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Minecraft Dungeons II Endgame Builds: Two Loadouts That Beat Every Boss on Hard

Two complete endgame loadouts, weapon to enchantments, shown beating every Minecraft Dungeons II boss on Hard the day before launch.

Last Verified
Sep 29, 2026

Two endgame builds cleared every boss on Hard: a critical-hit build on the Awesomeaxe, with Fighter's Flute, Warrior Drums and Warding Chimes for invulnerability; and a Redstone Wrecker build that turns potions into souls with Bottomless Brew and two Ancient Alchemy, defended by the Turtle Master's Mandolin. Both wear the Hivemind Hardhat, which makes positive statuses last 70% longer.

These are the loadouts two creators ran when they refought every boss on Hard, on the pre-release build the day before launch, after finishing the game. They are what worked for them, not a tested ranking: they say themselves they were still learning the game.

Build 1, critical hits (Mattitude). Awesomeaxe, whose 70% chance to grant Strength on hit roughly doubles damage. Shooting Star as the bow, for its 20% chance to evade melee damage. Armor: Twisted Warden Blindfold or Hivemind Hardhat, Twisted Warden Vest, Rimefrost Longjohns and Monstrosity Stompers, so melee crits deal 45% more twice over and hits splash 50% harder onto secondary targets. Artifacts: Fighter's Flute makes every hit a crit, Warrior Drums double crit damage, and Warding Chimes block all damage while active.

How it plays: hit the Flute and Drums together, then keep the Chimes up. The Hivemind Hardhat stretches every positive status by 70%, which is what makes permanent Chimes possible; Twisted Tooth and soul-capacity modifiers keep the 40-soul cost affordable. Its weak point is soul management: run dry, in the Sift's Endure phase especially, and there is no defence left.

Build 2, potions for souls (The Dungeon Fish). Redstone Wrecker, the Clobberer's unique, played with jump cancels; its built-in Fire Aspect wave pairs with Crash Landing's knockback. Shooting Star for melee evasion. Armor: Hivemind Hardhat, Humbler Carapace (more healing), Humbler Greaves (more damage to secondary targets) and Disciple Wraps. Talismans: Fist of Iron, Twisted Tooth, Glowstone Flask. Artifacts: Turtle Master's Mandolin, Fighter's Flute, Warrior Drums. Enchantments: Bottomless Brew, two Ancient Alchemy and Health Synergy.

How it plays: every potion returns 120 souls through the doubled Ancient Alchemy, Bottomless Brew and the Glowstone Flask keep potions coming, and those souls pay for the Flute, Drums and Mandolin. The Mandolin halves damage for only 20 souls, and Health Synergy heals on every artifact press. It takes hits the Chimes build ignores, but it never runs out.

Warding Chimes or Mandolin? The two players split on it: Chimes means no damage some of the time, the Mandolin half damage all of the time. Chimes reward careful soul management; the Mandolin forgives mistakes.

Getting the pieces: the Hivemind Hardhat comes from a quest in the first area, and Mattitude says the Redstone Monstrosity always drops the Redstone Wrecker. Bosses can be refought within about a minute of their rune resetting, which makes them a gear farm; Soul Storms, the post-game event, drop gear with three modifiers.

Frequently asked questions

What is the best endgame build in Minecraft Dungeons II?

No ranking exists yet. Two builds beat every boss on Hard before launch: an Awesomeaxe critical-hit build with Warding Chimes, and a Redstone Wrecker build that turns potions into souls.

Last verified Sep 29, 2026
Warding Chimes or Turtle Master's Mandolin?

Chimes block all damage while active for 40 souls; the Mandolin halves damage for 20 souls and can stay up more easily. Pick Chimes if you can manage souls, the Mandolin if you want forgiveness.

Last verified Sep 29, 2026

Last verified