Bazzalan Bloodblade: how to beat
Bazzalan Bloodblade — dungeon “The Fiery Maw”, level 15. The deck: phases, turn cycle, damage and healing by mode, cold, test strike, role tips.
Dungeon The Fiery Maw, final boss, level 15.
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, 8 cards in the deck. Schools: 🔥 Fire 5, ⚔ Physical 2, ⛰ Earth 1.
- “Draught from the Crack” cold: every enemy turn, everyone through shields — heroic 740, keystone +10 620 to each before Hardiness. No cold in normal mode.
- “Firewood Is Pricey These Days” 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 “Firewood Is Pricey These Days”: 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. “Lid” — from the start of the fight
Down to 30%: the lid every 6 turns.
| Cycle step | What the boss plays |
|---|---|
| 1 | ⚔ Poker |
| 2 | ⚔ Poker + 🔥 Slag Down the Collar |
| 3 | ⛰ Lid |
| 4 | ⚔ Poker |
| 5 | ⚔ Poker |
| 6 | 🔥 Threw in More |
2. “Widened” — below 30% Health
Below 30%: no lid, he is open, heat every turn.
On entering the phase the boss plays at once: 🔥 The Crack Widened.
| Cycle step | What the boss plays |
|---|---|
| 1 | ⚔ Poker + 🔥 Heat from the Crack |
| 2 | ⚔ Poker + 🔥 Heat from the Crack |
| 3 | 🔥 Threw in More + 🔥 Heat from the Crack |
The “Firewood Is Pricey These Days” 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.
| Card | What it does | Heroic | Normal | Keystone +10 | How to answer |
|---|---|---|---|---|---|
| ⚔ Firewood Is Pricey These Days · 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 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 4,800 | Test strike, one turn of warning. The tank plays a defensive card, the healer tops him up in advance. |
| ⚔ Poker · Physical, hit | A hit on whoever holds the boss’s attention (usually the tank). | 2,350 | 250 | 4,100 | A plain hit. |
| 🔥 Slag Down the Collar · 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. | 329 per turn | 35 per turn | 574 per turn | Burns for 3 turns. Outheal it; a cleanse, if you have one, removes it. |
| ⛰ Lid · Earth, timed shield | A shield for 3 turns. Fail to break it and the boss plays “Exhaust Blast”. | shield 5,410 | shield 140 | shield 11,870 | A shield of 5,410 (heroic) / 140 (normal) / 11,870 (keystone +10) for 3 turns. If you do not break it, an exhaust blast hits everyone. |
| 🔥 Exhaust Blast · Fire, hit on everyone | A hit on everyone: the number is for each. Shields hold half. | 987 | 70 | 1,148 | If the lid was not broken. |
| 🔥 Threw in More · Fire, charge | A charge: in 1 turn it hits everyone, the number is for each. Shields hold half, ignores 50% of Hardiness. | 776 | 55 | 902 | One turn of warning. Raise everyone's Health. |
| 🔥 Heat from the Crack · Fire, hit on everyone | A hit on everyone: the number is for each. Shields hold half. | 282 | 20 | 328 | Every turn at everyone half through shields. Party healing and pace. |
| 🔥 The Crack Widened · Fire, opening: more damage to the boss | The boss is open: damage to it ×1.2 for 99 turns. | — | — | — | No lid anymore: +20% damage to him until the fight ends. |
“Draught from the Crack” cold
The warmest place in this land, and still it pulls at your legs.
- Heroic: 740 to each per enemy turn, before Hardiness.
- Keystone +10: 620 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
- “Firewood Is Pricey These Days” — 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 “Firewood Is Pricey These Days” 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.
- “Poker” hits you. Keep Taunt on rhythm: while the boss hits the tank, the rest stay whole. The heaviest is “Poker” (“Lid” 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 from the Crack” cold hits everyone through shields every enemy turn: heroic — 740, keystone +10 — 620 to each before Hardiness. Heal everyone every turn; healer cards do it best — they heal Health only.
- “Exhaust Blast”, “Threw in More” and “Heat from the Crack” hit everyone. Before such turns, get everyone above half Health; they all go half through shields: shields hold half, the rest hits Health.
- “Slag Down the Collar” (a damage dealer or the healer) hits past the tank. Watch everyone, not just the tank.
- “Slag Down the Collar”: damage over time — outheal it; a cleanse helps.
Damage dealers
- “The Crack Widened”: the boss is open and takes more damage — save your strong cards for that turn.
- “Lid”: a timed shield — break it before it runs out.
- Do not drag it out: heroic — enrage from turn 40.
The heaviest hits
- “Firewood Is Pricey These Days” — test strike, through shields.
- “Poker” — on the tank; “Lid” phase, cycle step 1.
- “Exhaust Blast” — on everyone, half through shields.
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 — 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.
Read next
The Fiery Maw: how to beat
The Fiery Maw: dungeon, level 10–15, 4 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.
The Fiery Maw
The Fiery Maw: dungeon, levels 10–15, 3 heroes, 4 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.