Elemental Lord Geldrin: how to beat
Elemental Lord Geldrin — dungeon “Maraudon — Tomb of the Forest Princess”, level 40. The deck: phases, turn cycle, damage and healing by mode, cold, test…
Dungeon Maraudon — Tomb of the Forest Princess, boss 1 of 2, level 40.
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, 40–49), Keystone +10 (Mythic+, at level 60).
- 2 phases, 6 cards in the deck. Schools: 🌿 Nature 3, ⚔ Physical 3.
- “Shade Under the Trees” cold: every enemy turn, everyone through shields — heroic 880, keystone +10 740 to each before Hardiness. No cold in normal mode.
- “Rake” test strike — on boss turns 9 and 16: heroic 7,000, keystone +10 8,000; 40% weaker with a defensive card on yourself.
- The heaviest hit is “Rake”: 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. “Tending the Garden” — from the start of the fight
Down to 40% Health: the bench every 5 turns.
| Cycle step | What the boss plays |
|---|---|
| 1 | ⚔ Pruning Shears |
| 2 | ⚔ Pruning Shears + 🌿 Pollen |
| 3 | 🌿 Pruned + ⚔ Pruning Shears |
| 4 | ⚔ Pruning Shears + 🌿 Pollen |
| 5 | ⚔ Sat on the Bench |
2. “Overgrown” — below 40% Health
Below 40%: pollen almost every turn, the bench every 4 turns.
On entering the phase the boss plays at once: 🌿 Overgrown.
| Cycle step | What the boss plays |
|---|---|
| 1 | ⚔ Pruning Shears + 🌿 Pollen |
| 2 | 🌿 Pruned + 🌿 Pollen |
| 3 | ⚔ Pruning Shears + 🌿 Pollen |
| 4 | ⚔ Sat on the Bench |
The “Rake” test strike is not part of the cycle: the boss announces it on its turns 8 and 15 and hits on turns 9 and 16.
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.
| Card | What it does | Heroic | Normal | Keystone +10 | How to answer |
|---|---|---|---|---|---|
| ⚔ Rake · Physical, test strike | A 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 9th and 16th 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 4,800 | Test strike, one turn of warning. The tank plays a defensive card, the healer tops him up in advance. |
| ⚔ Pruning Shears · Physical, hit | A hit on whoever holds the boss’s attention (usually the tank). | 2,350 | 700 | 4,100 | A plain hit. |
| 🌿 Pollen · Nature, stacking damage over time | Damage over time on everyone that stacks: each play adds a stack, up to 4. The number is per turn per stack; a stack lasts 5 turns. | 106 per turn per stack | 21 per turn per stack | 123 per turn per stack | On everyone, builds up, wears off by itself in 5 turns. Party healing; a cleanse, if you have one, makes it easier. |
| 🌿 Pruned · Nature, buff removal | Removes 2 buff(s) from every fighter. | — | — | — | Removes buffs from the party: he prunes the extra. Put buffs up after it, and before it just hit. |
| ⚔ Sat on the Bench · Physical, opening: more damage to the boss | The boss is open: damage to it ×1.3 for 2 turns. | — | — | — | Resting: +30% damage to him for 1 party turn. Big cards here. |
| 🌿 Overgrown · Nature, boss empower | The boss’s hits ×1.1 until the fight ends. | — | — | — | Stronger by 10% until the fight ends. |
“Shade Under the Trees” cold
The sun has not looked in here for a hundred years.
- Heroic: 880 to each per enemy turn, before Hardiness.
- Keystone +10: 740 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
- “Rake” — on boss turns 9 and 16, 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 “Rake” test strike lands on the boss’s 9th and 16th 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.
- “Pruning Shears” hits you. Keep Taunt on rhythm: while the boss hits the tank, the rest stay whole. The heaviest is “Pruning Shears” (“Tending the Garden” 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
- “Shade Under the Trees” cold hits everyone through shields every enemy turn: heroic — 880, keystone +10 — 740 to each before Hardiness. Heal everyone every turn; healer cards do it best — they heal Health only.
- “Pollen” hits everyone. Before that turn, get everyone above half Health and put up shields.
- “Pollen”: damage over time — outheal it; a cleanse helps.
- “Overgrown”: the boss hits harder — keep crystals and heals in reserve for those turns.
- “Pruned” strips buffs from everyone — apply yours after it.
Damage dealers
- “Sat on the Bench”: the boss is open and takes more damage — save your strong cards for that turn.
- Do not drag it out: heroic — enrage from turn 40.
The heaviest hits
- “Rake” — test strike, through shields.
- “Pruning Shears” — on the tank; “Tending the Garden” phase, cycle step 1.
- “Pollen” — on everyone; “Tending the Garden” phase, cycle step 2.
Loot
All of the boss’s loot with rough drop chances is in the item atlas; rules and items by boss are on the Maraudon — Tomb of the Forest Princess page.
Next boss — Princess Terala, the Fallen Goddess.
All bosses of the place — Maraudon — Tomb of the Forest Princess. Rules of a fight against a boss with a deck — How to beat: every boss.
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