Be The Final Boss on Roblox is one of the grindier games on the platform, and that grind punishes you hard if you invest in the wrong units early. The roster splits across Guards, Melee, Ranged, and Support roles, with rarities ranging from Uncommon all the way up to Secret. Knowing which minions pull their weight at each stage of progression, and which ones just eat your Population budget, is the difference between pushing deep waves and stalling out on the same checkpoint for hours.
What is the Be The Final Boss tier list for Update 2?
The tiers below cover every unit currently in the game. S-tier picks are the strongest endgame investments you can make. D-tier units are mostly starter fillers you will replace as soon as better options unlock.
S tier: the best units in Be The Final Boss
These three are the endgame. All of them are Secret rarity at 4 Population Cost, so none of them are realistic early targets, but every build eventually wants at least one.

Skull King ability breakdown
Skull King
Skull King is the best pure tank in the game. His base HP sits at 5,850, and both his active and passive abilities are percentage-based heals that scale with every level, mutation, and HP bonus you stack on him. Deep Recovery restores 40% of max HP on use at no cost, while Pain Recovery triggers on every hit to restore 50 HP plus 3% max HP on a 1-second cooldown. At high investment, he simply refuses to die.
The honest downside: he does nothing for your team beyond surviving. No taunt, no aura, no wave-clear. He buys your backline time, and that is genuinely his entire job description. Treat him as a late-game project rather than a priority pull.
Doomfist
Doomfist is the top melee carry. His 900 base ATK is the highest of any melee unit, and Overdrive pushes that even further with a 60% ATK and 60% ATK SPD boost for 3 seconds. What makes him sustainable in actual gameplay is Battle Recovery, which restores 80 HP plus 30% ATK after every hit. He heals through offense, which means the ability triggers constantly during the fights where you need it most.
The catch is his 5 Range puts him in the thick of things, and burst-heavy waves can still drop him before Battle Recovery keeps pace. An underleveled Doomfist at 4 Cost is one of the worst Population trades in the game.
Demon Lord
Demon Lord is the premier ranged carry. His 1,170 base ATK is the highest in the roster, Demon Domain hits up to 8 enemies for 200% ATK damage, and Demonic Poison applies a 20% ATK damage-per-second burn on every hit for 3 seconds. His passive Aura slows nearby enemies by 8% ATK SPD and 8% Move SPD, which gives your whole formation a little breathing room. The 18 Range keeps him safely behind your tanks.
He is entirely dependent on having a durable frontline. Once enemies reach him, 1,800 base HP is not going to hold.
A tier: excellent units worth long-term investment
Mighty Orc
Mighty Orc is the best non-Secret tank in the game. His passive Self Heal restores 60 HP plus 4% max HP every 2 seconds unconditionally, which is far more reliable than hit-triggered healers when enemy targeting gets unpredictable. Mighty Smash converts HP investment into real boss damage, so he is not just standing there absorbing hits. At 3 Cost and Mythic rarity, he is a realistic mid-game target and the most dependable frontline anchor before Skull King becomes available.
Deathlock
Deathlock is the support that actually pulls its weight without heavy investment. His active Raise Skeleton Archers summons 2 Archers with 25% of Deathlock's ATK and HP until the wave ends, and those summons cost zero Population. His passive Aura gives melee allies within 10 Range a 15% ATK and 20% DEF bonus. The combination of free bodies and a melee buff makes him genuinely efficient for a Mythic unit.
Positioning matters here. The aura only covers melee allies within 10 Range, so spreading your formation too wide wastes most of the kit. Duplicate Deathlocks also do not stack auras.
B tier: reliable picks for every stage of progression
B-tier units are the backbone of most active rosters. They are accessible, efficient, and several of them remain relevant well into late-game farming.
Skeleton Archer
Skeleton Archer is the best progression investment in the game relative to cost. At 1 Population, he is cheap to duplicate and fast to level. Bone Pin stuns a single target for 1 second on an 8-second cooldown, which gives you repeatable boss control for essentially no Population budget. Quickdraw adds a 40% ATK SPD burst on spawn. The 100 base HP is the obvious problem: one backline leak and your entire Archer line disappears.
Bone Guard
Bone Guard is the best early tank package available. At 2 Cost and Rare rarity, he is easy to build and level. Bone Taunt pulls up to 3 enemies for 3 seconds, protecting your backline. Guard Shell applies a shield on damage, Bone Block reduces incoming hits, and his passive Aura gives all nearby allies 2 DEF and 8% damage reduction. The defensive ceiling is lower than it first appears because both the shield and block scale from his 40 base ATK, but the team mitigation alone justifies a slot in almost every early formation.
Lava Imp
Lava Imp offers strong sustained damage for 2 Cost. Burn Patch applies burn to up to 4 enemies for 45% ATK damage over 4 seconds, and Burning Wound adds a 30% ATK per second burn on every basic hit. The damage is back-loaded, which can underperform on short farming waves, but against durable enemies and bosses the sustained burn output is excellent for the Population investment.
