Gameplay
POE2 Endgame Bosses: What Order Should You Fight Them In?
Plenty of people finish the campaign and immediately try to rush the endgame boss, only to get one-shot and start questioning their life choices. I've watched too many friends fall into the exact same trap: getting the order wrong. POE2's endgame isn't a single boss. It's a chain of them, and their difficulty curve is deliberately designed. Jumping ahead just burns a pile of keys and currency for nothing. This article lays out the correct order, starting from the most approachable pinnacle bosses and working up to the one fight you should genuinely save for last. Once the order is right, the whole road turns out to be easier than you'd expect.

The order matters more than you think
Don't rush to ask "which boss is the hardest." First understand why the order directly decides whether you come out ahead or behind. POE2's endgame bosses aren't isolated. Each one is tied to its own unlock conditions and gear thresholds.
- Every pinnacle boss has three difficulty tiers. Clearing one unlocks the next, the drops get better as you climb, and each pinnacle feeds points into its own mechanic tree. So it's not "beat it once and you're done." It's climbing rung by rung. Skipping tiers means skipping resource accumulation, and brute-forcing a boss you're not ready for just wastes the key.
- Keys cost currency and time to farm. Breachstones, Simulacrums, expedition logbooks. None of these come free. Walk in under-leveled and you're throwing away a key you spent days building up. In the right order, every single key converts into real mechanic points and gear upgrades.
The order, put plainly, is about not fighting your own currency. Bosses don't run away. Your keys do. Climb the steps the devs laid down and every ticket goes exactly where it counts.
Start with the four mechanic pinnacle bosses
The ones that actually belong at the front of the line are the four mechanic pinnacles: Xesht from Breach, Olroth from Expedition, the Bodach from Ritual, and the Simulacrum nightmare from Delirium. These four are the entry-level pinnacles the devs designed as onboarding, with the lowest difficulty but a return that's anything but small.
- The thresholds on these bosses are the lowest in the game. Olroth needs roughly four thousand life, cold res stacked to 75% or above, plus some armor to soak his physical melee strikes, and sustained DPS around half a million. Compared to the million-plus DPS demanded by the Arbiter of Ash later on, this is practically daycare. New players should start here. These won't shatter your confidence.
- What they unlock is points in their own mechanic trees, not the core Atlas passive points. The core 40 Atlas points mostly come from two places: 30 from map atlas completion, and 10 from high-tier map boss difficulty. Mechanic bosses and map progression are two separate lines, and you have to build out both before your mapping and bossing smooth out.
- The keys aren't hard to source, either. Breach splinters from mapping combine into a Breachstone, Expedition needs level 79+ logbooks, Ritual earns keys through tribute, and Delirium needs three hundred Simulacrum splinters. All of it accumulates naturally while you map. You don't need to go out of your way.
Clear the four pinnacles first and you walk away with mechanic tree points, plus the reflexes and the mindset. Moving up from there is a natural next step.
After the Arbiter of Ash comes the Arbiter of Divinity
A lot of people assume the Arbiter of Ash is the finish line, but since the 0.5 "Return of the Ancients" update it's been demoted to a mid-tier boss. The real final fight is the Arbiter of Divinity, which you can only unlock after clearing the Arbiter of Ash. And these two have to be done in order.
- The Arbiter of Ash unlock flow goes like this: clear the three Iron, Copper, and Stone citadels to grab three Crisis Fragments, then slot them into the Burning Monolith. The citadel bosses are juiced-up versions of the familiar faces from the campaign. They're not brutal, but you have to hunt down all three citadels in the Atlas fog first, which takes real time to push through.
- The Arbiter of Ash itself has hard requirements: five thousand plus life, fire res stacked to 80% or higher, sustained DPS in the millions, and a movement skill is non-negotiable. That whole toolkit of fireballs, light pillars, falling flame, and battlefield-splitting lines. Your first two or three attempts are just for learning the patterns. Don't expect a one-shot.
- Once the Arbiter of Ash is down, the road to the Arbiter of Divinity actually opens: clear the Patriarch Hall and Matriarch Hall for two keys, then enter the Origin Tower and start the reactor, and only then do you reach the final boss.
- The Arbiter of Divinity is another magnitude harder: six thousand plus life, lightning res pushed to 87%, fire and cold res at 75%, dual defense layers, and a second phase that summons clones and forces you to react to voice cues rather than just what's on screen.
The logic of this main line is clear: the citadels warm you up, the Arbiter of Ash turns up the pressure, and the Arbiter of Divinity is the actual final exam. Skip any step in between and the next one will wall you until you question your existence.

A kill order I'd recommend from my own runs
If you're sitting there wondering "who do I fight first," here's the order I followed myself, so you don't have to step in the same holes.
- Start with Zarokh from the Trial of the Sekhemas and the Trialmaster from the Trial of Chaos. Strictly speaking these two aren't pinnacle bosses, but they're a source of endgame keys, they're the lowest difficulty by far, and they make good practice while you stack some currency and gear. Then the four mechanic pinnacles, ordered by whatever your gear resists are already lined up for. Take the one matching your best resistance first.
- After that comes the Arbiter of Ash, and the Arbiter of Divinity last. If you get walled partway through, don't bang your head against it. Go back to mapping, fill in your gear and resistances, then come back. The boss will still be there waiting for you. A day or two won't hurt.
This order won't suit everyone, but it at least follows the difficulty curve the designers laid down. Walk it, and every key and every bit of currency you spend goes exactly where it counts.
When it comes to endgame boss order, it really comes down to one thing: don't skip the line. POE2's design philosophy is clear. It uses a series of thresholds to force you to build up your gear, resistances, and passive tree layer by layer before letting you challenge the harder stuff. Follow the curve and every boss feels hard but fair, and when you can't beat one you at least know exactly what to go back and fix. Flip it around, and if you charge headfirst into the Arbiter of Ash or even Divinity, what you burn isn't time. It's your morale and your currency. Get the order straight, and the endgame road becomes a lot more solid, and you'll reach that final graduation ticket faster than you think.
