BossesintermediateUpdated: 9/20/2026

Last Stop Boss Tier List: Every Fight Ranked Easy to Brutal

Rank every Last Stop boss from Military and Anubis up to the Alien Mothership, Vampire Lord, Hollowjack, and Fred, with reasons each fight hits S or F tier.

A solid last stop boss tier list is the difference between a clean run and a frustrating wipe on wave seven, and the eight fights in this Roblox survival title scale wildly from tutorial-level warmups to nightmares that punish undergeared squads. The September 2026 patch cycle has barely shifted the relative order, so the rankings below are based on what players are actually reporting from public lobbies, not on datamined theorycrafting.

This guide ranks every named encounter from Military and Anubis through the Alien Mothership, Vampire Lord, Hollowjack, and Fred, explains why each one sits where it does, and gives you the exact loadout, kiting route, or stat check you need before queueing in. If you have lost three squads in a row to a UFO and want a map of which fights are worth burning a respawn on, this is the read.

How We Ranked Every Last Stop Boss

The tier list is built around three measurable axes rather than vibes: how forgiving the encounter is to a fresh bus with mid-tier weapons, how hard the failure punishes your run, and how much of the fight depends on execution versus raw stats. A boss that lets you kite, rez teammates, and reset positioning scores high even with a starter AR; a boss that one-shots through armor or spawns adds on top of a phase transition gets dragged down regardless of how cool it looks.

Ranking AxisWeightWhy It Matters
Gear DependencyHighSome fights can be cheesed with a cheap rifle; others demand a fully leveled bus and top-tier gear
Execution WindowHighTelegraphs, kiting space, and rez opportunity decide whether one mistake ends the run
Squad ScalingModerateA fight that melts in a five-stack but solos players hard is rated differently from one that punishes both
Loot OpportunityLowBosses that drop build-defining items earn a small boost because the risk has real reward payoff

Tiers are not a one-to-one power ranking. An S-tier boss is one you should be confident clearing on a fresh save, while an F-tier boss is a hard content gate that needs a coordinated squad or a fully upgraded bus before you even queue the wave. Mid-tier bosses are the real swing fights: doable solo, but they will end your run if you walk in cold.

If you want a deeper breakdown of the encounter-by-encounter mechanics before the rankings, the all bosses guide for Last Stop walks through every wave trigger and spawn location, which lines up with the table above. Reading both together turns the tier list from a static ranking into a set of fight plans you can execute in order.

The Full Last Stop Boss Tier List (2026 Patch)

Below is the consolidated ranking based on community data from Nightmare mode and the regular hard lobbies. Each row reflects what a squad of average skill, average gear, and average bus level is likely to experience, with the outliers called out in the per-boss notes.

RankBossTierWaveCore StrategySolo Viability
1MilitaryS4Kite gunners, then damage the commanderHigh
2AnubisA5Destroy statues to remove shieldsMedium
3HollowjackB6Secret encounter, low HP, boxed arenaHigh
4FredB7Multi-phase final boss, three endingsLow
5Vampire LordC6Mid-flight chase, melee and ranged mixMedium
6Alien MothershipF7Nightmare-only, beam and minion spamVery Low

The two big surprises for newer players are Hollowjack landing in B rather than F (the encounter is short and the arena is tiny, which works in your favor) and Military sitting at the top despite being your first real wall. Military is a kite tutorial, and once you learn to pull gunners into the open field, the commander crumbles to focused fire. For a dedicated walkthrough of that fight, the Last Stop Military boss guide has the kite route drawn out.

S-Tier: Military Boss Fight

Military is the first boss that actually feels like a boss, but the reason it tops this list is that the encounter is a teaching moment disguised as a difficulty spike. The commander himself is a damage sponge, but he has no mobility tools, no adds during his vulnerable phase, and the entire arena is a field with cover for kiting.

PhaseCommander HPAddsPlayer Task
ApproachFull4 gunnersPull gunners away from the commander, focus fire one at a time
VulnerableHigh2 respawning gunnersBurst commander while dodging his ranged burst
ExecuteLow1 gunnerFinish the commander, loot the supply drop

The reason Military earns S-tier over every other encounter is that a solo player with a blue-rarity AR and a half-upgraded bus can clear it in roughly four minutes if they kite properly. Compare that to Anubis, where you need to memorize a statue order, or Vampire Lord, where one missed dodge ends the run. Military is the design team telling you how the rest of the game works, and the players who internalize the kite pattern carry it forward into the harder waves.

A-Tier: Anubis Encounter

Anubis is the first encounter that punishes a greedy build, and the reason it sits in A-tier rather than S is the shield mechanic. While both statues stand, Anubis is immune to all damage except a thin DoT window after his slam, and the statues themselves regenerate after a brief window if your squad ignores them. The whole fight is a stat check on whether your bus can sustain through that downtime.

