Doctor Theolen Bloodletter: how to beat

ReferenceBuilt from the game’s data

Dungeon “School of Dark Magic”, boss 8 of 12 · level 59. Abilities and damage, turn-by-turn rhythm, phases, what the tank, healer and damage dealers do.

Boss 8 of 12 · level 59 · dungeon School of Dark Magic. Everything on this page comes from the game’s own data: when the boss changes, so does the guide.

In short

  • Mostly hits the tank: the hardest hit is “Umbral Bolt”. No whole-party hit.
  • The tank loses 26% of their Health per turn on average, the others are barely touched: heal the tank every turn.
  • Summons adds (“Raise Dead”) — damage dealers kill them first.
  • Boss Health: phases at 66% and 33% — keep big cards for the end.
  • Taunt before boss turns 1, 4, 7…

Tactics

Step by step — what each role does: the pull, the party-wide hit turns, Taunt’s rest, phases and enrage.

WhenTankHealerDamage dealers
1. Pull · turn 1Taunt before the first enemy turn: it holds the boss and the adds for 2 turns. Keep a defensive card for “Umbral Bolt”.Heal the tank from turn one: they lose 26% of their Health per turn on average, but never more than 2,383 per turn.Adds first (“Raise Dead”), then the boss.
2. Turns 3, 6… · Taunt restsThe stance holds (−40% damage): hit the boss — your damage makes 3× threat. Next turn — Taunt again.As usual: heal the tank.No burst — don’t out-threat the tank, or the boss turns on you.
3. Boss shield and heals: “Barrier of Light”, “Gift of Light” and “Renew”Keep Taunt on rhythm — nothing changes.As usual.The boss’s shield soaks damage first — play big cards when it is down; steady damage every turn.
4. Phase change: 66% and 33% of the boss’s HealthReach the threshold at full Health with Taunt ready.Top the party to full Health before the threshold — a new phase brings new moves.Party hurt — hold damage at the threshold until the healer catches up.

How much reaches a hero

  • To the tank (Health ~2,650): up to 2,118 per hit and up to 2,383 per whole boss turn.
  • To everyone else (Health ~1,300–1,500): up to 885 per hit and up to 1,125 per turn.
  • A card can read more than a hero’s whole Health — that is not a mistake: the card is strong, but a hero never takes more than the cap per hit. A shield takes the hit first and is used up in full; past the shield, no more than the cap reaches Health.
  • The numbers are for a level 60 hero in PvE gear; your Health differs — the cap follows it: per hit 80% of the tank’s Health and 59% of anyone else’s, per turn — 90% and 75%.

Abilities

“To a hero” is the most that reaches a level 60 hero’s Health (hit cap applied, before Hardiness). “On the card” is what the boss card reads: it can be more than a hero’s whole Health, and that is not a mistake — the card is strong, but no more than the cap lands per hit. Bold — the most dangerous. More — How to read the guide.

AbilityWhat it doesOn whomTo a heroOn the cardFirst turnCooldownLastsRemovedWhen
OnslaughtBoss power: hits the targettarget — usually the tankup to 636 per hit636—every other turn; may finish a wounded target off-beat——whole fight
Butcher's SlaughterHits the target, heals the bosstarget — usually the tankup to 2,118 per hit3,206—whenever it has crystals——whole fight
Umbral BoltHits the targettarget — usually the tankup to 2,118 per hit4,274—whenever it has crystals——whole fight
Raise DeadSummons addsthe boss itself———at most once per 4 turns——whole fight
Barrier of LightShields itselfthe boss itself———whenever it has crystals——whole fight
Gift of LightHeals itselfthe boss itself———whenever it has crystals——whole fight
RenewHeals itselfthe boss itself———whenever it has crystals——whole fight

Why the card reads more

  • Butcher's Slaughter. A strong card — it reads 3,206, but the tank never takes more than 2,118 per hit (the cap is 80% of their Health); a shield is used up in full first. On any other hero — up to 885.
  • Umbral Bolt. A strong card — it reads 4,274, but the tank never takes more than 2,118 per hit (the cap is 80% of their Health); a shield is used up in full first. On any other hero — up to 885.

