Clair Obscur : Expedition 33 Bosses Ranked by Difficulty & Tips

Clair Obscur : Expedition 33 Bosses Ranked by Difficulty & Tips

Expedition 33 Bosses Ranked by Difficulty – Strategies & Tips

After spending dozens of hours wiping in Clair Obscur: Expedition 33’s Monolith and Abyss, then cruising through those same fights on New Game+ with a tuned build, the patterns behind each boss really snapped into place. This ranking is built from that experience plus post-launch balance changes up to DLC Update 1.3, and it focuses on what actually matters in a fight:

  • How punishing mistakes are (one bad parry vs. full wipe)
  • How tight the timing is on Canvas parries/dodges
  • How much build and party optimization you need to win consistently

“Easiest” here doesn’t mean “can’t kill you” – just that the patterns are generous and beatable with a basic party around the recommended level. “Hardest” means you’re probably seeing multiple full wipes, even with a strong build, until your execution is nearly perfect.

All recommendations assume Expert difficulty on a first playthrough unless otherwise noted. Content and tuning are accurate for base game + DLC up to Update 1.3 (late 2025).

General Prep Before Any Clair Obscur : Expedition 33 Boss

The breakthrough for me came when I stopped treating bosses as “raw DPS checks” and started treating them as Canvas exams. Once your fundamentals are tight, even Clea and Simon become learnable instead of impossible walls.

  • Recommended level bands
    • Story bosses: Level 25-40
    • Late-game / Endless Tower / DLC: Level 50–65+
    • Good XP grind: Endless Tower floors 10–20
  • Core party template (adjust elements as needed)
    • Gustave – primary DPS & stagger builder
    • Maelle – buffs/debuffs, parry window support
    • Verso – healing, revives, Canvas safety
    • Lune – safe ranged damage & add control
  • Universal gear priorities
    • Pictos with +Parry Window (e.g., Virtuoso-style lines)
    • Luminas that reward perfect counters with DR or AP gain
    • 10+ Revives and a stack of Gradient Potions before any big milestone boss
  • Mechanics to have down cold
    • Gradient Counters – hit parries inside the colored window for bonus damage/stagger
    • Canvas Clears – time your inputs to strip nasty debuffs instead of wasting turns
    • Use the Training Monolith to grind specific patterns until you can do them without thinking
  • Common mistakes I see constantly (and made myself)
    • Greeding attacks instead of respecting unparryable AOEs – if it glows wrong, Paint Dodge, don’t parry
    • Ignoring adds in tower/DLC fights – they’re often the real boss
    • Blowing AP on early bursts instead of saving for nasty phase transitions

Think of every boss like this: Step → Action → Result. For example: Step recognize Snowball Barrage → Action parry first two hits, dodge the third → Result avoid all damage and gain stagger meter. With that mindset, let’s rank every major fight.

All Clair Obscur : Expedition 33 Bosses Ranked (Easiest → Hardest)

15. Bourjon (Ice Boy) – Easiest

  • Location: Frozen cave, Esquie (Chapter 2)
  • Recommended level: ~25
  • Suggested party: Gustave, Maelle, Verso, any 4th
  • Difficulty: Easy (tutorial-level)

Bourjon is your crash course in exploiting elemental weaknesses. His big threats are Snowball Barrage (3-hit: parry–parry–dodge) and Freeze Nova (large AoE, best answered with a Gradient Counter at the blue peak). Stack fire Luminas on everyone, let Gustave spam his stagger skills, and have Maelle apply Burn to shred the ice shield faster. The only real way to die is getting greedy during Nova instead of rolling out.

14. Lampmaster

  • Location: Central Lamp District (Chapter 4)
  • Recommended level: ~28
  • Suggested party: Gustave, Lune, Maelle, Verso
  • Difficulty: Easy–Medium

I wiped on Lampmaster more than I like to admit before realizing the adds are the real danger. Snuff the minion lamps immediately with Lune’s ranged skills or they’ll explode and clutter the Canvas. During Pew Pew Pew multi-laser sequences, focus on reading the rhythm – parry the clearly marked beams and Paint Dodge if you lose the pattern. Maelle’s buffs that convert incoming light to healing make this fight almost trivial post-patch.

13. AC (First Scale Boss)

  • Location: Esquie outskirts (Chapter 3)
  • Recommended level: ~27
  • Suggested party: Gustave, Maelle, Verso, Sirene
  • Difficulty: Easy–Medium

AC introduces the classic “break the shield or die” dynamic. The scary part is Shield Slam with its deceptive delay – wait that extra half-second before parrying. Bring Sirene’s water damage to strip the shield in a single offensive turn, then swap to lightning or neutral damage once it drops. Verso’s job is just to keep everyone standing through Spell Burst AOEs while Gustave cycles stagger skills on every telegraphed slam.

12. Sprong

  • Location: Spring Meadows (Chapter 5)
  • Recommended level: ~32
  • Suggested party: Lune, Gustave, Maelle, Alicia
  • Difficulty: Medium

Sprong looks like a joke fight but its Leap Chain can shred an underleveled party. Alicia’s ice skills are huge here – freezing Sprong slows down its bouncy combos, making parry timing forgiving. Try to parry only the clean, ground-level hits and simply dodge the awkward mid-air ones. When Tongue Lash grabs someone, mash the QTE, then immediately top that character off; getting caught again at low HP is how this boss steals wins.

