Captain Rotsail: how to beat
Captain Rotsail — dungeon “The Deadmines”, level 24. The deck: phases, turn cycle, damage and healing by mode, cold, test strike, role tips.
Dungeon The Deadmines, boss 4 of 5, level 24.
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, 17–26), Keystone +10 (Mythic+, at level 60).
- 2 phases, 5 cards in the deck. Schools: ⚔ Physical 3, 🩸 Blood 1, 🌑 Darkness 1.
- “Unheated” cold: every enemy turn, everyone through shields — heroic 740, keystone +10 620 to each before Hardiness. No cold in normal mode.
- “Sign Here” test strike — on boss turns 8 and 16: heroic 7,000, keystone +10 8,000; 40% weaker with a defensive card on yourself.
- The heaviest hit is “Sign Here”: 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. “At the Desk” — from the start of the fight
Guards at the start, then every 5 turns.
On entering the phase the boss plays at once: ⚔ Guards.
| Cycle step | What the boss plays |
|---|---|
| 1 | ⚔ Abacus |
| 2 | ⚔ Abacus + 🌑 Interest |
| 3 | ⚔ Abacus |
| 4 | ⚔ Abacus + 🌑 Interest |
| 5 | ⚔ Guards |
2. “End of the Month” — below 40% Health
Below 40%: guards at once, hits harder.
On entering the phase the boss plays at once: 🩸 End of the Month, ⚔ Guards.
| Cycle step | What the boss plays |
|---|---|
| 1 | ⚔ Abacus + 🌑 Interest |
| 2 | ⚔ Abacus |
| 3 | ⚔ Guards |
The “Sign Here” test strike is not part of the cycle: the boss announces it on its turns 7 and 15 and hits on turns 8 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 |
|---|---|---|---|---|---|
| ⚔ Sign Here · 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 8th 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. |
| ⚔ Abacus · Physical, hit | A hit on whoever holds the boss’s attention (usually the tank). | 2,350 | 400 | 4,100 | A plain hit. |
| ⚔ Guards · Physical, summon with a task | Summons “Guard” ×2. While it lives, it covers the boss: damage to the boss ×0.5. | Health 2,570 · hits 188 | Health 110 · hits 32 | Health 7,980 · hits 328 | While the guards live, damage to him is halved. Kill them first. |
| 🌑 Interest · Darkness, crystal burn | Burns 2 crystal(s) of a damage dealer or the healer (past the tank). | — | — | — | The target loses 2 crystals. Spend them at once, do not save. |
| 🩸 End of the Month · Blood, boss empower | The boss’s hits ×1.15 until the fight ends. | — | — | — | Stronger by 15% until the fight ends. |
“Unheated” cold
The firewood is booked in your name. There was no firewood this month.
- Heroic: 740 to each per enemy turn, before Hardiness.
- Keystone +10: 620 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
- “Sign Here” — on boss turns 8 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 “Sign Here” test strike lands on the boss’s 8th 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.
- “Abacus” hits you. Keep Taunt on rhythm: while the boss hits the tank, the rest stay whole. The heaviest is “Abacus” (“At the Desk” 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
- “Unheated” cold hits everyone through shields every enemy turn: heroic — 740, keystone +10 — 620 to each before Hardiness. Heal everyone every turn; healer cards do it best — they heal Health only.
- “End of the Month”: the boss hits harder — keep crystals and heals in reserve for those turns.
Damage dealers
- “Guard” covers the boss: while it lives, damage to the boss ×0.5. Kill it first.
- “Interest” hits your cards and crystals: do not hoard everything for one turn.
- Do not drag it out: heroic — enrage from turn 40.
The heaviest hits
- “Sign Here” — test strike, through shields.
- “Abacus” — on the tank; “At the Desk” phase, cycle step 1.
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 Deadmines page.
Previous boss — Mr. Hammer. Next boss — Edwin Keenblade.
All bosses of the place — The Deadmines. Rules of a fight against a boss with a deck — How to beat: every boss.
Read next
The Deadmines: how to beat
The Deadmines: dungeon, level 17–26, 5 bosses. Boss decks: phases, turn cycle, damage and cold by mode, role tips.
Boss mechanics: charges, cold, test strikes, card schools
Every boss deck mechanic: what each card does, how it shows in combat and how to answer. Schools, cold, test strikes, enrage, healer cards — and who has what.
The Deadmines
The Deadmines: dungeon, levels 17–26, 3 heroes, 5 bosses — abilities, loot and drop chances of every boss.
How to beat: every dungeon, raid and world boss
A guide to each of the 166 bosses: deck, phases and turn cycle, damage, healing and shields by mode, cold, test strike, tips for tank, healer and DPS.