Jergosh the Invoker: how to beat
Jergosh the Invoker — dungeon “The Fiery Maw”, level 13. The deck: phases, turn cycle, damage and healing by mode, cold, test strike, role tips.
Dungeon The Fiery Maw, boss 3 of 4, level 13.
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: 🔥 Fire 2, 🌑 Darkness 2, ⚔ Physical 1.
- “Draught in the Ranks” cold: every enemy turn, everyone through shields — heroic 600, keystone +10 500 to each before Hardiness. No cold in normal mode.
- “I Said Quiet” 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 “I Said Quiet”: 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 Service” — from the start of the fight
Down to 35%: novices every 4 turns.
| Cycle step | What the boss plays |
|---|---|
| 1 | 🔥 Burning Splinter |
| 2 | 🔥 Burning Splinter + 🌑 Novices, to Me |
| 3 | 🔥 Burning Splinter + 🔥 Soot in the Eyes |
| 4 | ⚔ Coughing Fit |
2. “Everyone to Me” — below 35% Health
Below 35%: calls at once and then more often.
On entering the phase the boss plays at once: 🌑 Novices, to Me.
| Cycle step | What the boss plays |
|---|---|
| 1 | 🔥 Burning Splinter + 🔥 Soot in the Eyes |
| 2 | 🔥 Burning Splinter + 🌑 Novices, to Me |
| 3 | ⚔ Coughing Fit |
The “I Said Quiet” 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 |
|---|---|---|---|---|---|
| 🌑 I Said Quiet · Darkness, 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. |
| 🔥 Burning Splinter · Fire, hit | A hit on whoever holds the boss’s attention (usually the tank). | 2,233 | 238 | 3,895 | A plain hit. |
| 🌑 Novices, to Me · Darkness, summon with a task | Summons “Novice” ×2. While it lives, the boss hits 10% harder. | Health 2,800 · hits 141 | Health 60 · hits 15 | Health 6,140 · hits 246 | Each one alive: his hits +10%. Kill them first. |
| 🔥 Soot in the Eyes · Fire, damage over time | Damage over time past the tank: on a damage dealer or the healer. The number is per turn, for 3 turns. A repeat refreshes it. | 353 per turn | 38 per turn | 615 per turn | Burns for 3 turns. Outheal it; a cleanse, if you have one, removes it. |
| ⚔ Coughing Fit · Physical, opening: more damage to the boss | The boss is open: damage to it ×1.25 for 2 turns. | — | — | — | A cold: a turn without a hit, +25% damage for 1 party turn. If there are no small ones, everything big goes into him. |
“Draught in the Ranks” cold
The novices stand close. They warm each other, everyone else feels the draught.
- Heroic: 600 to each per enemy turn, before Hardiness.
- Keystone +10: 500 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
- “I Said Quiet” — 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 “I Said Quiet” 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.
- “Burning Splinter” hits you. Keep Taunt on rhythm: while the boss hits the tank, the rest stay whole. The heaviest is “Burning Splinter” (“The Service” 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
- “Draught in the Ranks” cold hits everyone through shields every enemy turn: heroic — 600, keystone +10 — 500 to each before Hardiness. Heal everyone every turn; healer cards do it best — they heal Health only.
- “Soot in the Eyes” (a damage dealer or the healer) hits past the tank. Watch everyone, not just the tank.
- “Soot in the Eyes”: damage over time — outheal it; a cleanse helps.
Damage dealers
- “Novice” empowers the boss — kill it first.
- “Coughing Fit”: 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
- “I Said Quiet” — test strike, through shields.
- “Burning Splinter” — on the tank; “The Service” phase, cycle step 1.
- “Soot in the Eyes” — on a damage dealer or the healer; “The Service” 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 — Taragmar the Ravenous. Next boss — Bazzalan Bloodblade.
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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