Bonegnawer, the Carrion Feeder: how to beat
Bonegnawer, the Carrion Feeder — dungeon “Lower Spire of Cindermount”, level 51. The deck: phases, turn cycle, damage and healing by mode, cold, test…
Dungeon Lower Spire of Cindermount, boss 3 of 7, level 51.
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 5, 🩸 Blood 1, ☠ Poison 1.
- “A Shop Without a Door” cold: every enemy turn, everyone through shields — heroic 720, keystone +10 600 to each before Hardiness. No cold in normal mode.
- “On the Hook” test strike — on boss turns 7 and 15: heroic 7,000, keystone +10 8,000; 40% weaker with a defensive card on yourself.
- The heaviest hit is “On the Hook”: 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. “Waiting” — from the start of the fight
Down to 40% Health.
| Cycle step | What the boss plays |
|---|---|
| 1 | ⚔ Butcher's Hook |
| 2 | ⚔ Butcher's Hook + ⚔ Whoever Falls First |
| 3 | ⚔ Butcher's Hook + ⚔ Knives |
| 4 | ☠ Smell of Carrion |
| 5 | ⚔ Haggling with Himself |
2. “Profit” — below 40% Health
Below 40%: in a hurry, two actions a turn.
On entering the phase the boss plays at once: 🩸 Profit.
| Cycle step | What the boss plays |
|---|---|
| 1 | ⚔ Butcher's Hook + ⚔ Whoever Falls First |
| 2 | ⚔ Knives + ⚔ Whoever Falls First |
| 3 | ⚔ Butcher's Hook + ☠ Smell of Carrion |
| 4 | ⚔ Haggling with Himself + ⚔ Butcher's Hook |
The “On the Hook” test strike is not part of the cycle: the boss announces it on its turns 6 and 14 and hits on turns 7 and 15.
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 |
|---|---|---|---|---|---|
| ⚔ On the Hook · 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 7th and 15th 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. |
| ⚔ Butcher's Hook · Physical, hit | A hit on whoever holds the boss’s attention (usually the tank). | 2,350 | 650 | 4,100 | A plain hit. |
| ⚔ Whoever Falls First · Physical, hit | A hit on the most wounded. | 1,410 | 390 | 2,460 | Without warning, at whoever has the least Health. Do not keep anyone low. |
| ⚔ Knives · Physical, chain hit | The hit jumps across 2 fighters, each next one 20% stronger. | 564 → 677 | 104 → 125 | 656 → 787 | Two knives in a row, the second stronger. |
| ☠ Smell of Carrion · Poison, hit on everyone | A hit on everyone: the number is for each. Shields hold half. | 353 | 65 | 410 | Half through shields, at everyone. Party healing. |
| ⚔ Haggling with Himself · Physical, opening: more damage to the boss | The boss is open: damage to it ×1.3 for 2 turns. | — | — | — | +30% damage for 1 party turn. |
| 🩸 Profit · Blood, boss empower | The boss’s hits ×1.15 until the fight ends. | — | — | — | Stronger by 15% until the fight ends. |
“A Shop Without a Door” cold
He sold the door too.
- Heroic: 720 to each per enemy turn, before Hardiness.
- Keystone +10: 600 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
- “On the Hook” — on boss turns 7 and 15, 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 “On the Hook” test strike lands on the boss’s 7th and 15th 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.
- “Butcher's Hook” hits you. Keep Taunt on rhythm: while the boss hits the tank, the rest stay whole. The heaviest is “Butcher's Hook” (“Waiting” 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
- “A Shop Without a Door” cold hits everyone through shields every enemy turn: heroic — 720, keystone +10 — 600 to each before Hardiness. Heal everyone every turn; healer cards do it best — they heal Health only.
- “Knives” and “Smell of Carrion” hit everyone. Before such turns, get everyone above half Health; “Smell of Carrion” goes half through shields: shields hold half, the rest hits Health.
- “Whoever Falls First” (the most wounded) hits past the tank. Watch everyone, not just the tank.
- “Profit”: the boss hits harder — keep crystals and heals in reserve for those turns.
Damage dealers
- “Haggling with Himself”: 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
- “On the Hook” — test strike, through shields.
- “Butcher's Hook” — on the tank; “Waiting” phase, cycle step 1.
- “Whoever Falls First” — on the most wounded; “Waiting” 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 Lower Spire of Cindermount page.
Previous boss — Pack Leader Bloodfang. Next boss — Chromatius, Dragonspawn.
All bosses of the place — Lower Spire of Cindermount. Rules of a fight against a boss with a deck — How to beat: every boss.
Read next
Lower Spire of Cindermount: how to beat
Lower Spire of Cindermount: dungeon, level 48–57, 7 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.
Lower Spire of Cindermount
Lower Spire of Cindermount: dungeon, levels 48–57, 3 heroes, 7 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.