StatueLocationHP BandEffect if Destroyed
Left StatueNorthwest altarVery highRemoves Anubis shield, opens damage window
Right StatueSoutheast altarVery highRemoves Anubis shield, opens damage window
Anubis CoreCenter arenaExtremeDamageable only when both statues are down

The reason Anubis is not S-tier is the gear gate. A solo player running a starter loadout will burn the entire statue phase on add clear and then have nothing left for the core, which means a guaranteed wipe. A squad of two or more can split the statues, burst them in fifteen seconds, and rotate to the core while Anubis is still recovering. The encounter rewards coordination over raw power, which is a fair trade, but it is a noticeable step up from Military. A full mechanic breakdown of the shield and slam timing is in the Last Stop Anubis boss guide, which lines up with the rotation table above.

B-Tier: Hollowjack and Fred

Hollowjack and Fred are both B-tier, but for opposite reasons. Hollowjack is a low-HP secret encounter that shows up if you trigger the box puzzle during wave six; Fred is the multi-phase finale that decides your ending. The reason neither climbs higher is the execution tax: Hollowjack because it spawns inside a tiny arena with no kiting room, and Fred because phase three is a hard gear check regardless of skill.

BossHP BandPhasesKey StrategyTime to Clear
HollowjackExtreme1Charges in a straight line, fast windup2-3 minutes
Fred Phase 1ExtremeMelee swings and ground AoEDodge rolling the AoE4-5 minutes
Fred Phase 2ExtremeRanged burst from aboveSpread out, burst on landing5-6 minutes
Fred Phase 3ExtremeSummons adds, enrage timerBurn the boss, ignore adds6-8 minutes

The reason Hollowjack scores slightly above Fred on the tier list is the loot-versus-effort ratio. Hollowjack drops the Box Key fragment, which is a build-defining item for the secret ending, and the fight is short enough that a single retry costs you under three minutes. Fred, by contrast, is a fifteen-minute commitment even on a clean run, and phase three will hard-fail a squad that walks in with sub-Mythic weapons. Both fights are winnable, but only one respects your time.

A step-by-step route for the Hollowjack box puzzle and the Fred phase-three enrage timer is documented in the Last Stop Fred boss walkthrough, which lines up with the phase table above and breaks down each window. The Fred enrage timer is the tightest window on the list, so it is worth memorizing before you queue the finale.

Boss Strategy Breakdowns by Encounter

Below is a tighter comparison of the three fights that swing runs the hardest, ranked by how much they punish a squad that walks in unprepared. The table is a quick lookup, and the notes underneath explain the exact stat check or positioning pattern you need to clear.

BossRecommended Bus LevelRecommended Weapon TierKiting SpaceRez Window
MilitaryLevel 3+Blue AR or betterWide open fieldSeveral seconds
AnubisLevel 5+Purple AR, melee backupMedium arenaA short window
Vampire LordLevel 6+Sniper plus shotgun for the chaseVertical, mid-airA brief window
Alien MothershipLevel 8+Mythic sniper, full teamNone, beam locks the arenaNone

The pattern is obvious once you see the table laid out: every tier down costs you one kiting dimension and one rez window, which is why the bottom of the list is so brutal. If you cannot rez a teammate mid-fight, one mistake cascades into a full wipe, and that is exactly what the Alien Mothership is designed to do.

Kite and Burst: Military and Anubis

Military and Anubis are both kite-and-burst encounters, but the kiting space is the difference between S-tier and A-tier. Military gives you a full open field, which means you can pull gunners thirty meters away from the commander, burst them in safety, and then walk the commander down with no pressure on your healer. Anubis gives you a medium arena with two fixed statue positions, so the kiting is reactive rather than proactive; you are running away from the slam, not pulling adds into a kill zone.

The practical takeaway is that Military can be soloed with any weapon that deals consistent damage, while Anubis wants a squad of two so one player can hold aggro while the other burns statues. Both fights reward players who treat positioning as a resource, but only Anubis has a hard stat gate.

Burst and Survive: Hollowjack and Vampire Lord

Hollowjack and Vampire Lord are the two fights where your personal damage matters more than your bus, because the arenas are small and the boss is fast. Hollowjack is a full HP burst check that ends in three minutes if you are hitting your shots, and Vampire Lord is a mid-air chase sequence that punishes anyone who panics and burns their dodge early.

BossBurst WindowSurvival ToolCommon Mistake
HollowjackFast after chargeBackstep and shoot during recoveryStanding in the arena center
Vampire Lordmoderate after dive bombVertical dodge, shotgun at landingPanic-dodging the first leap

The reason these two sit in B and C is the personal-skill variance. A cracked player with a purple sniper can solo Vampire Lord in under five minutes, but an average player with the same loadout will eat a dive bomb on phase two and lose the run. The fights are fair, but the skill floor is high, and that drags them down the tier list.

Hold the Line: Fred and the Alien Mothership

Fred and the Alien Mothership are the two endgame gates, and the reason they are split between B and F is the enrage timer. Fred has one, the Alien Mothership has two, and the second enrage on the UFO fight is a hard squad wipe if you are not already inside the safe zone when it triggers.

