Resident Evil Requiem All Bosses — Full List and How to Beat Each

Every boss in Resident Evil Requiem ranked in order, with weaknesses and tactics. 11 main bosses, 2 optional fights, and the hidden final boss.

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Every Fight in the Game, Start to Finish

Requiem splits its monsters between two playstyles, and that changes how you approach every boss. Grace can’t fight. When she’s cornered, your only tools are light, sound, and your legs. Leon can fight, and his whole kit is built around the parry. Knowing which character you’re controlling tells you most of what you need to know before a fight even starts.

This is the full boss list in story order. I’ve kept each entry short on purpose. You don’t need three paragraphs of preamble when the fix is “stay in the light” or “parry the hatchet.” Damage numbers and exact ammo counts are in the game itself and they shift with difficulty, so I’m not quoting figures here. What you get is the concept that actually wins the fight.

A quick note on structure so the order makes sense. The campaign runs Prologue (Wrenwood) into Chapter 1 (Wrenwood Outbreak), then Chapter 2 (Rhodes Hill Care Center), Chapter 3 (Raccoon City Streets), and Chapter 4 (Umbrella Underground). Bosses are slotted across those.

The 11 Main Bosses

1. Shadow Ghost / The Girl (Grace)

Your first real threat, and it sets the tone for every Grace section. This thing is drawn to sound and it hates light. You don’t kill it here. You manage it. Make noise on the far side of a room to pull it away, then move while it investigates. When it gets close, hit it with a strong light source to stagger and buy distance. Patience over panic.

2. Chunk (Leon)

Leon’s first proper boss, and the game basically hands you the answer. Grab the MSBG 500 shotgun and use it. Chunk is a big, slow bruiser, so the play is to keep spacing, let it commit to a swing, then punish with shotgun blasts. Don’t get greedy in melee range.

3. Blister Borne (Leon)

A weak-point fight. The orange cysts bulging out of its body are the targets. Ignore the rest of the mass and put your shots into those swollen sacs. Pop enough of them and the fight ends fast. Trying to wear down the whole creature is the slow, wrong way to do it.

4. Shadow Ghost, Final Encounter (Grace)

The Shadow Ghost returns and the rule hasn’t changed. It still fears light. This version is more aggressive and the arena gives you less room, so you’re juggling light bursts and movement under more pressure. Same logic as the first time, less margin for error.

5. Emily Mutation (Leon)

A story beat that turns into a fight. This is a Leon section, so the standard combat loop applies: read the wind-up, parry when you can, create openings, and pour damage in during the recovery windows. Keep your footing and don’t let it pin you in a corner.

6. Titan Spinner (Leon)

A giant spider, fought inside a derelict building. The cramped space is the real enemy here, since it limits your dodge lanes. Keep moving so you never get wrapped up, watch for lunges, and use the layout to break line of sight when you need to reload. Aim for the body mass and stay mobile.

7. Victor and Garmrs (Leon)

The motorcycle chase. Victor rides you down on his bike while a pack of mutated dogs (the Garmrs) swarms. This is less a stand-and-fight and more a managed escape. Deal with the dogs as they close, keep your speed up, and survive the sequence rather than trying to out-damage everything at once.

8. Mr. X (Leon)

A returning RE2 favorite in spirit: a relentless Tyrant that walks you down. The counter is your parry. When Mr. X commits to a heavy swing, parry it with the hatchet to open a window, then capitalize. Running forever doesn’t work because he doesn’t tire. Stand your ground at the right moments and punish.

9. Plant 43 (Leon)

A massive mutated plant guarding the entrance to the ARK. This one is mandatory, no sneaking past it. Treat it like a weak-point puzzle: identify the parts you can actually damage, clear them, and push through. It’s a gatekeeper fight, so the goal is forward progress, not style.

10. The Commander (Leon)

The hardest non-final fight, and a pure close-quarters duel. No guns winning this one. You have to parry his melee strikes to stagger him, and only the stagger gives you a damage window. Watch for two things specifically: smoke grenades that ruin your visibility, and a grab-the-throat QTE that punishes sloppy spacing. He looks a lot like HUNK, though the game doesn’t confirm that’s who he is. Beat him and he drops the melee weapon Mortal Edge.

11. Victor Gideon (Leon) — Final Boss

The true final boss, and you only reach him on one path. Phase one is a humanoid Victor with a whip-like tentacle you can parry, hatchet ready. Phase two is the bad part: he mutates into something much larger, and during his jump attacks glowing lines trace across the floor to mark the danger zone. Sprint out of that radius, then shoot the glowing pustules on his body and finish with a QTE. Critically, you only fight him if you chose the right ending earlier. Pick wrong and you skip this entirely. Full breakdown is in the Victor Gideon final boss guide.

The 2 Optional Bosses

Chef (Care Center, West Wing kitchen)

Tucked in the West Wing kitchen during the Rhodes Hill Care Center chapter. You can stumble into this one while exploring. It’s a contained arena fight, so clear your space and treat it like any other Leon brawl: read the attacks, punish the openings.

Chunk, Grace Version (Care Center, East Wing)

A Chunk-type enemy shows up in the East Wing, but this time you’re playing Grace, so fighting it is a bad idea by default. You can and probably should avoid it entirely. If you do manage to take it down, the reward is the Eye Spy Charm. Most players will sneak past. The charm is the carrot for anyone who wants the challenge.

How to Think About the Whole Roster

If you remember one thing, remember this: Grace bosses are about light and avoidance, Leon bosses are about the parry. Almost every wall players hit in Requiem comes from trying to brute-force a Grace fight with aggression, or trying to gun down a Leon boss without ever learning the counter timing.

The two fights that genuinely demand practice are The Commander and Victor Gideon. The Commander teaches you that the parry is non-negotiable. Gideon makes you use everything at once. Get comfortable parrying early on the easier Leon bosses and both of those late fights stop feeling unfair.

For the ending choice that gates the real final boss, read the all endings guide before you reach Umbrella Underground. Choosing without knowing the consequences is how people lock themselves out of the proper finale on their first run.