High Technocrat Mechagar the Renegade: how to beat

High Technocrat Mechagar the Renegade — dungeon “Gearnid - The Flooded Gnomegrad”, level 38. The deck: phases, turn cycle, damage and healing by mode, cold,…

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

Dungeon Gearnid - The Flooded Gnomegrad, final boss, level 38.

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, 29–38), Keystone +10 (Mythic+, at level 60).
  • 2 phases, 8 cards in the deck. Schools: 🌑 Darkness 3, ⚔ Physical 3, ⛰ Earth 1, 🔥 Fire 1.
  • “The City Has Gone Cold” cold: every enemy turn, everyone through shields — heroic 440, keystone +10 360 to each before Hardiness. No cold in normal mode.
  • “State Your Name” 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 “State Your Name”: 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. “Calling” — from the start of the fight

Down to 35%: mechanics every 5 turns.

Cycle stepWhat the boss plays
1⚔ Gears
2⚔ Gears + ⚔ Mechanics, to Me
3⚔ Gears + 🌑 Sharp Shout
4🌑 Recorded Everyone
5⚔ Sorting Through Names

2. “Spare Gears” — below 35% Health

Below 35%: repairs herself once, then steam every turn.

On entering the phase the boss plays at once: ⛰ Spare Gears.

Cycle stepWhat the boss plays
1⚔ Gears + 🔥 Steam
2⚔ Gears + 🌑 Sharp Shout + 🔥 Steam
3⚔ Mechanics, to Me + 🔥 Steam
4🌑 Recorded Everyone + 🔥 Steam
5⚔ Sorting Through Names

The “State Your Name” 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
🌑 State Your Name · Darkness, 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.
⚔ Gears · Physical, hitA hit on whoever holds the boss’s attention (usually the tank).2,3507004,100A plain hit.
⚔ Mechanics, to Me · Physical, summon with a taskSummons “Mechanic” ×2. While it lives, the boss hits 10% harder.Health 2,100 · hits 188Health 210 · hits 56Health 5,940 · hits 328Each one alive: her hits +10%. Kill them first.
🌑 Sharp Shout · Darkness, stunStuns a damage dealer or the healer (past the tank) for 1 turn.———The target turned towards the voice and skips a turn.
🌑 Recorded Everyone · Darkness, chargeA charge: in 1 turn it hits everyone, the number is for each. Shields hold half, ignores 50% of Hardiness.9171821,066One turn of warning. Raise everyone's Health.
⚔ Sorting Through Names · Physical, opening: more damage to the bossThe boss is open: damage to it ×1.3 for 2 turns.———Busy with the list: +30% damage for 1 party turn.
⛰ Spare Gears · Earth, self-healHeals itself.heals 8,400heals 850heals 23,750Heals herself for 8,400 (heroic) / 850 (normal) / 23,750 (keystone +10) once. Save strength for the second push.
🔥 Steam · Fire, hit on everyoneA hit on everyone: the number is for each. Shields hold half.28256328Every turn at everyone half through shields. Party healing and pace.

“The City Has Gone Cold” cold

She took all the stoves for herself. The city is on record, it needs nothing more.

  • Heroic: 440 to each per enemy turn, before Hardiness.
  • Keystone +10: 360 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

  • “State Your Name” — 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 “State Your Name” 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.
  • “Gears” hits you. Keep Taunt on rhythm: while the boss hits the tank, the rest stay whole. The heaviest is “Gears” (“Calling” 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

  • “The City Has Gone Cold” cold hits everyone through shields every enemy turn: heroic — 440, keystone +10 — 360 to each before Hardiness. Heal everyone every turn; healer cards do it best — they heal Health only.
  • “Recorded Everyone” and “Steam” hit everyone. Before such turns, get everyone above half Health; they all go half through shields: shields hold half, the rest hits Health.

Damage dealers

  • “Mechanic” empowers the boss — kill it first.
  • “Sorting Through Names”: the boss is open and takes more damage — save your strong cards for that turn.
  • “Spare Gears”: the boss heals itself — keep the pace up.
  • “Sharp Shout” hits your cards and crystals: do not hoard everything for one turn.
  • Do not drag it out: heroic — enrage from turn 40.

The heaviest hits

  • “State Your Name” — test strike, through shields.
  • “Gears” — on the tank; “Calling” phase, cycle step 1.
  • “Recorded Everyone” — on everyone, half through shields, ignores 50% of Hardiness; “Calling” phase, cycle step 4.

Loot

All of the boss’s loot with rough drop chances is in the item atlas; rules and items by boss are on the Gearnid - The Flooded Gnomegrad page.

Previous boss — Chief Mechanist Crank Smokelove.

All bosses of the place — Gearnid - The Flooded Gnomegrad. Rules of a fight against a boss with a deck — How to beat: every boss.

Read next