BossEnrage TimerSafe ZoneWipe Cause
Fred Phase 38 minutesNoneSummoned adds ignore the boss and hunt players
Alien Mothership6 minutes (first), 4 minutes (second)Center pillar under the shipBeam locks every player outside the pillar for a short window

The practical advice here is to never queue the Mothership fight without a coordinated squad, and to treat Fred as the moment you decide which ending you are going for. The true ending requires the Hollowjack key fragment plus a clean Fred kill, so the B-tier placement is a slight boost to reflect the loot payoff. For a full ending-by-ending checklist, the all endings guide for Last Stop lines up with the table above.

The ranking methodology behind this list weighs boss HP scaling, attack pattern complexity, and phase transitions against each other to decide which encounters sit at the top of the tier list.

Last Stop How to Beat Bosses Fast: Loadout and Class Picks

The fastest clears share three patterns regardless of which boss you are fighting, and the table below breaks them down by encounter. The class picks are based on what players are running in the top tier of clear times, not on personal preference.

BossBest ClassBest WeaponBest Bus ModTime Save
MilitarySniper (kite)Blue AR or purple sniperWheel upgrade level 3Pull adds faster
AnubisDemolitionist (statue burst)Rocket launcher, purple ARArmor plating level 2Skip the shield phase
HollowjackAny damage classShotgun or SMGNone neededBurst before the charge
FredAlien class (damage amp)Rifle primary, sniper secondaryWheel and armor maxedSurvive phase 3 enrage
Vampire LordAlien class (vertical mobility)Sniper plus shotgunWheel upgrade level 5Dodge the dive bomb
Alien MothershipFull squad, mixedMythic sniper, rocket launcherEverything maxedHit the enrage window

The reason this table matters more than the tier list is that the tier list tells you which fights are hard, while this table tells you which fights are hard for the wrong reasons. Military is S-tier because almost any loadout clears it; Anubis is A-tier because the right loadout clears it twice as fast as the wrong one. If you want a deeper breakdown of class passives and bus mod stacking, the best class for bosses tier list lines up with the recommendations above and explains why the Demolitionist is the Anubis MVP.

Pre-Fight Checklist for Every Boss

Before you queue any of the six encounters, run through this five-item checklist. It costs you ninety seconds and turns a coin-flip run into a clean clear, which is the single biggest time save in the game. Checking medkits first, then ammo, then your class-and-bus synergy is the order that prevents a wipe mid-encounter.

StepTaskWhy It Matters
1Repair bus to full HPA wipe costs you about a minute of repair time plus a respawn
2Stock 200+ rounds of primary ammoMost boss wipes happen at the execute phase with empty mags
3Carry one medkit per squad memberNo rez window means you need self-sustain
4Confirm class passive is activeAlien damage amp, ranged marking and statue burst abilities are what to confirm
5Ping the spawn locationHalf of the wipe posts in the community are players running to the wrong altar

The reason this checklist sits at the top of the strategy section is that the time saved compounds across the run. Skip the repair on Military and you lose thirty seconds; skip the repair on the Alien Mothership and you lose the run. The five steps are not optional, and they are the single most cited tip from players running Nightmare mode clears.

Frequently Asked Questions

What is the hardest boss in Last Stop?

The Alien Mothership is the hardest encounter because it is locked behind Nightmare mode, has a six-minute enrage timer that triggers a second enrage at four minutes, and uses a beam attack that locks every player outside the safe zone for three full seconds. The fight is unwinnable solo, requires a fully leveled bus, and punishes any mistake with a full squad wipe, which is why it sits at the bottom of the tier list.

Is Hollowjack a secret boss in Last Stop?

Yes, Hollowjack is a secret encounter that only spawns if your squad solves the box puzzle during wave six. The puzzle is a five-step sequence on the bus roof, and the boss arena is a small box room that works in your favor because Hollowjack is a low-HP burst check. Clearing the fight drops the Box Key fragment, which is required for the true ending route through Fred.

What is the easiest boss in Last Stop?

Military is the easiest encounter because the commander is a slow melee-ranged hybrid with no mobility, the arena is a wide open field that gives you unlimited kiting space, and the adds are weak enough to be bursted by a single player with a blue-rarity AR. The fight is also a teaching tool for the rest of the game, since the kite pattern carries forward into Anubis, Vampire Lord, and the harder waves.

Can you solo the Alien Mothership in Last Stop?

No, the Alien Mothership cannot be reliably soloed because the beam attack has a one-second rez lockout and the second enrage timer spawns three adds that all focus the same player. The fight is designed for a coordinated squad of three to four, with at least one player on a support class for sustain and one player on a ranged class for the marked-damage passive on the ship core.

What level bus do you need for Fred in Last Stop?

You need a Level 7 bus with maxed wheel upgrades and at least level 3 armor plating to clear Fred on a fresh save, because phase three has an eight-minute enrage timer that summons adds and a hard gear check on the final execute. A lower-level bus can technically clear the first two phases, but the enrage timer will wipe the squad before the core opens up, which is the most common failure point for players running their first Fred attempt.