Taragmar the Ravenous: how to beat

Taragmar the Ravenous — dungeon “The Fiery Maw”, level 12. The deck: phases, turn cycle, damage and healing by mode, cold, test strike, role tips.

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Dungeon The Fiery Maw, boss 2 of 4, level 12.

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: 🌑 Darkness 2, ⚔ Physical 2, 🩸 Blood 1.
  • “Warmth Not Paid For” cold: every enemy turn, everyone through shields — heroic 840, keystone +10 700 to each before Hardiness. No cold in normal mode.
  • “For Last Time” 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 “For Last Time”: 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. “Paying for Warmth” — from the start of the fight

Down to 40%: asks every 3 turns.

Cycle stepWhat the boss plays
1⚔ Heavy Hand
2⚔ Heavy Hand
3⚔ Heavy Hand + 🌑 Pay for the Warmth

2. “Give Me More” — below 40% Health

Below 40%: he recounted and is not happy.

On entering the phase the boss plays at once: 🌑 Give Me More, 🩸 Displeased.

Cycle stepWhat the boss plays
1⚔ Heavy Hand + 🌑 Pay for the Warmth
2⚔ Heavy Hand
3🌑 Give Me More

The “For Last Time” 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
⚔ For Last Time · 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.
⚔ Heavy Hand · Physical, hitA hit on whoever holds the boss’s attention (usually the tank).2,6502004,100A plain hit.
🌑 Pay for the Warmth · Darkness, question: give up a cardA question for a damage dealer or the healer (past the tank): in a window before their turn ends they choose — give up a card from hand until the fight ends (then damage to the boss ×1.25 until the turn ends) or stay silent and take a hit. No answer counts as silence. Residents answer by themselves.1,5901202,460The target chooses: give him a card from the hand until the fight ends (he recounts: +25% damage to him for 1 party turn) or refuse to pay and take a hit.
🌑 Give Me More · Darkness, hit on everyoneA hit on everyone: the number is for each. Stronger for every card given to the boss. Shields hold half.596 + 106 per card given up30 + 8 per card given up615 + 164 per card given upA hit on everyone half through shields. Stronger for each card given to him, so do not give him everything.
🩸 Displeased · Blood, boss empowerThe boss’s hits ×1.1 until the fight ends.———Stronger by 10% until the fight ends.

“Warmth Not Paid For” cold

Whoever has not paid gets moved away from the fire.

  • Heroic: 840 to each per enemy turn, before Hardiness.
  • Keystone +10: 700 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

  • “For Last Time” — 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 “For Last Time” 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.
  • “Heavy Hand” hits you. Keep Taunt on rhythm: while the boss hits the tank, the rest stay whole. The heaviest is “Heavy Hand” (“Paying for Warmth” 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

  • “Warmth Not Paid For” cold hits everyone through shields every enemy turn: heroic — 840, keystone +10 — 700 to each before Hardiness. Heal everyone every turn; healer cards do it best — they heal Health only.
  • “Give Me More” hits everyone. Before that turn, get everyone above half Health; it goes half through shields: shields hold half, the rest hits Health.
  • “Displeased”: the boss hits harder — keep crystals and heals in reserve for those turns.

Damage dealers

  • “Pay for the Warmth”: a question in a window — give up a card or stay silent. A card given up makes everyone hit the boss harder until the turn ends, but each card given up strengthens its hit on everyone — do not give up everything.
  • Do not drag it out: heroic — enrage from turn 40.

The heaviest hits

  • “For Last Time” — test strike, through shields.
  • “Heavy Hand” — on the tank; “Paying for Warmth” phase, cycle step 1.
  • “Pay for the Warmth” — on a damage dealer or the healer; “Paying for Warmth” 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 The Fiery Maw page.

Previous boss — Oglut Flint. Next boss — Jergosh the Invoker.

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

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