Ether Trinity : Boss Rush NOW icon

Ether Trinity : Boss Rush NOW

Gempak Games
⬇ 500+ downloads
Est. actual: 628
Style: Action
Free
No in-app purchases
No ads
Rated: Everyone

Signals

2 this week · 2 positive All of this week's signals →
  • 📈Since Oct 4 +1 installs over 2 days
  • 🛠Updates actively updated · updated 28 days ago
Installs since launch
0 314 628 628 Oct 4 today
+1 installs since Oct 4
Update history
0.0.1 Sep 8, 2026 · seen Oct 4, 2026
Our first release.<br><br>Two boss fights, two phases each. A squad of three heroes but only one on<br>the field — swap, and the boss switches to whoever you bring in. Five<br>heroes, two skills apiece, one shared dodge, and every attack telegraphed<br>so you can read it, dodge it, and punish it.<br><br>Good luck out there.
Only the current version so far — new entries appear as the game ships updates.
Ether Trinity : Boss Rush NOW trailer Trailer
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Ether Trinity is a boss raid. Every stage is one boss in one arena, and beating it is the whole game. You bring three heroes in, and whether you walk out comes down to the team you picked and how well you play it. BRING THE RIGHT TEAM You have five heroes and you take three into the fight. Two of them deal real damage: the Bowmaster at range, the Blademaster up close. The other three solve problems. The Cleric heals and shields, the Nature Mage roots and weakens, and the Supporter buffs and sets up one big hit. A boss that lands a few enormous attacks wants a different three than one that keeps filling the floor with hazards, and you choose before you go in, not halfway through. Only one of your three is on the field at a time, and the boss can only ever hit that hero, so swapping is your main tool. Shield up before the big attack. Dip to the Cleric to heal and swap back out. Put a buff down with the Supporter, then bring your damage hero in to spend it. There's a one second lockout after each swap, so it's a rotation you plan, not portraits you mash. LEARN THE FIGHT Every boss attack is drawn on the floor before it lands, and it doesn't change between attempts. Some you walk out of. Some you dash through, and two skills make you invincible while they move. Some you're supposed to interrupt: when the Goblin Warlord charges up his arena-wide slam, a bar appears over his head, and enough damage before the cast finishes cancels the whole attack and leaves him staggered. Big commitments leave openings whether you play them well or not. When the Warlord finishes his spin he's reeling for a few seconds every single time. When the Skeleton Lord raises gravestones to heal himself, breaking them all ends the ritual early and staggers him. Knowing where those windows are is what turns a fight you survive into a fight you win with time to spare. WIN ON EXECUTION A fight is built to run about five minutes. Fury stacks build up the longer you stay in the arena and they never stop, so you can't wait the boss out. Stalling for cooldowns just means his next hit is bigger. Deaths are permanent for the run. Three heroes, three lives. When one dies the next comes in automatically, and when the bench is empty you've lost the attempt. Every loss records how far into the boss's health you got, so you can tell whether the last attempt was actually better or you just got lucky before. THE BOSSES The Goblin Warlord comes to you. He tackles, stomps forward in a line, calls goblins in through the camp gates, and at half health he speeds up and stops giving you room. The Skeleton Lord never chases you. He anchors himself in one of three overlapping circles on the floor and teleports between them, detonating the one he left and the one he lands in. He curses whoever you're holding, which you clear by benching them, and he heals off gravestones you have to break under pressure. Landscape, single player, no energy system. There's a short training room first so you learn the controls on something that can't kill you.