Lord Incendius, the Living Brazier: how to beat

ReferenceBuilt from the game’s data

Dungeon “Blackforge Depths”, boss 7 of 16 · level 55. Abilities and damage, turn-by-turn rhythm, phases, what the tank, healer and damage dealers do.

Boss 7 of 16 · level 55 · dungeon Blackforge Depths. Everything on this page comes from the game’s own data: when the boss changes, so does the guide.

In short

  • “Party Strike” — a whole-party hit on boss turns 3, 6, 9…: up to 590 each. A warning shows on the portrait the turn before.
  • The tank loses 33% of their Health per turn on average, the others 8%: heal the tank every turn.
  • Boss Health: phases at 50% — keep big cards for the end.
  • Wounds (“Shadow Word: Silence”) are removed by a cleanse.
  • Taunt before boss turns 1, 4, 7…

Tactics

Step by step — what each role does: the pull, the party-wide hit turns, Taunt’s rest, phases and enrage.

WhenTankHealerDamage dealers
1. Pull · turn 1Taunt before the first enemy turn: it holds the boss for 2 turns. Keep a defensive card for “Umbral Bolt”.Heal the tank from turn one: they lose 33% of their Health per turn on average, but never more than 2,383 per turn.Steady damage on the boss — no burst while the tank builds threat.
2. Turns 3, 6, 9… · ⚡ “Party Strike”A hit on everyone — up to 590 to you: the stance holds, don’t waste anything.On the turn before (a warning on the boss portrait) — everyone above half Health and shields; each takes up to 590. After it — heal the party.Your own shield or self-heal before the hit, if you have one; keep dealing damage: above half Health the hit is not a threat.
3. Turns 3, 6, 9… · Taunt restsThe stance holds (−40% damage): hit the boss — your damage makes 3× threat. Next turn — Taunt again.As usual: heal the tank.No burst — don’t out-threat the tank, or the boss turns on you.
4. Wounds and debuffs: “Shadow Word: Silence”Keep your Health above half — a wound ticks every turn.Cleanse as soon as it lands; no cleanse — heal with a margin.Damage on the boss: wounds are the healer’s job.
5. Boss shield and heals: “Barrier of Light”, “Gift of Light”, “Prayer of Healing” and “Renew”Keep Taunt on rhythm — nothing changes.As usual.The boss’s shield soaks damage first — play big cards when it is down; steady damage every turn.
6. Phase change: 50% of the boss’s HealthReach the threshold at full Health with Taunt ready.Top the party to full Health before the threshold — a new phase brings new moves.Party hurt — hold damage at the threshold until the healer catches up.

How much reaches a hero

  • To the tank (Health ~2,650): up to 2,118 per hit and up to 2,383 per whole boss turn.
  • To everyone else (Health ~1,300–1,500): up to 885 per hit and up to 1,125 per turn.
  • A card can read more than a hero’s whole Health — that is not a mistake: the card is strong, but a hero never takes more than the cap per hit. A shield takes the hit first and is used up in full; past the shield, no more than the cap reaches Health.
  • The numbers are for a level 60 hero in PvE gear; your Health differs — the cap follows it: per hit 80% of the tank’s Health and 59% of anyone else’s, per turn — 90% and 75%.

Abilities

“To a hero” is the most that reaches a level 60 hero’s Health (hit cap applied, before Hardiness). “On the card” is what the boss card reads: it can be more than a hero’s whole Health, and that is not a mistake — the card is strong, but no more than the cap lands per hit. Bold — the most dangerous. More — How to read the guide.

AbilityWhat it doesOn whomTo a heroOn the cardFirst turnCooldownLastsRemovedWhen
Party StrikeHits the whole partywhole partyup to 590 each5903rdevery 3 turns——whole fight
OnslaughtBoss power: hits the targettarget — usually the tankup to 558 per hit558—every other turn; may finish a wounded target off-beat——whole fight
Shadow Word: SilenceWound: damage every turntarget — usually the tankup to 1,428 per turn1,428—at most once per 5 turns3 turnsby cleansewhole fight
Umbral BoltHits the targettarget — usually the tankup to 2,118 per hit2,856—whenever it has crystals——whole fight
Barrier of LightShields itselfthe boss itself———whenever it has crystals——whole fight
Gift of LightHeals itselfthe boss itself———whenever it has crystals——whole fight
Prayer of HealingHeals itselfthe boss itself———whenever it has crystals——phase 1
RenewHeals itselfthe boss itself———whenever it has crystals——whole fight
Whispers of ShadowSpecial move, no damagethe boss itself———whenever it has crystals——phase 1

Why the card reads more

  • Umbral Bolt. A strong card — it reads 2,856, but the tank never takes more than 2,118 per hit (the cap is 80% of their Health); a shield is used up in full first. On any other hero — up to 885.