Turn-by-turn rhythm

A boss turn is the enemy turn after yours; the party moves first. The boss’s Onslaught hits the target every other turn, its cards whenever it has crystals (each has its own cooldown — see the table above). Here is what follows a strict turn order.

Boss turnWhat happens
1Tank presses Taunt before this turn — it holds turns 1–2
2Regular turn: hits on the tank
3Taunt is resting: the stance (−40% damage) keeps the boss on the tank — damage dealers, no burst
4Tank presses Taunt before this turn — it holds turns 4–5 · Without healing the tank falls on this turn
5Regular turn: hits on the tank
6Taunt is resting: the stance (−40% damage) keeps the boss on the tank — damage dealers, no burst
7Tank presses Taunt before this turn — it holds turns 7–8

Phases and enrage

  • From 66% Health — phase 2: the deck is reshuffled, same moves.
  • From 33% Health — phase 3: the deck is reshuffled, same moves.

Roles

Tank: tanking and when to taunt

  • Taunt before boss turns 1, 4, 7…: it holds the boss for 2 turns, then the button rests for 1 turn — the stance (−40% damage) still holds then.
  • You lose 26% of your Health per boss turn on average, up to 70% on a heavy turn.
  • Keep defensive cards for “Umbral Bolt” — it is the hardest hit on you.
  • Adds (“Raise Dead”): Taunt holds every enemy at once — press it as soon as it is ready so they don’t go for the healer.
  • Without healing you would fall on boss turn 4.

Healer: when to heal

  • Main healing goes on the tank every turn: they lose 26% of their Health per boss turn on average.
  • No whole-party hit, and the boss barely touches the others — nearly all healing goes to the tank.
  • The others survive all 10 turns of the test without healing — all healing can go to the tank and after party-wide hits.

Damage dealers: what to hit and when

  • Boss Health — 33,233.
  • Kill the adds (“Raise Dead”) first: while alive they hit the party every turn.
  • The boss shields itself (“Barrier of Light”) — the shield soaks damage first; play your big cards when it is down.
  • The boss heals itself (“Gift of Light” and “Renew”) — steady damage every turn beats rare big hits.
  • Before 66% and 33% of the boss’s Health, hold damage if the party is hurt: a new phase brings new moves.
  • Don’t outpace the tank’s threat on Taunt’s rest turn (boss turns 3, 6, 9…): the tank’s damage makes 3× threat, but a burst can still pull the boss.

Danger points

  • The hardest hit on the target is “Umbral Bolt”. The card reads 4,274, but the tank takes at most 2,118 per hit, anyone else 885; a whole boss turn — at most 2,383 to the tank and 1,125 to the others. Nobody at full Health falls in a single turn.
  • Phase change at 66% and 33% Health — a new deck; enter it with the party at full Health.
  • Without healing the tank falls as early as boss turn 4 — the healer must not skip a single turn.

Average damage

Measured by the game engine: a level 60 party in PvE gear, the tank holds Taunt, nobody else does anything — 10 turns of the boss. Percentages are the share of Health one boss turn takes: that is what needs healing.

ModeTank: per turnTank: heavy turnOthers: per turnOthers: heavy turnWithout healing would fall on boss turn
Normal26%70%0%0%tank — turn 4, healer — alive, fighter — alive

Party and gear

  • Party: 3 heroes — tank, healer, damage dealer.
  • Dungeons have no item level advice: gear of your own level is enough (the place is levels 58–60, the boss is level 59).
  • The guide’s numbers are for a party of “one player + level 60 residents”; with another line-up the boss’s strength differs a little — the game fits it to the party.

Loot

All of the boss’s loot with rough drop chances is in the item atlas; rules and items by boss are on the School of Dark Magic page.

Previous boss — Marduk Bloodsteel and Vectus. Next boss — Lorekeeper Polkelt.

All bosses of the place — School of Dark Magic. Party combat rules — How to beat: level 60 bosses.

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