Chieftain of the Black Clan, Garr Bloodfall: how to beat

Chieftain of the Black Clan, Garr Bloodfall — dungeon “Lower Spire of Cindermount”, level 57. The deck: phases, turn cycle, damage and healing by mode,…

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Dungeon Lower Spire of Cindermount, final boss, level 57.

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, 9 cards in the deck. Schools: ⚔ Physical 4, 🌑 Darkness 2, ⛰ Earth 1, 🩸 Blood 1, 🌿 Nature 1.
  • “Heat on Credit” cold: every enemy turn, everyone through shields — heroic 400, keystone +10 340 to each before Hardiness. No cold in normal mode.
  • “Last Warning” test strike — on boss turns 9 and 17: heroic 7,000, keystone +10 8,000; 40% weaker with a defensive card on yourself.
  • The heaviest hit is “Last Warning”: 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. “Trade” — from the start of the fight

Down to 25% Health.

Cycle stepWhat the boss plays
1⚔ Brass Knuckles
2⚔ Brass Knuckles + 🌑 Interest Accrues
3⚔ Brass Knuckles + 🌿 Market Guards
4🌑 Into the Debtors' Pit
5⛰ Flipped the Counter + 🌑 Interest Accrues
6⚔ Biting the Coin

2. “Time to Pay” — below 25% Health

Below 25%: hits twice a turn.

On entering the phase the boss plays at once: 🩸 Time to Pay.

Cycle stepWhat the boss plays
1⚔ Brass Knuckles + ⚔ Second Knuckles
2⛰ Flipped the Counter + 🌑 Interest Accrues
3⚔ Brass Knuckles + ⚔ Second Knuckles
4⚔ Biting the Coin + ⚔ Brass Knuckles

The “Last Warning” test strike is not part of the cycle: the boss announces it on its turns 8 and 16 and hits on turns 9 and 17.

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.

CardWhat it doesHeroicNormalKeystone +10How to answer
⚔ Last Warning · Physical, test strikeA 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 17th 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 4,800Test strike, one turn of warning. The tank plays a defensive card, the healer tops him up in advance.
⚔ Brass Knuckles · Physical, hitA hit on whoever holds the boss’s attention (usually the tank).2,4689454,305A plain hit.
⚔ Second Knuckles · Physical, hitA hit past the tank: on a damage dealer or the healer.1,1754502,050Ignores Taunt. The healer watches everyone.
🌑 Interest Accrues · Darkness, stacking damage over timeDamage over time on everyone that stacks: each play adds a stack, up to 5. The number is per turn per stack; a stack lasts 5 turns.88 per turn per stack23 per turn per stack103 per turn per stackOn everyone, builds up, wears off by itself. Party healing.
🌿 Market Guards · Nature, summon with a taskSummons “Guard” ×2. While it lives, it covers the boss: damage to the boss ×0.5.Health 1,850 · hits 141Health 530 · hits 54Health 5,940 · hits 246While at least one lives, damage to the leader is halved. Kill them first.
🌑 Into the Debtors' Pit · Darkness, swallows a fighterSwallows a damage dealer for 2 turns: they cannot act or be healed and take a hit through shields every turn. Take 5% of the boss’s Health and it spits them out sooner.235 per turn90 per turn410 per turnThe fighter spends 2 turns in the pit: cannot act or be healed. Take 5% of his Health and he lets him out sooner.
⛰ Flipped the Counter · Earth, chargeA charge: in 1 turn it hits everyone, the number is for each. Shields hold half, ignores 50% of Hardiness.9172341,066One turn of warning. Half through shields at everyone.
⚔ Biting the Coin · Physical, opening: more damage to the bossThe boss is open: damage to it ×1.35 for 2 turns.———+35% damage for 1 party turn.
🩸 Time to Pay · Blood, boss empowerThe boss’s hits ×1.2 until the fight ends.———Stronger by 20% until the fight ends.

“Heat on Credit” cold

Warmth is sold here. Whoever has not paid freezes.

  • Heroic: 400 to each per enemy turn, before Hardiness.
  • Keystone +10: 340 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

  • “Last Warning” — on boss turns 9 and 17, 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 “Last Warning” test strike lands on the boss’s 9th and 17th 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.
  • “Brass Knuckles” hits you. Keep Taunt on rhythm: while the boss hits the tank, the rest stay whole. The heaviest is “Brass Knuckles” (“Trade” 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

  • “Heat on Credit” cold hits everyone through shields every enemy turn: heroic — 400, keystone +10 — 340 to each before Hardiness. Heal everyone every turn; healer cards do it best — they heal Health only.
  • “Flipped the Counter” and “Interest Accrues” hit everyone. Before such turns, get everyone above half Health; “Flipped the Counter” goes half through shields: shields hold half, the rest hits Health.
  • “Second Knuckles” (a damage dealer or the healer) hits past the tank. Watch everyone, not just the tank.
  • “Interest Accrues”: damage over time — outheal it; a cleanse helps.
  • “Time to Pay”: 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.
  • “Biting the Coin”: the boss is open and takes more damage — save your strong cards for that turn.
  • “Into the Debtors' Pit”: damage dealers save the swallowed one — take the required share of the boss’s Health and it spits them out sooner.
  • Do not drag it out: heroic — enrage from turn 40.

The heaviest hits

  • “Last Warning” — test strike, through shields.
  • “Brass Knuckles” — on the tank; “Trade” phase, cycle step 1.
  • “Second Knuckles” — on a damage dealer or the healer; “Time to Pay” 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 Lower Spire of Cindermount page.

Previous boss — Drakiry, Keeper of the Clutch.

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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