Bonesetter Hundar, Clan Shaman: how to beat

Bonesetter Hundar, Clan Shaman — dungeon “The Dire Chamber (Northern Wing — Ogre Arena)”, level 47. The deck: phases, turn cycle, damage and healing by…

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Dungeon The Dire Chamber (Northern Wing — Ogre Arena), boss 2 of 4, level 47.

The boss plays its own deck: every turn it plays the next line of its phase’s cycle, with no randomness. Learn the cycle and you know what is coming. The numbers on this page are the same as in the card tooltip in combat: before Hardiness and Defender’s Stance. Mechanics in detail — Boss mechanics.

In short

  • Modes: Heroic (at level 60), Normal (at the place’s level, 44–54), Keystone +10 (Mythic+, at level 60).
  • 2 phases, 7 cards in the deck. Schools: ⚔ Physical 3, 🌿 Nature 2, ⚡ Storm 1, 🩸 Blood 1.
  • “Bones in the Frost” cold: every enemy turn, everyone through shields — heroic 600, keystone +10 500 to each before Hardiness. No cold in normal mode.
  • “Set It Right” test strike — on boss turns 7 and 15: heroic 7,000, keystone +10 8,000; 40% weaker with a defensive card on yourself.
  • The heaviest hit is “Set It Right”: heroic 7,000, keystone +10 8,000.

Phases and turn cycle

The phase changes with the boss’s Health. In each phase the boss goes round its own cycle: at the end it starts again. The boss’s next turn shows on its portrait.

1. “Appointment” — from the start of the fight

Down to 40% Health.

Cycle stepWhat the boss plays
1🌿 Pole of Skulls + ⚔ Crooked Stick
2⚔ Crooked Stick
3⚔ Crooked Stick + 🌿 Rubs on Ointment
4⚡ Howl
5⚔ Dances by the Pole

2. “Heals Himself” — below 40% Health

Below 40%: the pole at once, angrier.

On entering the phase the boss plays at once: 🩸 Heals Himself, 🌿 Pole of Skulls.

Cycle stepWhat the boss plays
1⚔ Crooked Stick + 🌿 Rubs on Ointment
2⚡ Howl
3⚔ Crooked Stick
4⚔ Dances by the Pole + 🌿 Pole of Skulls

The “Set It Right” test strike is not part of the cycle: the boss announces it on its turns 6 and 14 and hits on turns 7 and 15.

Cards and numbers

The number is what a hit takes before Hardiness (through shields — from Health only), how much the boss heals itself, the shield it puts up, a minion’s Health. A dash means the card is not in that mode or has no number. Keystone: +10 numbers; hits are the same from +7 to +9 and weaker per level below +7.

CardWhat it doesHeroicNormalKeystone +10How to answer
⚔ Set It Right · Physical, test strikeA test strike on whoever holds the boss’s attention (usually the tank). The boss announces it on its own, outside the cycle, and hits on its 7th and 15th turn; one turn before, there is a countdown on the portrait and a warning above your hand. The target plays a defensive card on themselves before the hit — it is 40% weaker. Not in normal mode. Through shields.7,000 · with a defensive card 4,200—8,000 · with a defensive card 4,800Test strike, one turn of warning. The tank plays a defensive card, the healer tops him up in advance.
⚔ Crooked Stick · Physical, hitA hit on whoever holds the boss’s attention (usually the tank).2,3507004,100A plain hit.
🌿 Pole of Skulls · Nature, summon with a taskSummons “Pole of Skulls”. While it lives, the boss hits 20% harder.Health 2,500 · hits 24Health 420 · hits 7Health 10,740 · hits 41While it stands, his hits +20%. Break it or endure.
🌿 Rubs on Ointment · Nature, self-healHeals itself.heals 1,070heals 180heals 4,600Heals himself for 1,070 (heroic) / 180 (normal) / 4,600 (keystone +10).
⚡ Howl · Storm, chargeA charge: in 1 turn it hits everyone, the number is for each. Shields hold half, ignores 50% of Hardiness.846168984One turn of warning. Half through shields at everyone.
⚔ Dances by the Pole · Physical, opening: more damage to the bossThe boss is open: damage to it ×1.3 for 2 turns.———+30% damage for 1 party turn.
🩸 Heals Himself · Blood, boss empowerThe boss’s hits ×1.15 until the fight ends.———Stronger by 15% until the fight ends.

