Star Fox Switch 2 All Bosses: Complete Boss List and Tips

Star Fox on Switch 2 brings back the branching mission structure that made the original Nintendo 64 game a cult classic, and that structure means players run into 18 different bosses depending on which route they take through the campaign. Some bosses only show up once players clear the harder path on a previous mission, which makes this list useful for anyone trying to see every fight the game has to offer, not just the ones tied to a single playthrough.

Star Fox all bosses

Below is a breakdown of every boss in Star Fox, the mission each one appears in, and the strategy needed to bring each of them down quickly.

All 18 Bosses in Star Fox Switch 2

BossMissionWeak Point
GrangaCorneria (Easy Route)Back, after legs and arms are destroyed
Attack CarrierCorneria (Hard Route)Main body, after launch bays are destroyed
Meteo CrusherMeteo (Easy Route)Yellow cores
ShogunSector YNo lock-on with charged shots, use radar
BacoonAquasEye, after pods and muscle pillars are cleared
SaucererKatinaCore, exposed when hatches open
Star WolfFichina, Bolse, Venom 2Track members individually with radar
SarumarineZonessExhaust pipes, then cannons and crane
VulcainSolarArms
SpyborgSector XEyes
CopperheadsSector ZSix missiles, destroy with laser or bombs
MechbethMacbethHead while charging, then train’s core
GorasTitaniaArms, then yellow chest core
GorgonArea 6Energy balls when open, tentacles when closed
Bolse CoreBolseGlowing spots, after energy towers are destroyed
GolemechVenomTorso and limbs
AndrossVenom, Venom 2Yellow cores on hands
True AndrossVenom 2Yellow core behind the brain

Every Boss in Star Fox and Where to Find Them

Granga shows up on the Easy Route of Corneria. Players should shoot its legs off first, then destroy its arms to strip away its firepower before finishing it off through its exposed back, which is its true weak point.

Attack Carrier guards the Hard Route of Corneria. The launch bays are the opening target, and once those are cleared out, the ship’s main body becomes vulnerable to direct fire.

Meteo Crusher appears on the Easy Route of Meteo. This fight runs in three distinct phases, and the yellow cores are the only real damage source since the boss’s shield absorbs and reflects any attack aimed elsewhere.

Shogun waits on Sector Y, and this fight throws two Shogun Warriors and a Shogun Warlord at the player simultaneously. The radar becomes essential here for tracking the squadron, since charged shots can’t lock onto these targets at all.

Bacoon guards Aquas. Players need a mix of torpedoes and lasers, starting with the pods on its head to stop it from spawning more enemies. The muscle pillars have to go next to force the shell open, and the eye takes the torpedoes once it’s exposed.

Saucerer defends Katina, and this fight runs on a strict timer. Hitting the hatches while they’re open exposes the core, and players only get one minute to destroy it with bombs if they want credit for the hard route.

Star Wolf appears across three separate missions: Fichina, Bolse, and Venom 2. The radar helps track down individual squad members, and prioritizing whoever is chasing an ally keeps the whole team alive longer. Sharp turns, loops, and U-turns are the best tools for dodging their attacks and getting back on their tail.

Sarumarine is the boss of Zoness. This one has the most moving parts of any early fight: dodge the chained cannonball first, bomb the exhaust pipes on the main body, then destroy one cannon to expose the crane before taking that out too. The other cannon and the main ship come last.

Vulcain guards Solar. A fully upgraded laser makes a real difference here, and the arms are the priority target to cut off its offense. Giant unavoidable waves need bombs, rocks scattered around the arena drop supplies, and a barrel roll counters Vulcain’s spin attack.

Spyborg appears in Sector X. Its eyes are the only weak point, and its arms and lasers need to be avoided rather than fought through. The fight resets halfway when Spyborg heals back to half health for its second phase.

Copperheads shows up in Sector Z as a six missile gauntlet. Destroying every missile changes which route opens up afterward, and the laser is the fastest tool for taking them down. Bombs work as a backup when time runs short.

Mechbeth defends Macbeth. Shooting its head during a charge does the damage, dodging to the opposite side avoids the lunge attack, and the train’s core becomes the real target once it opens up.

Goras guards Titania. The arms come off first, followed by barrel rolls, boosts, and hovers to dodge its tail and breath attacks. Once the arms are gone, the yellow core on its chest is exposed for the finishing blow.

Gorgon waits in Area 6. The yellow energy balls are the target while it’s open, the tentacles take priority while it’s closed, and circling the arena dodges its laser sweep. The core turns yellow eventually, and that’s the signal to finish the fight.

Bolse Core is the boss of Bolse. Eight energy towers need to go down first, along with the enemies defending them, before the Bolse Core itself becomes vulnerable. Its glowing spots are the target, but destroyed spots fire back lasers that need dodging.

Golemech appears on Venom. A fully upgraded laser is recommended, and the torso and limbs are the priority to strip away its exoskeleton. Braking and boosting dodges obstacles in the arena, and charged shots speed up the fight considerably.

Andross guards Venom and returns again in Venom 2. His eyes work as a distraction target, the yellow cores on his hands are the real damage source, and bombs or well-placed shots on inhaled rocks counter his suction attack.

True Andross is the final boss, fought in Venom 2. His eyes go down first, then the yellow core behind his brain finishes the encounter.

Best Tips for Fighting Bosses in Star Fox

A handful of preparation steps make every boss fight in Star Fox easier, regardless of which one players are up against.

  • Upgrade the Laser: A stronger laser cuts down enemies faster and speeds up boss damage significantly. Laser upgrades scattered through each mission are worth detouring for, though a heavily damaged Arwing will lose any upgrades it’s carrying.
  • Extend the Shield Gauge: Collecting three Gold Rings extends the Shield Gauge for the mission. A fully upgraded shield means more room for error once the boss fight actually starts.
  • Preserve the Shield Gauge: Most bosses sit at the end of a mission packed with regular enemies, so passing through Silver Rings along the way keeps health topped off for the fight that matters.
  • Stock Up on Bombs: Bombs clear groups of enemies or land heavy single-target damage, and players can carry up to nine at once. Grabbing every bomb pickup before a boss fight pays off.
  • Master Arwing Movement: Dodging, tracking, and finding weak spots all come down to control familiarity. The Controls Menu allows remapping certain inputs for players who want a setup that feels more natural. Play Now!

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