Bosses and elites in the Jungle
The Jungle adds new elites and bosses across its 20 waves, and the run ends on a boss. Named creatures confirmed in the patch notes include the Brachiosaurus and baby Trex; mecha dinosaurs fire lasers and mutant dinosaurs spray acid.
The Jungle's elite and boss roster is the part of the DLC with the least public documentation and the most player frustration, so this page is upfront about what is known and what is not.
Known: the DLC adds new enemies, elites and bosses across 20 waves, and the run ends on a boss. Known: mecha dinosaurs fire lasers, mutant dinosaurs spray acid, and packs charge out of the undergrowth. Known: two creatures are named in the patch notes, the Brachiosaurus and the baby Trex.
Not known, publicly: the full boss list. The DLC does not publish one, and the store page does not name them. What follows is therefore a threat-type guide rather than a boss-by-boss walkthrough, which is the honest format for a two-day-old DLC.
Named creatures
| Creature | Where it is confirmed | What it does |
|---|---|---|
| Brachiosaurus | Patch 1.2.0.1, which fixed it and its foot in the Codex | A large creature; the patch implies it is a significant enough entry to matter in the Codex |
| Baby Trex | Patch 1.2.0.1, which capped its speed at 95% of the target player's max speed | A fast chaser that could previously outrun the player |
| Mecha dinosaurs | Launch post | Fire lasers; leave oil puddles that slow you |
| Mutant dinosaurs | Launch post | Spread acid across the arena |
The baby Trex line is the most informative patch note in the whole update. If a creature's speed needed to be capped at 95% of the player's maximum, then before the cap it could outrun a player at full movement speed, which means there was no kiting answer. That is now fixed, and the fix tells you what the creature is: a pursuit enemy you cannot simply walk away from.

Elite behaviour, by threat type
Elites in the Jungle inherit the map's grammar, so they are best understood by what they do to your movement rather than by name.
Chargers. Packs that steam out of the undergrowth in a straight line. The answer is lateral movement: step perpendicular to the charge, not away from it. A charger that misses keeps going, which buys you the seconds you need.
Shooters. Mecha dinosaurs with lasers. A beam is a line, and a line is dodgeable if you see it early. The mistake is trying to outrun a beam along its axis instead of stepping off it.
Area-deniers. Mutant dinosaurs with acid, plus anything that leaves oil. These do not kill you directly; they shrink the arena until something else kills you. Kill them early or accept that the fight is happening somewhere else.
Flyers. The launch post notes that flying dinosaurs exist because holes made them necessary. Flyers ignore the floor, which means they ignore the terrain advantage you were counting on.
Wave 20
The run ends at wave 20, and the official content list is explicit that the Jungle has new bosses. The store screenshots show a very large burrowing creature in a wave 20 frame, which is consistent with a boss encounter but is not a name.
What can be said about the fight without inventing detail:
- It is a single-target check. Twenty waves of pack clearing does not prepare you for one large health bar. Builds that only clear crowds stall here.
- The arena is already degraded. By wave 20 you have oil, acid and holes to deal with, so the fight is as much about floor space as damage.
- Patience beats greed. The boss waves in Brotato punish players who stand in range to finish a damage window. The Jungle adds hazards that make that greed more expensive than usual.
Counterplay table
| Threat | What kills you | What to do |
|---|---|---|
| Charging pack | Being in the lane when it arrives | Step perpendicular, then re-engage from the side |
| Laser | Standing on the beam line | Watch the charge tell, move off the axis early |
| Oil puddle | Slow into a surround | Fight on clean ground; drag the pack out |
| Acid pool | Standing in area denial to finish a kill | Give up the kill, keep the lane |
| Flying pack | Ignoring the air because the floor is safe | Keep one ranged answer in your six |
| Baby Trex | Trying to outrun it | It is capped at 95% of your speed; you cannot. Kill it or use terrain |
| Boss | Single-target damage gap at wave 20 | Build at least one weapon that hits one thing hard |
When nothing spawns
If your run reaches a wave where nothing seems to spawn, check the wave counter before assuming a bug. The DLC launched with a patch one day later, and 1.2.0.1 fixed a shop bug where the Endless button and boss icon showed up when the next wave was not wave 20, and where upcoming wave icons did not match the actual next wave. That is a UI mismatch, not a missing boss, and it is fixed in the current build.
Honest limits
The bosses are not named anywhere official: the DLC publishes no boss list and the screenshots carry no labels, so there are no health values to quote either. What the notes do confirm is the threat types, and the counterplay above is written for those, which is enough to survive a first clear and to recognise what killed you.
For the arena itself, see the Jungle map page. For the two hazard systems in detail, see Mecha and Mutation.
Checked 2026-11-04 against the 1.2.0.1 build.