“Bones in the Frost” cold

He sets bones in the cold. Says they come back better.

  • Heroic: 600 to each per enemy turn, before Hardiness.
  • Keystone +10: 500 to each per enemy turn, before Hardiness.
  • Hits every fighter in the party through shields; Hardiness reduces it — better gear takes less.
  • The answer is healing every turn: shields do not stop cold. Healer cards do it best — they heal Health only.
  • No cold in normal mode.

Test strike

  • “Set It Right” — on boss turns 7 and 15, through shields, on whoever holds the boss’s attention (usually the tank). On heroic, while the party’s tank is alive, it goes to the tank. Not in normal mode.
  • Heroic: 7,000 before Hardiness; 4,200 if the target answered with a defensive card.
  • Keystone +10: 8,000 before Hardiness; 4,800 if the target answered with a defensive card.
  • One turn before the hit there is a countdown on the portrait and a warning above your hand. The target plays a defensive card on themselves: a self-shield, damage reduction or “cannot be killed”. A card someone else plays on the target does not count.

Enrage

  • Heroic: from party turn 40, every boss turn is 4% stronger, and it stacks.
  • Normal: as before — if the fight drags on past its expected length, the boss hits harder every turn.
  • Keystone +10: as before — if the fight drags on past its expected length, the boss hits harder every turn.

Roles

Tank

  • The “Set It Right” test strike lands on the boss’s 7th and 15th turn (heroic and keystone +10). One turn before, play a defensive card on yourself — a self-shield, damage reduction or “cannot be killed”: the hit becomes 40% weaker. Keep such a card in hand for those turns.
  • Shields do not stop this hit: the healer tops up your Health before it.
  • “Crooked Stick” hits you. Keep Taunt on rhythm: while the boss hits the tank, the rest stay whole. The heaviest is “Crooked Stick” (“Appointment” phase, cycle step 1).
  • Do not fall: on heroic, mythic and in keystones, without a living tank the boss’s hits on its focus go through shields. A resident can be the tank too.

Healer

  • “Bones in the Frost” cold hits everyone through shields every enemy turn: heroic — 600, keystone +10 — 500 to each before Hardiness. Heal everyone every turn; healer cards do it best — they heal Health only.
  • “Howl” hits everyone. Before that turn, get everyone above half Health; it goes half through shields: shields hold half, the rest hits Health.
  • “Heals Himself”: the boss hits harder — keep crystals and heals in reserve for those turns.

Damage dealers

  • “Pole of Skulls” empowers the boss — kill it first.
  • “Dances by the Pole”: the boss is open and takes more damage — save your strong cards for that turn.
  • “Rubs on Ointment”: the boss heals itself — keep the pace up.
  • Do not drag it out: heroic — enrage from turn 40.

The heaviest hits

  • “Set It Right” — test strike, through shields.
  • “Crooked Stick” — on the tank; “Appointment” phase, cycle step 1.
  • “Howl” — on everyone, half through shields, ignores 50% of Hardiness; “Appointment” phase, cycle step 4.

Loot

All of the boss’s loot with rough drop chances is in the item atlas; rules and items by boss are on the The Dire Chamber (Northern Wing — Ogre Arena) page.

Previous boss — Guz'lok the Arena Master. Next boss — Blind Seer Cho'ruk, Keeper of Disguises.

All bosses of the place — The Dire Chamber (Northern Wing — Ogre Arena). Rules of a fight against a boss with a deck — How to beat: every boss.

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