11. Gargant

  • Location: Monolith depths (Chapter 6)
  • Recommended level: ~35
  • Suggested party: Core four + elemental flex Picto loadout
  • Difficulty: Medium

Gargant is where status mismanagement really starts killing runs. Its cycling Status Breath (fire/ice/poison) forces you to pay attention to its element and adjust your defenses. Maelle should handle cleansing and resistance buffs, while Gustave saves big stagger tools for the long Gulp wind-up – failing that swallow can snowball into disaster. Keep statuses from stacking by using Canvas Clears every time more than two party members are afflicted.

10. Alicia

  • Location: Ice Palace (Chapter 7)
  • Recommended level: ~38
  • Suggested party: Fire-heavy Gustave + Maelle + Verso + flex DPS
  • Difficulty: Medium

Alicia starts the trend of bosses that punish target selection mistakes. When she uses Mirror Split, only the true Alicia (glowing with a distinct blue hue) needs to die; focus fire with fire-element attacks to melt that clone quickly. Use the inactive clones as cover for Blizzard, hiding behind them to negate the AoE. Once you reliably pick the correct clone, the fight becomes a simple loop of burn → stagger → heal.

9. Creation / Chromatic Creation

  • Location: Endless Tower Floors 10+ (post-Chapter 8)
  • Recommended level: ~45
  • Suggested party: Optimized core with multi-color Pictos
  • Difficulty: Medium–Hard (endurance)

This is the first real “endurance check.” Creation’s Color Flood forces you to match your Gradient to the incoming hue or eat massive damage. Pre-set Maelle’s color-shift buffs so each character can quickly rotate to the right color before a Flood. Post-DLC, Canvas Wipe has clearer parry windows – nailing those not only prevents the full-party debuff, it opens one of your best stagger windows. Save AP for phase transitions, not early chip.

8. Renoir (Act 1)

  • Location: Early Monolith encounter (Chapter 4)
  • Recommended level: ~30
  • Suggested party: Standard core four
  • Difficulty: Medium–Hard (pattern check)

Renoir’s first appearance scared me more than almost any early game fight because of that infamous instant-kill opener. The key is mental: do not try to parry it. As soon as you see the long red glow and sword draw, commit to a dodge (left is the safest read). After that, the main threat is his 7-hit Combo Chain; treat it like a metronome, parrying later hits only once you’re comfortable, and use Maelle’s speed debuffs to widen the timing.

Renoir Clair obscur

7. The Paintress

  • Location: Art Gallery (Chapter 9)
  • Recommended level: ~48
  • Suggested party: Anti-debuff build with strong Verso & Maelle
  • Difficulty: Hard (debuff management)

Paintress is where Canvas debuffs become fight-defining. Paint Trap can completely immobilize a character until you break it via QTE or burst damage on the trap. I learned the hard way that ignoring the paint pots in phase 2 turns this fight into misery – destroy them as soon as they spawn or you’ll end up with near-permanent action locks. Keep Verso on pre-emptive cleansing and use Lune to safely chip from range while Gustave focuses on staggering her during Stroke Barrage recoveries.

6. Sirene

  • Location: Coastal Ruins (Chapter 6)
  • Recommended level: ~40
  • Suggested party: Lightning-focused DPS, charm-resistant Maelle
  • Difficulty: Hard (control loss)

Sirene is less about raw damage and more about chaos from Siren Song. A charmed Gustave deleting your own party is how this fight spirals. As soon as someone is charmed, dedicate a quick “slap” action to snap them out; never leave a charmed DPS alive through a full turn cycle. Stack lightning damage to punish her water forms and learn the rhythm of Wave Crash so you can dodge on beat rather than react late.

5. Golgra

  • Location: Endless Tower Stage 11 (post-game)
  • Recommended level: ~55
  • Suggested party: Very tanky core + heavy Verso investment
  • Difficulty: Very Hard (one-mistake deaths)

Golgra feels unfair until your build catches up. Realm Exile is a 5-hit parry gauntlet followed by a one-shot if you fail any beat; expect to practice this pattern a lot. Stack defensive Pictos, damage reduction Luminas, and Maelle’s stagger resistance so random chip doesn’t push you into kill range. During Earthquake, I found it safer to focus on clean dodges instead of fancy parries – surviving to the next heal is more important than style here.

Golgra clair obscur

4. Serpenphare (Serpent Fair)

  • Location: Remote southwest (DLC area, ESI flight needed)
  • Recommended level: ~58
  • Suggested party: Gustave + anti-flight builds with ranged support
  • Difficulty: Very Hard (mobility + adds)

Reaching Serpenphare is half the battle; the other half is dealing with its aerial dominance. Use any tools you have to “weight” or ground it during Serpent Coil wind-ups, then parry at the moment of peak tension instead of the initial movement. Phase 2 “Super Saiyan” mode adds dangerous flying adds – prioritize sniping them with Lune or they’ll overwhelm you. Targeting the wings first in phase 2 noticeably shortens the most chaotic part of the fight.