Turn-by-turn rhythm

A boss turn is the enemy turn after yours; the party moves first. The boss’s Onslaught hits the target every other turn, its cards whenever it has crystals (each has its own cooldown — see the table above). Here is what follows a strict turn order.

Boss turnWhat happens
1Tank presses Taunt before this turn — it holds turns 1–2
2Regular turn: hits on the tank
3Taunt is resting: the stance (−40% damage) keeps the boss on the tank — damage dealers, no burst · ⚠ On your turn before it, a warning shows on the boss portrait: healer tops everyone above half Health, shields up. ⚡ “Party Strike” hits the whole party: up to 590 each
4Tank presses Taunt before this turn — it holds turns 4–5
5Regular turn: hits on the tank
6Taunt is resting: the stance (−40% damage) keeps the boss on the tank — damage dealers, no burst · ⚠ On your turn before it, a warning shows on the boss portrait: healer tops everyone above half Health, shields up. ⚡ “Party Strike” hits the whole party: up to 590 each · Without healing the tank falls on this turn
7Tank presses Taunt before this turn — it holds turns 7–8
8Regular turn: hits on the tank
9Taunt is resting: the stance (−40% damage) keeps the boss on the tank — damage dealers, no burst · ⚠ On your turn before it, a warning shows on the boss portrait: healer tops everyone above half Health, shields up. ⚡ “Party Strike” hits the whole party: up to 590 each

Phases and enrage

  • From 50% Health — phase 2: “Prayer of Healing” and “Whispers of Shadow” go away.

Roles

Tank: tanking and when to taunt

  • Taunt before boss turns 1, 4, 7…: it holds the boss for 2 turns, then the button rests for 1 turn — the stance (−40% damage) still holds then.
  • You lose 33% of your Health per boss turn on average, up to 86% on a heavy turn.
  • Keep defensive cards for “Umbral Bolt” — it is the hardest hit on you.
  • Without healing you would fall on boss turn 6.

Healer: when to heal

  • Main healing goes on the tank every turn: they lose 33% of their Health per boss turn on average.
  • “Party Strike” lands on boss turns 3, 6, 9…: up to 590 each. On your turn before it, a warning shows on the boss portrait — top everyone above half Health and shield; heal the party after the hit.
  • “Shadow Word: Silence” — a wound on the target: up to 1,428 per turn for 3 turns; a cleanse removes it, it comes back no sooner than 5 turns later.
  • The others survive all 10 turns of the test without healing — all healing can go to the tank and after party-wide hits.

Damage dealers: what to hit and when

  • Boss Health — 34,064.
  • The boss shields itself (“Barrier of Light”) — the shield soaks damage first; play your big cards when it is down.
  • The boss heals itself (“Gift of Light”, “Prayer of Healing” and “Renew”) — steady damage every turn beats rare big hits.
  • Before 50% of the boss’s Health, hold damage if the party is hurt: a new phase brings new moves.
  • Don’t outpace the tank’s threat on Taunt’s rest turn (boss turns 3, 6, 9…): the tank’s damage makes 3× threat, but a burst can still pull the boss.

Danger points

  • Boss turns 3, 6, 9…: “Party Strike” hits the whole party — up to 590 each; Hardiness lowers it further. The warning comes on your turn before the hit.
  • The hardest hit on the target is “Umbral Bolt”. The card reads 2,856, but the tank takes at most 2,118 per hit, anyone else 885; a whole boss turn — at most 2,383 to the tank and 1,125 to the others. Nobody at full Health falls in a single turn.
  • Phase change at 50% Health — a new deck; enter it with the party at full Health.

Average damage

Measured by the game engine: a level 60 party in PvE gear, the tank holds Taunt, nobody else does anything — 10 turns of the boss. Percentages are the share of Health one boss turn takes: that is what needs healing.

ModeTank: per turnTank: heavy turnOthers: per turnOthers: heavy turnWithout healing would fall on boss turn
Normal33%86%8%27%tank — turn 6, healer — alive, fighter — alive

Party and gear

  • Party: 3 heroes — tank, healer, damage dealer.
  • Dungeons have no item level advice: gear of your own level is enough (the place is levels 52–60, the boss is level 55).
  • The guide’s numbers are for a party of “one player + level 60 residents”; with another line-up the boss’s strength differs a little — the game fits it to the party.

Loot

All of the boss’s loot with rough drop chances is in the item atlas; rules and items by boss are on the Blackforge Depths page.

Previous boss — Ring of Law: Arena Champion. Next boss — Fineous Darkvire, Lord Architect.

All bosses of the place — Blackforge Depths. Party combat rules — How to beat: level 60 bosses.

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