Hellfire Warlock
Hellfire Warlock fills a specific and useful niche: Hellfire Rain hits up to 7 enemies anywhere on the battlefield for 200% ATK damage. That global targeting is genuinely valuable for checkpoint pushes and enemies that slip past your frontline. His 500 base ATK is solid. The weakness is that outside of Hellfire Rain, he has no passive, no DoT, and no utility, so he falls behind dedicated carries between casts.
Barbarian and Demon Butcher
Barbarian and Demon Butcher occupy similar roles as melee bruisers. Barbarian's Execution Cut deals 300% ATK damage to one target, and Guard blocks 35 plus 10% ATK on every hit. Demon Butcher's Execute deals 250% ATK with 35% lifesteal and hits 50% harder below 30% HP, while Butcher Block blocks 60 plus 10% ATK. Demon Butcher has better raw stats at 490 ATK and 2,100 HP versus Barbarian's 450 ATK and 1,800 HP, but the practical difference through the mid-game is smaller than the Mythic upgrade cost implies. Neither has healing outside of Demon Butcher's Execute lifesteal, so extended frontline duty eventually wears both of them down.
C tier: situational units that need the right setup
C-tier units are not useless, but each one has a clear limitation that prevents it from competing with the options above at the same Cost.
Iron Skeleton provides reliable timed healing via Self Repair (15 HP plus 1% max HP every 2 seconds) and a damage mitigation window from Iron Brace, but its damage contribution is negligible and Bone Guard offers better team utility at the same 2 Cost.
Grave Warlock hits up to 5 enemies with its active for 200% ATK damage at 2 Cost, which sounds useful, but without a passive it delivers far less sustained value than Lava Imp at identical Cost and rarity tier.
Blood Gargoyle has 2,500 base HP and percentage healing from Blood Mend, but that healing only triggers on hit, making it unreliable compared to Mighty Orc's automatic regeneration. At 3 Cost and Legendary rarity, it is a temporary stopgap at best.
Cursed Acolyte applies a 20% damage amplifier to up to 3 enemies for 5 seconds with Weakening Hex. That debuff can meaningfully accelerate boss kills when your carries are focusing the same target, but the narrow window, short range, and complete lack of passive contribution make it hard to justify the slot outside specific burst setups.
Necromancer buffs up to 3 allies with 30% ATK SPD for 6 seconds via War Rhythm and provides a passive 8% ATK SPD aura within 10 Range. Attack Speed buffs pair well with on-hit effects like stuns, burns, and self-healing, but at low Population another Skeleton Archer or Lava Imp usually adds more raw output than the buff generates.
Soul Collector can ramp to a substantial personal ATK bonus through Soul Mark (3% ATK per kill, up to 20 stacks, persistent between waves) and buffs two allies with Soul Harvest. The problem is that a support needing final blows to ramp is awkward when your actual carries are doing the killing. At 3 Cost and Legendary rarity, Deathlock offers broader impact with less setup.
D tier: units to replace as soon as possible
Imp Bomber gives new accounts accessible AoE through Cluster Bomb (250% ATK to up to 4 enemies) and Death Blast (200% ATK to up to 5 enemies on death). The death trigger is the problem: a 2 Cost melee unit that needs to die to contribute its best damage is not a premium rotation. Skeleton Archer does more for less.
Tomb Hound has an interesting kit on paper, with Backline Pounce, an opening 80% Evasion window from Grave Stealth, and a 45% Move SPD slow from Hamstring. In practice, the low ATK, terrible HP, and lack of any sustain make the disruption too inconsistent to justify 2 Cost over reliable ranged damage.
Bone Grunt is the starter unit. 1 Cost, 50 ATK, 400 HP, and a single active that deals 200% ATK damage to one enemy. Fine for learning the basic loop. Replace it with Skeleton Archer and Bone Guard as fast as possible.

Starter unit stat comparison
What formation should you build first?
The most efficient early formation pairs Bone Guard in front with Skeleton Archers behind. Bone Guard's taunt and damage reduction aura protect the Archers, while the Archers' Bone Pin stun gives you repeatable boss control. Once Lava Imp becomes accessible, slot it in as a mid-range carry to extend your damage ceiling past what the Archers alone can handle.
From there, the natural upgrade path runs through Mighty Orc replacing Bone Guard on the frontline, Deathlock adding free Archers and a melee aura, and eventually Demon Lord or Doomfist as your primary carry once the Secret upgrade grind becomes realistic.
For more tier lists and unit rankings across other Roblox games, the A Universal Time tier list for version 5.9 covers every Stand from S-tier monsters to skippable picks, and the Cursed Blade tier list ranks every weapon, skill, race, and accessory for late-game grinding. You can also find the full collection of Roblox guides on GAMES.GG for rankings across the platform's best games.


