01 The short version
- Beat every boss once. The first win pays the full purse, and beating a city's last boss opens the next city.
- Fill your Top Mafia before you start. Bosses are built for a crew: every helper seat makes them tougher whether it's filled or not.
- Jab when you have time, haymaker when you don't. Jabs do more damage per stamina, haymakers more per round.
- Farm bosses for cash and gear, not XP. After the first win a boss pays about what its district's best job does.
02 Opening a boss fight
A district's boss shows up once you've done every job in it at least once. Some bosses also want gear before they'll see you; the boss's page lists it. Starting the fight costs 20% of your max energy, and you need at least 20 health.
Then you have 6 rounds to take down the henchmen and then the boss. If they're still standing after that, the boss gets away and the energy is spent.
03 Jab or haymaker
Each round you pick a move. Both cost stamina and hit harder the more attack you have:
| Move | Stamina | Damage | Hits |
|---|---|---|---|
| Jab | 1 | 10 + 2× attack | 100% |
| Haymaker | 3 | 28 + 5.6× attack | 85% |
Counted per stamina, the jab wins: a haymaker costs 3× the stamina but does less than 3× the damage, and sometimes misses. But you only get 6 rounds. So jab while the fight is comfortably on track, and switch to haymakers when you need the damage to finish in time.
The boss hits back every round, and the henchmen hit for 60% of that. Defense takes the edge off: a hit is cut to 40 ÷ (40 + your defense) of itself, so 40 defense halves every hit.
04 Your crew in the fight
Every boss has helper seats (one to a few). The members of your Top Mafia fill them, strongest first, and each helper swings every round for 50% of a jab at their own attack.
The catch: the boss and the henchmen get +25% health for every helper seat, whether you fill it or not. An empty seat makes the fight harder for nothing.
05 What a boss pays
The first win pays the boss's full purse in XP and cash, and a chance at the boss's own piece of gear. That's why every boss is worth beating once.
After that, a win pays by the energy the fight cost: XP like the district's best job, and 1.5× that job's cash. So a boss you can beat easily is a good place to turn energy into cash and to farm its gear drop, but your newest jobs are still the way to level. A Safecracker in your Top Mafia gives +25% loot chance on bosses too.
06 The city finales
The last boss in each city opens the next one. They're the biggest fights in the game:
| Boss | City | Helper seats | Total health | Drops |
|---|---|---|---|---|
| Commissioner Ruth Hale | Miami | 3 | 998 | |
| Don Salvatore Bellini | New York | 3 | 3,115 | |
| Arturo “the Chairman” Ricci | Chicago | 3 | 5,565 | |
| Sterling “Mr. Silver” Haskell | Las Vegas | 3 | 8,523 | |
| General Augusto Varela | Havana | 3 | 8,523 | |
| Lucien Delacroix, the Carnival King | New Orleans | 3 | 12,145 | |
| Comandante Aurelio Sandoval | Santiago | 3 | 12,145 |
Total health is the boss and the henchmen together, with the helper-seat bonus. Every boss, with its crew and rewards, is on the bosses list.