Targorr the Terrible: how to beat
Targorr the Terrible — dungeon “Lion's Stronghold Dungeons”, level 22. The deck: phases, turn cycle, damage and healing by mode, cold, test strike, role tips.
Dungeon Lion's Stronghold Dungeons, boss 1 of 6, level 22.
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, 22–28), Keystone +10 (Mythic+, at level 60).
- 2 phases, 5 cards in the deck. Schools: ⚔ Physical 4, 🩸 Blood 1.
- “Damp Corner” cold: every enemy turn, everyone through shields — heroic 1,040, keystone +10 860 to each before Hardiness. No cold in normal mode.
- “Into the Corner” 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 “Into the Corner”: 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. “Cell Three” — from the start of the fight
Down to 40%: sits down every 4 turns.
| Cycle step | What the boss plays |
|---|---|
| 1 | ⚔ Heavy Fist |
| 2 | ⚔ Heavy Fist |
| 3 | ⚔ Heavy Fist + ⚔ Barked |
| 4 | ⚔ Sat on the Bunk |
2. “Sulking” — below 40% Health
Below 40%: angrier, sits down less often.
On entering the phase the boss plays at once: 🩸 Sulking.
| Cycle step | What the boss plays |
|---|---|
| 1 | ⚔ Heavy Fist |
| 2 | ⚔ Heavy Fist + ⚔ Barked |
| 3 | ⚔ Heavy Fist |
| 4 | ⚔ Heavy Fist |
| 5 | ⚔ Sat on the Bunk |
The “Into the Corner” 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 |
|---|---|---|---|---|---|
| ⚔ Into the Corner · 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 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. |
| ⚔ Heavy Fist · Physical, hit that cuts healing | A hit on whoever holds the boss’s attention (usually the tank). Each such hit cuts the target’s healing by another 8%, up to 40%; lasts 4 turns. | 2,233 | 380 | 3,895 | Healing on the target −8% per hit, down to −40%. Shields and defensive cards for the tank. |
| ⚔ Barked · Physical, stun | Stuns a damage dealer or the healer (past the tank) for 1 turn. | — | — | — | The target is stunned for a turn. |
| ⚔ Sat on the Bunk · Physical, opening: more damage to the boss | The boss is open: damage to it ×1.3 for 2 turns. | — | — | — | Resting: +30% damage for 1 party turn. |
| 🩸 Sulking · Blood, boss empower | The boss’s hits ×1.15 until the fight ends. | — | — | — | Stronger by 15% until the fight ends. |
“Damp Corner” cold
He was given a corner by the window. No glass in the window, but a view.
- Heroic: 1,040 to each per enemy turn, before Hardiness.
- Keystone +10: 860 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
- “Into the Corner” — 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 “Into the Corner” 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.
- “Heavy Fist” hits you. Keep Taunt on rhythm: while the boss hits the tank, the rest stay whole. The heaviest is “Heavy Fist” (“Cell Three” phase, cycle step 1).
- “Heavy Fist” stacks on you: healing on you gets weaker with every hit. Ask for shields in advance.
- 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
- “Damp Corner” cold hits everyone through shields every enemy turn: heroic — 1,040, keystone +10 — 860 to each before Hardiness. Heal everyone every turn; healer cards do it best — they heal Health only.
- “Sulking”: the boss hits harder — keep crystals and heals in reserve for those turns.
Damage dealers
- “Sat on the Bunk”: the boss is open and takes more damage — save your strong cards for that turn.
- “Barked” 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
- “Into the Corner” — test strike, through shields.
- “Heavy Fist” — on the tank; “Cell Three” phase, cycle step 1.
Loot
All of the boss’s loot with rough drop chances is in the item atlas; rules and items by boss are on the Lion's Stronghold Dungeons page.
Next boss — Kam Sunderstrike.
All bosses of the place — Lion's Stronghold Dungeons. Rules of a fight against a boss with a deck — How to beat: every boss.
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