Razortooth, Lead Beastmaster: how to beat
Razortooth, Lead Beastmaster — dungeon “Lower Spire of Cindermount”, level 48. The deck: phases, turn cycle, damage and healing by mode, cold, test strike,…
Dungeon Lower Spire of Cindermount, boss 1 of 7, level 48.
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, 48–57), Keystone +10 (Mythic+, at level 60).
- 2 phases, 7 cards in the deck. Schools: ⚔ Physical 4, 🌿 Nature 2, 🩸 Blood 1.
- “Hides Don't Keep You Warm” cold: every enemy turn, everyone through shields — heroic 440, keystone +10 360 to each before Hardiness. No cold in normal mode.
- “Point-Blank Spear” 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 “Point-Blank Spear”: 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. “The Hunt” — from the start of the fight
Down to 40% Health.
| Cycle step | What the boss plays |
|---|---|
| 1 | ⚔ Boar Spear |
| 2 | ⚔ Boar Spear + ⚔ Trap |
| 3 | 🌿 Whistled |
| 4 | ⚔ Boar Spear |
| 5 | ⚔ Skinning |
2. “Hounds” — below 40% Health
Below 40%: hounds at once, angrier.
On entering the phase the boss plays at once: 🌿 Hunting Hounds, 🩸 Valuable Hide.
| Cycle step | What the boss plays |
|---|---|
| 1 | ⚔ Boar Spear + ⚔ Trap |
| 2 | 🌿 Whistled |
| 3 | ⚔ Boar Spear + 🌿 Hunting Hounds |
| 4 | ⚔ Skinning |
The “Point-Blank Spear” 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 |
|---|---|---|---|---|---|
| ⚔ Point-Blank Spear · 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. |
| ⚔ Boar Spear · Physical, hit | A hit on whoever holds the boss’s attention (usually the tank). | 2,350 | 700 | 4,100 | A plain hit. |
| ⚔ Trap · Physical, stun | Stuns a damage dealer for 1 turn. | — | — | — | The fighter skips a turn. Play big cards earlier. |
| 🌿 Whistled · Nature, charge | A charge: in 1 turn it hits everyone, the number is for each. Shields hold half, ignores 50% of Hardiness. | 846 | 168 | 984 | One turn of warning. Half through shields at everyone. |
| ⚔ Skinning · Physical, opening: more damage to the boss | The boss is open: damage to it ×1.35 for 2 turns. | — | — | — | Busy: +35% damage for 1 party turn. |
| 🌿 Hunting Hounds · Nature, summon with a task | Summons “Hunting Hound” ×2. While it lives, the boss hits 8% harder. | Health 1,470 · hits 141 | Health 340 · hits 42 | Health 8,060 · hits 246 | Each one alive: hits +8%. Kill them first. |
| 🩸 Valuable Hide · Blood, boss empower | The boss’s hits ×1.15 until the fight ends. | — | — | — | Stronger by 15% until the fight ends. |
“Hides Don't Keep You Warm” cold
A hundred hides in the store. All for sale, not one for himself.
- Heroic: 440 to each per enemy turn, before Hardiness.
- Keystone +10: 360 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
- “Point-Blank Spear” — 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 “Point-Blank Spear” 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.
- “Boar Spear” hits you. Keep Taunt on rhythm: while the boss hits the tank, the rest stay whole. The heaviest is “Boar Spear” (“The Hunt” 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
- “Hides Don't Keep You Warm” cold hits everyone through shields every enemy turn: heroic — 440, keystone +10 — 360 to each before Hardiness. Heal everyone every turn; healer cards do it best — they heal Health only.
- “Whistled” hits everyone. Before that turn, get everyone above half Health; it goes half through shields: shields hold half, the rest hits Health.
- “Valuable Hide”: the boss hits harder — keep crystals and heals in reserve for those turns.
Damage dealers
- “Hunting Hound” empowers the boss — kill it first.
- “Skinning”: the boss is open and takes more damage — save your strong cards for that turn.
- “Trap” 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
- “Point-Blank Spear” — test strike, through shields.
- “Boar Spear” — on the tank; “The Hunt” phase, cycle step 1.
- “Whistled” — on everyone, half through shields, ignores 50% of Hardiness; “The Hunt” phase, cycle step 3.
Loot
All of the boss’s loot with rough drop chances is in the item atlas; rules and items by boss are on the Lower Spire of Cindermount page.
Next boss — Pack Leader Bloodfang.
All bosses of the place — Lower Spire of Cindermount. Rules of a fight against a boss with a deck — How to beat: every boss.
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