Hamhock Bloodletter: how to beat
Hamhock Bloodletter — dungeon “Lion's Stronghold Dungeons”, level 24. The deck: phases, turn cycle, damage and healing by mode, cold, test strike, role tips.
Dungeon Lion's Stronghold Dungeons, boss 3 of 6, level 24.
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, 6 cards in the deck. Schools: ⚔ Physical 5, 🩸 Blood 1.
- “The Cells Are Unheated” cold: every enemy turn, everyone through shields — heroic 720, keystone +10 600 to each before Hardiness. No cold in normal mode.
- “Hands Behind Your Back” 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 “Hands Behind Your Back”: 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. “Order” — from the start of the fight
Down to 40%: locks up every 5 turns.
| Cycle step | What the boss plays |
|---|---|
| 1 | ⚔ Keys to the Forehead |
| 2 | ⚔ Keys to the Forehead + ⚔ Into the Cell! |
| 3 | ⚔ Keys to the Forehead |
| 4 | ⚔ Roll Call |
| 5 | ⚔ Dozed Off on Duty |
2. “Riot in the Block” — below 40% Health
Below 40%: angrier, locks up more often.
On entering the phase the boss plays at once: 🩸 Riot in the Block.
| Cycle step | What the boss plays |
|---|---|
| 1 | ⚔ Keys to the Forehead + ⚔ Into the Cell! |
| 2 | ⚔ Keys to the Forehead |
| 3 | ⚔ Roll Call |
| 4 | ⚔ Dozed Off on Duty |
The “Hands Behind Your Back” 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 |
|---|---|---|---|---|---|
| ⚔ Hands Behind Your Back · 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. |
| ⚔ Keys to the Forehead · Physical, hit | A hit on whoever holds the boss’s attention (usually the tank). | 2,350 | 500 | 4,100 | A plain hit. |
| ⚔ Into the Cell! · Physical, swallows a fighter | Swallows a damage dealer for 2 turns: they cannot act or be healed and take a hit through shields every turn. Take 5% of the boss’s Health and it spits them out sooner. | 188 per turn | 40 per turn | 328 per turn | The fighter is out of the fight for 2 turns and cannot be healed. Take 5% of his Health and he unlocks it sooner. |
| ⚔ Roll Call · Physical, charge | A charge: in 1 turn it hits everyone, the number is for each. Shields hold half, ignores 50% of Hardiness. | 776 | 110 | 902 | One turn of warning. Raise everyone's Health. |
| ⚔ Dozed Off on Duty · Physical, opening: more damage to the boss | The boss is open: damage to it ×1.3 for 2 turns. | — | — | — | +30% damage for 1 party turn. |
| 🩸 Riot in the Block · Blood, boss empower | The boss’s hits ×1.15 until the fight ends. | — | — | — | Stronger by 15% until the fight ends. |
“The Cells Are Unheated” cold
Not allowed. Not allowed by whom, he does not remember.
- Heroic: 720 to each per enemy turn, before Hardiness.
- Keystone +10: 600 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
- “Hands Behind Your Back” — 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 “Hands Behind Your Back” 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.
- “Keys to the Forehead” hits you. Keep Taunt on rhythm: while the boss hits the tank, the rest stay whole. The heaviest is “Keys to the Forehead” (“Order” 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 Cells Are Unheated” cold hits everyone through shields every enemy turn: heroic — 720, keystone +10 — 600 to each before Hardiness. Heal everyone every turn; healer cards do it best — they heal Health only.
- “Roll Call” hits everyone. Before that turn, get everyone above half Health; it goes half through shields: shields hold half, the rest hits Health.
- “Riot in the Block”: the boss hits harder — keep crystals and heals in reserve for those turns.
Damage dealers
- “Dozed Off on Duty”: the boss is open and takes more damage — save your strong cards for that turn.
- “Into the Cell!”: damage dealers save the swallowed one — take the required share of the boss’s Health and it spits them out sooner.
- Do not drag it out: heroic — enrage from turn 40.
The heaviest hits
- “Hands Behind Your Back” — test strike, through shields.
- “Keys to the Forehead” — on the tank; “Order” phase, cycle step 1.
- “Roll Call” — on everyone, half through shields, ignores 50% of Hardiness; “Order” 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 Lion's Stronghold Dungeons page.
Previous boss — Kam Sunderstrike. Next boss — Gromval the Igniter.
All bosses of the place — Lion's Stronghold Dungeons. Rules of a fight against a boss with a deck — How to beat: every boss.
Read next
Lion's Stronghold Dungeons: how to beat
Lion's Stronghold Dungeons: dungeon, level 22–28, 6 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.
Lion's Stronghold Dungeons
Lion's Stronghold Dungeons: dungeon, levels 22–28, 3 heroes, 6 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.