Expedition of the Guild hidden swamp boss is the last fight of Hidden Swamp, one of the two dungeons added in the October 2026 update. The numbers that decide it are unglamorous: in a demo build, the boss needed roughly 130 Accuracy before its attacks stopped missing, evasion has a hard cap that makes extra points worthless, and the final area of the map is four bosses that have to be pulled one at a time.
Expedition of the Guild hidden swamp boss: the last fight of the map
Hidden Swamp is the achievement entry "Expedition: Hidden Swamp" in the list, and it shares the October 2026 update with Hidden Forest. Its final area is a sequence of four bosses rather than a single fight, and each one is pulled separately with positioning, so the fight is really four short engagements with the same stat problem.
Before you pull, work through these four checks:
- Accuracy on every damage dealer. Hits that keep missing are an Accuracy problem, not a damage problem.
- Evasion against the cap. Once a hero is past the cap, more Evasion changes nothing.
- Which of your skills ignore Evasion. Some roll against it, some ignore it entirely.
- The pull order. Four bosses, one at a time, with positioning.
Accuracy: the number that stops hits from missing
In the demo build of this map, the boss needed roughly 130 Accuracy before its attacks stopped missing. The same run carried a better result — an Epic Hunter on 74 Accuracy was still the top damage dealer in the party — which is the part worth holding on to. Accuracy is a threshold for hitting at all, and once a hero is over it, raw damage decides the fight rather than accuracy.
That changes what you do with your gear slots. Chasing accuracy past the threshold on one hero is worth less than putting the same budget into damage on two. The gear stats guide lists every stat on the sheet, including Accuracy, and explains where it sits next to the damage numbers.
The other half of the same problem is the boss's Evasion, which sets the other side of the same roll.
Evasion has a hard cap
Evasion is capped, and the cap changes what the stat is worth. In the demo build, 400 Evasion and 200 Evasion behaved identically, so everything above the cap was dead weight on the sheet.
The practical consequence is that a tank with an Evasion number past the cap should spend that budget elsewhere — on Health, on the defence stats, or on Accuracy for its own attacks. And because some skills ignore Evasion while others roll against it, the number of skill slots you have that ignore it is worth more than the raw Evasion value on the sheet.
Four bosses, pulled one at a time
The final area of Hidden Swamp is four bosses that have to be pulled one at a time, with positioning deciding how each encounter starts. That structure makes this a fight of four short tests rather than one long one:
- One target at a time. Enemies pick targets as Tank, then Melee, then Ranged, so a boss that walks past the front line puts your damage dealers in range of it. The aggro and targeting guide covers how to keep it in front.
- Positioning first. Each pull is a fresh start, so the placement that worked for the previous boss is not automatically the right one for the next.
- Check the sheet between pulls. Damage numbers stopping mid-fight is the signal that a hero has dropped below the accuracy threshold, and the stat sheet tells you which hero.
Hidden Swamp sits in the middle of the current dungeon list, with two more regional maps on either side of it. The dungeons guide lists all eleven with the order they were added in.