Gate

Description
The Gate is a large structure covering columns 7 and 8 (the rightmost columns). Its primary form of attack is summoning modules to fight for it. Up to two Gatecannons and two of any of the other modules can exist at once, and each will have independent health/shield pools and status effects. After being destroyed, a module slot will remain empty for a short amount of time before being refilled.

Destroying the Gate will summon Serif who will note the player's choice in murdering some of the previous bosses and kill the player. This will complete the neutral route and unlock a character's second kit, if not already available.

Strategy
The Gate sports a massive amount of and some good  to boot, and with its ability to summon modules that can attack at the same time it can appear like a pretty intimidating boss to face. However, The Gate suffers from two crippling weaknesses: Because of these weaknesses, certain decks and spells are particularly effective against the Gate, to the point of rendering the fight trivial:
 * It's huge and immobile, spanning 8 tiles.
 * Its modules can be destroyed, hindering the Gate's offensive capabilities.
 * Fire decks, as every individual tile that's on can harm both the Gate and its modules, dealing high damage and triggering artifacts such as  and . This also allows  to deal massive damage to it.
 * Storm type spells, such as or, as they're likely to hit the Gate multiple times along with its modules.
 * Spells that affect the back rows, such as, or , as they're guaranteed to hit the Gate multiple times, providing high value for their relatively low cost.
 * , especially at the start of the fight, as it can reduce the Gate's current HP by a third.
 * decks, combined with, as the player can spam Kunai as fast as they can without worrying about missing their target (unless the player is far enough away from the Gate).
 * , as it can constantly hit the Gate until the end of the fight, dealing high damage, especially if multiple Glaives are cast over the fight.
 * , if cast on the rightmost row of the player's grid, is guaranteed to hit the Gate with each shot, easily stacking up until the spell is interrupted (Said Poison damage goes very well with ).
 * , while already being a powerful spell when paired with, can deal 4 times its normal damage to the Gate if cast while the player has , as it causes the spell to hit in a cross.

Aside from trying to get the aforementioned spells before fighting the Gate, the player should simply make sure to take out the Gate's modules as fast as possible, as their attacks can prove difficult to dodge if there are many of them active at a time.

After beating the Gate, Serif will spawn and attack the player. She has almost as much health as the Gate, 99 Defense, and 999 Spell Power; attacking every tile with a sword that them, forcing the player to get hit (and likely die due to her Spell Power). She isn't meant to be defeated, as dying to her will still count as a victory in the game's statistics, but there are still some ways the player can potentially take her down:
 * Shiso's Lynchpin, with enough and paired with artifacts such as  and, though it might still not be quick enough to take her down without the usage of  and.
 * , paired with a high-damaging spell such as (or  with a large amount of money), the former upgraded with  (And  should the player not also have Mirror), and the latter upgraded with ; Artifacts such as Magnifying Glass and  are also helpful.
 * Reva's Reflector Gem, with a high enough (Over 3, which might be hard to achieve without ) can reflect indefinitely, allowing her to damage Serif with her own attacks.

Even if the player manages to defeat Serif at this point, they'll merely be sent back to the first world, looping the run, similarly to how she behaves in a Genocide run. Consequently, may also be used to end the game at this stage.

Modules

 * GateSweeper - Hits every tile on the player's side of the grid in sequence, much like the spell. The pattern is repeated about once every three seconds. Each shot does 60 damage.
 * GateCrosser - Fires missiles that hit in a cross pattern centered at the player's location. There is a short pause between every three salvos. Each missile does 60 damage.
 * GateXer - Fires a cluster of projectiles that hit in an X pattern (all diagonal tiles) centered at the player's location. There is a short pause between every three clusters. Each projectile does 60 damage.
 * GateBeamer - Fires three lasers that hit tiles in a horizontal zigzag pattern, changing direction when reaching the edge of the grid. Each laser will do 60 damage each time the player touches it.
 * GateCannon - Summoned after the Gate has lost a significant amount of health. A GateCannon fires a single shot hitting the top two or bottom three rows of the grid, depending on its position. The shot deals about 120 (?) damage. If both GateCannons are alive, they may fire at the same time.
 * The Gate also has one special attack of its own - it will track the player's movements over a short period of time, then fire a laser tracing their path. Similar to the GateCannons, the Gate must have lost a certain amount of health to begin using this attack. A red indicator can be seen under the player while the laser is tracking them; it disappears as soon as the laser begins to fire. The laser does 70 damage each time the player touches it.
 * GateBeamer - Fires three lasers that hit tiles in a horizontal zigzag pattern, changing direction when reaching the edge of the grid. Each laser will do 60 damage each time the player touches it.
 * GateCannon - Summoned after the Gate has lost a significant amount of health. A GateCannon fires a single shot hitting the top two or bottom three rows of the grid, depending on its position. The shot deals about 120 (?) damage. If both GateCannons are alive, they may fire at the same time.
 * The Gate also has one special attack of its own - it will track the player's movements over a short period of time, then fire a laser tracing their path. Similar to the GateCannons, the Gate must have lost a certain amount of health to begin using this attack. A red indicator can be seen under the player while the laser is tracking them; it disappears as soon as the laser begins to fire. The laser does 70 damage each time the player touches it.
 * The Gate also has one special attack of its own - it will track the player's movements over a short period of time, then fire a laser tracing their path. Similar to the GateCannons, the Gate must have lost a certain amount of health to begin using this attack. A red indicator can be seen under the player while the laser is tracking them; it disappears as soon as the laser begins to fire. The laser does 70 damage each time the player touches it.
 * The Gate also has one special attack of its own - it will track the player's movements over a short period of time, then fire a laser tracing their path. Similar to the GateCannons, the Gate must have lost a certain amount of health to begin using this attack. A red indicator can be seen under the player while the laser is tracking them; it disappears as soon as the laser begins to fire. The laser does 70 damage each time the player touches it.