3. Painted Love

  • Location: Late DLC (Update 1.3)
  • Recommended level: ~62
  • Suggested party: Fully optimized core with anti-love/affection debuff tools
  • Difficulty: Extreme (dual-boss coordination)

Painted Love is where coordination really matters. Two bosses act in sync, with shared mechanics like Love Beam that demand linked parries across your party. The trick is to desync them: focus all damage on one partner until their HP bars drift apart, which softens their combined attacks. When you see Heart Explosion charges, dump mitigation and stagger tools on that partner; post-patch, this is your best window to break their rhythm and regain control.

2. Clea

  • Location: Abyss precursor (late endgame)
  • Recommended level: ~63
  • Suggested party: Maxed parry-window builds across the board
  • Difficulty: Extreme (execution check)

Clea is a pure execution boss. Her brutal Clea Sweep chain hits 11 times with almost no room for error; think ~0.3 seconds between hits and expect to fail this more than you succeed at first. Pre-buff parry windows with Maelle and equip every Parry Master-style Picto you own. Phase Shift can roll into several different patterns, so learn at least two “safe” reactions for each visual cue. Verso’s mid-chain revives are often the only reason a mistake isn’t an instant reset.

1. Simon (The Divergent Star) – Hardest

  • Location: The Abyss (secret, post-DLC encounter)
  • Recommended level: 65+
  • Suggested party: Perfectly tuned Gustave / Maelle / Verso / Lune with god-roll Pictos
  • Difficulty: Legendary (full mastery required)

Simon is the final exam of Expedition 33. The opener, Multi-Sweep Slash, is a 9-hit parry string followed by a final one-shot that ignores revives if you fail; most runs die here while you’re still learning. Step: lock in on the rhythm of each sweep → Action: parry all 9, then hard-dodge the last slash left → Result: you enter the fight alive with a huge AP swing. From there, only build stagger during clearly “safe” gaps – being greedy gets you killed by Divergent Nova or an extended Star Chain.

After Update 1.3, Abyss Pull also amplifies random one-shot potential unless you bring foresight-style Luminas or heavy debuff cleanse. Maelle’s Gradient Mastery and Verso’s strongest Canvas protections are almost mandatory. Expect 10+ deaths even with a good build; once you finally internalize Simon’s patterns, every other boss in the game feels noticeably easier.

Advanced Optimization & NG+ Tips

  • Stack parry tools first
    • Invest hard into the Parry Master-style Picto trees for ~20%+ window extension.
    • Prioritize Luminas that reward perfect parries with AP gain or mitigation – they snowball in long fights.
  • Farm key late-game gear
    • Endless Tower drops late-game shards (including Divergent Star-style pieces) that dramatically shorten Simon and Clea attempts.
    • Refuse to challenge the very top bosses seriously until your Pictos match your level; stats alone aren’t enough.
  • Platform nuances
    • On consoles with haptics, use vibration cues to help feel multi-hit chains like Clea Sweep and Simon’s opener.
    • On PC, stable framerate and low input latency make learning parry timings much smoother.
  • NG+ scaling
    • New Game+ pushes boss HP and tightens certain parry windows; treat NG+ Simon and Clea as new fights.
    • Bring level 80+ parties and lean even harder into stagger optimization and AP generation.
  • Review your own attempts
    • Recording fights and rewatching where you miss parries or ignore adds is one of the fastest ways to improve.
    • Look for repeat deaths at the same percentage (e.g., 40% HP) – that usually means a phase pattern you haven’t fully learned.

TL;DR – Beating Expedition 33’s Toughest Bosses

  • Core prep
    • Keep your main party in the right band: 25–40 for story, 50–65+ for post-game/DLC.
    • Run a Gustave / Maelle / Verso / Lune core and swap only for specific elemental needs.
    • Stack parry-window Pictos and Canvas-protective Luminas before worrying about raw damage.
  • Easiest fights (Bourjon, Lampmaster, AC)
    • Use them to practice basic Gradient Counters, add priority, and shield breaks.
    • Focus on reading telegraphs rather than racing the HP bar.
  • Mid-tier walls (Paintress, Sirene, Golgra)
    • These punish poor debuff management and sloppy parries.
    • Cleanse often, kill adds on sight, and don’t chase risky parries on huge AOEs.
  • Top three killers (Painted Love, Clea, Simon)
    • These are pure mastery checks: expect multiple wipes even with strong builds.
    • Memorize multi-hit chains, bring maxed parry support, and save AP for phase transitions and big nukes.
  • Mindset
    • Treat each boss as a pattern puzzle, not just a damage sponge.
    • Step → recognize the attack → pick the counter (parry, dodge, or cleanse) → repeat until the fight feels slow.

Once you’ve cleared Simon and Clea a few times, you’ll notice how generous early- and mid-game bosses actually are. Use this ranking to tackle Expedition 33’s encounters in an order that respects your current skill and gear, and treat every death as feedback on which pattern you still need to master.

G
GAIA
Published 1/23/2026Updated 1/25/2026
13 min read
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