 1.3) + orbs × 15.5)
| Orbs | HP | What changes |
|---|---|---|
| 0 | 1,211 | Baseline |
| 1 | 1,660 | Shield now captures and reflects projectiles instead of deflecting |
| 2 | 2,171 | Gains a homing projectile attack |
| 3 | 2,804 | Immune to electricity, fire and ice; melee drops 2.0× → 1.5× |
| 4 | 3,684 | 90% acid resistance |
| 5 | 5,057 | Melee drops to 1.0×, drill resistance to 0.01× |
| 8 | 20,008 | No new mechanic, just 16.5× the health |
| 12 | 257,938 | Massive vulnerability to Polymorphine as a material |
Twelve orbs is 213× the base pool. That is the counter-intuitive core of this game’s endgame: every orb you collect for a perk or an unlock is also a multiplier on the last fight. A 12-orb run is not “the same boss, slightly harder” — it is a different encounter, and the 12-orb version hands you a Polymorphine weakness precisely because nothing else scales fast enough.
At 3 orbs it also becomes immune to electricity, fire and ice, which quietly deletes a large share of endgame wands. Its base multipliers point the other way: melee 2.0×, and its tips page is explicit that material and kinetic collision damage — acid, poison, and crush damage from Earthquake or Nuke debris — are far more effective than the projectile damage most players optimise for.
If you reload the game mid-fight, the boss can get stuck passive and immortal. Get distance and reload again to fix it.
Which bosses are actually worth the trip
Ranked by what the fight pays, not by how hard it looks:
- Limatoukka — Tier 10 wand, Tier 6 wand, Large Extra Max HP, full heal. Best single reward in the roster.
- Ylialkemisti — the Crystal Key. It unlocks a whole tier of wands across the run.
- Sauvojen tuntija — Full Health Regeneration plus Matosade and Meteorisade, two of the strongest spells in the game.
- Kolmisilmän koipi — a Tier 4 no-shuffle wand, Extra Max Health and four spells for 750 HP.
- Unohdettu — the Sun Seed. It is the only way to start the quest that gives you the crown.
The three I would skip unless the run is already won: Toveri (762.5 HP, drops nothing), Kivi (reflects everything, pays only through the three Kummitus ghosts) and Tapion vasalli (a reflection gimmick that gets worse the more you play the game normally).
Whatever route you take, arrive with a wand that actually beats the multipliers rather than your highest DPS, read the biome guide before digging sideways for an optional boss, and keep a healing solution that does not depend on a pickup. If a boss is refusing to spawn, check the secrets guide — several of them are trigger-based, not location-based.
A note on version drift
Boss stats are stable but patched — Syväolento’s projectile immunity, for example, was added in April 2024. Every figure here was read from the Official Noita Wiki boss pages in October 2026. If a value disagrees in-game after an update, recheck the individual boss page before trusting this table.