Sir Gundred, the Iron Bull — Level 10 Boss Guide
Sir Gundred is the capstone of the medieval band and the first boss you meet in Legion Rush. He is also the simplest: his entire kit is two moves — a battering charge and a peasant summon. That makes him the tutorial for every boss after him, because the one thing he teaches (move after the telegraph appears, not before) is the thing that keeps you alive at level 50.
The charge — his whole fight in one move
Gundred crouches back behind his shield, and a red rectangle paints down the road: a lane roughly four units wide, running from his position to yours. That windup lasts about 0.7 seconds, and here is the detail that matters: the lane locks onto your position at the moment the windup starts. After that, it does not track you. So dancing around before he winds up achieves nothing — the lane will simply be drawn wherever you happen to be. The winning habit is the opposite: wait for the rectangle to appear, then make one clean sidestep out of it. He crosses the arena in about half a second at full tilt, and anything within roughly two units of his line takes a brutal hit — nothing in your squad "tanks" it, and losing a merged veteran to a charge is the most expensive mistake this fight offers.
After the impact he skids and slowly backs up to his arena position. This recovery is your free damage window: he cannot act while retreating, so hold your formation in front of him and pour arrows in.
One more thing worth knowing: the charge is on a hard clock. Even if he seems content to summon, he is guaranteed to charge every seven to eight seconds or so. Never drift into the middle of the road and forget about it.
The summon — free targets, real cost
His other move is a roar-and-slam that calls four to six peasants from the back of the arena. The slam itself deals no area damage — the danger is purely the mob. Peasants at level 10 die in a volley or two, but every monster that slips past your legion costs you diamonds (an instant −2 each, plus a cut to the level payout), and that penalty applies on boss levels too. Sweep your formation across their approach lanes and gun them down; they are also worth having around as free targets while Gundred is mid-recovery.
What you want walking into level 10
- Bodies over merges. Wide formations dodge charges with fewer losses, and per-member door bonuses land on more units. Don't force a merge right before the arena.
- The white-heart door. The max-HP door is the only door that permanently raises health and it's rare. If one shows on level 8 or 9, take it over almost anything.
- No skills yet — he pays out the first one. Gundred is the boss that grants your first skill pick. Multishot is deliberately never offered this early, so the usual best picks are Piercing Shots (Sylvan's arrows drill even deeper into band-2 columns), Venom Tips, or Battle Haste. All of them keep paying through levels 11–19.
Common mistakes
- Sidestepping before the lock. Moving during his idle just re-centers the next charge onto you. Move on the telegraph, not on a guess.
- Standing center to "hold the line". The charge is not a wave of monsters; it cannot be out-damaged, only dodged.
- Ignoring the peasants. Leaked summons quietly drain the diamond payout you're fighting for.
- Wasting the recovery window. Chasing sideways while he skids back throws away your best uninterrupted DPS of the fight.
Beat him and you're into the crossbow levels of band 2 with your first skill in hand. Next up at level 20: the Mad King, who trades Gundred's two moves for six.
More boss guides: Mad King · Rootfather · Pale Widow · Pharaoh Akhotep — or read the full beginner's guide.