Emeriss, Rot of the Emerald Woods: how to beat

ReferenceBuilt from the game’s data

World boss “Emerald Nightmares—The Four Fallen Dragons”, boss 3 of 4 · level 60 · final. Abilities and damage, turn-by-turn rhythm, phases, what the tank,…

Boss 3 of 4 · level 60 · final · world boss Emerald Nightmares—The Four Fallen Dragons. Everything on this page comes from the game’s own data: when the boss changes, so does the guide.

In short

  • “Wave of Rot” — a whole-party hit on boss turns 3, 6, 9…: up to 885 each (heroic — up to 885). A warning shows on the portrait the turn before.
  • The tank loses 19% of their Health per turn on average (heroic 25%), the others 13%: heal the tank every turn.
  • Boss Health: phases at 50% — keep big cards for the end.
  • 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 19% (heroic 25%) 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… · ⚡ “Wave of Rot”A hit on everyone — up to 970 (heroic 1,262) 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 885 (heroic 885). 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: “Decay”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” 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; on heroic — up to 2,118 and up to 2,383.
  • To everyone else (Health ~1,300–1,500): up to 885 per hit and up to 1,125 per turn; on heroic — up to 885 and up to 1,125.
  • 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% (normal / heroic).

Abilities

“To a hero” is the most that reaches a level 60 hero’s Health (hit cap applied, before Hardiness); “/” separates normal and heroic. “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 hero (normal / heroic)On the cardFirst turnCooldownLastsRemovedWhen
Wave of RotHits the whole partywhole partyup to 885 / 885 each970 / 1,2623rdevery 3 turns——whole fight
OnslaughtBoss power: hits the targettarget — usually the tankup to 1,600 / 2,080 per hit1,600 / 2,080—every other turn; may finish a wounded target off-beat——whole fight
Umbral BoltHits the targettarget — usually the tankup to 2,118 / 2,118 per hit2,798 / 3,638—whenever it has crystals——whole fight
DecayWeakens the targettarget — usually the tank———at most once per 4 turns2 turnsby cleansewhole 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
RenewHeals itselfthe boss itself———whenever it has crystals——whole fight

Why the card reads more

  • Wave of Rot. A strong card — it reads 970 / 1,262, but nobody takes more than 885 / 885 per hit (the cap is 59% of Health), the tank — up to 970 / 1,262; a shield is used up in full first.
  • Umbral Bolt. A strong card — it reads 2,798 / 3,638, but the tank never takes more than 2,118 / 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 / 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. ⚡ “Wave of Rot” hits the whole party: up to 885 each (heroic — up to 885)
4Tank presses Taunt before this turn — it holds turns 4–5
5Without healing the tank falls on this turn
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. ⚡ “Wave of Rot” hits the whole party: up to 885 each (heroic — up to 885)
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. ⚡ “Wave of Rot” hits the whole party: up to 885 each (heroic — up to 885)

Phases and enrage

  • From 50% Health — phase 2: the deck is reshuffled, same moves.

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 19% of your Health per boss turn on average, up to 55% on a heavy turn; on heroic — 25% and up to 72%.
  • Keep defensive cards for “Umbral Bolt” — it is the hardest hit on you.
  • Without healing you would fall on boss turn 5.

Healer: when to heal

  • Main healing goes on the tank every turn: they lose 19% of their Health per boss turn on average (heroic 25%).
  • “Wave of Rot” lands on boss turns 3, 6, 9…: up to 885 each (heroic — up to 885). 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.
  • “Decay” — a debuff on the target for 2 turns, a cleanse removes it.

Damage dealers: what to hit and when

  • Boss Health — 113,277 (heroic 96,285).
  • 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” 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…: “Wave of Rot” hits the whole party — up to 885 each (heroic — up to 885); 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 2,798 (heroic 3,638), but the tank takes at most 2,118 (heroic 2,118) per hit, anyone else 885 (heroic 885); a whole boss turn — at most 2,383 (heroic 2,383) to the tank and 1,125 (heroic 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
Normal19%55%13%44%tank — turn 5, healer — turn 9, fighter — turn 9
Heroic25%72%16%57%tank — turn 5, healer — turn 9, fighter — turn 6

Party and gear

  • Party: 5 heroes — tank, healer, 3 damage dealers.
  • Recommended item level: 220, on heroic — 232. It is advice only: enemies don’t change.
  • Heroic: boss damage ×1.3, Health ×0.85 over normal, party-wide hit ×1.3.
  • 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 Emerald Nightmares—The Four Fallen Dragons page.

Previous boss — Lethon, Devourer of Shadow-Souls. Next boss — Taerar, Shattered by Madness.

All bosses of the place — Emerald Nightmares—The Four Fallen Dragons. Party combat rules — How to beat: level 60 bosses.

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