Oglut Flint: how to beat

Oglut Flint — dungeon “The Fiery Maw”, level 10. The deck: phases, turn cycle, damage and healing by mode, cold, test strike, role tips.

ReferenceBuilt from the game’s data
Loot referenceItem atlasWhat drops whereOpen the atlas

Dungeon The Fiery Maw, boss 1 of 4, level 10.

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, 10–15), Keystone +10 (Mythic+, at level 60).
  • 2 phases, 5 cards in the deck. Schools: ⚔ Physical 4, 🩸 Blood 1.
  • “Draught from the Entrance” cold: every enemy turn, everyone through shields — heroic 1,040, keystone +10 860 to each before Hardiness. No cold in normal mode.
  • “Get Out” 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 “Get Out”: 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 Entrance” — from the start of the fight

Fist, fist, swing, catching breath.

Cycle stepWhat the boss plays
1⚔ Fist
2⚔ Fist
3⚔ Big Swing
4⚔ Catching Breath

2. “Offended” — below 35% Health

Below 35%: hits harder, swings more often.

On entering the phase the boss plays at once: 🩸 Offended.

Cycle stepWhat the boss plays
1⚔ Fist
2⚔ Big Swing
3⚔ Catching Breath

The “Get Out” 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.

CardWhat it doesHeroicNormalKeystone +10How to answer
⚔ Get Out · 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 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 4,800Test strike, one turn of warning. The tank plays a defensive card, the healer tops him up in advance.
⚔ Fist · Physical, hitA hit on whoever holds the boss’s attention (usually the tank).2,3502504,100A plain hit.
⚔ Big Swing · Physical, chargeA charge: in 1 turn, a hit on whoever holds the boss’s attention (usually the tank).3,5253756,150One turn of warning. A defensive card now.
⚔ Catching Breath · Physical, opening: more damage to the bossThe boss is open: damage to it ×1.3 for 2 turns.———After a swing he is out of breath: +30% damage for 1 party turn. Big cards here.
🩸 Offended · Blood, boss empowerThe boss’s hits ×1.15 until the fight ends.———Stronger by 15% until the fight ends.

“Draught from the Entrance” cold

He stands in the doorway. There is no door, and it still blows.

  • Heroic: 1,040 to each per enemy turn, before Hardiness.
  • Keystone +10: 860 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

  • “Get Out” — 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 “Get Out” 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.
  • “Big Swing” and “Fist” hit you. Keep Taunt on rhythm: while the boss hits the tank, the rest stay whole. The heaviest is “Big Swing” (“At the Entrance” phase, cycle step 3).
  • “Big Swing”: a charge on you, with a countdown on the boss portrait. Meet it with a defensive card and full Health.
  • 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

  • “Draught from the Entrance” cold hits everyone through shields every enemy turn: heroic — 1,040, keystone +10 — 860 to each before Hardiness. Heal everyone every turn; healer cards do it best — they heal Health only.
  • “Offended”: the boss hits harder — keep crystals and heals in reserve for those turns.

Damage dealers

  • “Catching Breath”: 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

  • “Get Out” — test strike, through shields.
  • “Big Swing” — on the tank; “At the Entrance” phase, cycle step 3.
  • “Fist” — on the tank; “At the Entrance” 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 Fiery Maw page.

Next boss — Taragmar the Ravenous.

All bosses of the place — The Fiery Maw. Rules of a fight against a boss with a deck — How to beat: every boss.

Read next