
Worse still, he can also appear as a Degraded Boss in one of the final set of levels. All of your troops will pass him by meaning that you have to keep summoning more if you don't want his Fist of Fury to hit you.
Ghost Paladog can only be harmed by Paladog's attacks, making much of the fight tedious if you don't have good enough damage. He also attacks quite rapidly for a good amount of damage meaning that you can't stall him with Paladog. The Ghost King will teleport around the battlefield very often, and since your troops can only move forwards you have to keep summoning more so that the new ones can hurt him as the ones before leave the screen. Examples are the Frog Witch, Soccer Skeleton and Ice Dragon, the first temporarily turning up to 5 units into useless frogs, the second kicking units backwards and knocking them down forcing them to get back up and make their way to him again, and the third uses an area ice breath to temporarily freeze groups of units while also dealing a great amount of damage. A number of the bosses have attacks that aren't very lethal, but simply prolong the time you need to take before your units kill them. If too many of them get amassed in one area, prepare to have your non-ranged units get owned by a hail of arrows. Similar to how Hood can be dangerous in huge groups, these guys are in a similar boat. Did we mention that the first 12 stages of the Icy Glen is chock-full of them? To top things off, they also have quite a good bit of health and very rapid attacks. This makes it extremely irritating to take care of them, as well as causing them to stall your reinforcements, or forcing you to keep spare melee troops to catch them in Destiny levels.
By far the most irritating enemy in the game, they basically turn intangible (and completely invulnerable to EVERYTHING) when nearing your front-most troops to bypass them, only rematerializing when they're past your front line.