Gromval the Igniter: how to beat

Gromval the Igniter — dungeon “Lion's Stronghold Dungeons”, level 26. The deck: phases, turn cycle, damage and healing by mode, cold, test strike, role tips.

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Dungeon Lion's Stronghold Dungeons, boss 4 of 6, level 26.

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: 🔥 Fire 5, ⚔ Physical 1.
  • “The Draught Puts It Out” cold: every enemy turn, everyone through shields — heroic 1,060, keystone +10 880 to each before Hardiness. No cold in normal mode.
  • “Got a Light?” 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 “Got a Light?”: 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. “Got a Light” — from the start of the fight

Down to 40%: a match every 4 turns.

Cycle stepWhat the boss plays
1🔥 Firebrand
2🔥 Firebrand + 🔥 Match Down the Collar
3🔥 Firebrand + 🔥 Smoke in the Corridor
4⚔ Lighting Up

2. “The Whole Corridor” — below 40% Health

Below 40%: angrier, matches more often.

On entering the phase the boss plays at once: 🔥 The Whole Corridor.

Cycle stepWhat the boss plays
1🔥 Firebrand + 🔥 Match Down the Collar
2🔥 Firebrand + 🔥 Smoke in the Corridor
3🔥 Match Down the Collar
4⚔ Lighting Up

The “Got a Light?” 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
🔥 Got a Light? · Fire, 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.
🔥 Firebrand · Fire, hitA hit on whoever holds the boss’s attention (usually the tank).2,3505004,100A plain hit.
🔥 Match Down the Collar · Fire, markMarks a damage dealer or the healer (past the tank): 2 turns later the marked fighter is hit. A neighbour takes 50% of it. A cleanse removes the mark.1,763 · neighbour 882375 · neighbour 1883,075 · neighbour 1,538In 2 turns at the target and a neighbour. Raise both; a cleanse, if you have one, removes it.
🔥 Smoke in the Corridor · Fire, damage over timeDamage over time on everyone. The number is per turn, for 3 turns. A repeat refreshes it.176 per turn25 per turn205 per turnOn everyone. Party healing.
⚔ Lighting Up · Physical, opening: more damage to the bossThe boss is open: damage to it ×1.3 for 2 turns.———Staring at the flame: +30% damage for 1 party turn.
🔥 The Whole Corridor · Fire, boss empowerThe boss’s hits ×1.15 until the fight ends.———Stronger by 15% until the fight ends.

“The Draught Puts It Out” cold

He keeps trying to light a fire. There is a draught here, and the matches go out.

  • Heroic: 1,060 to each per enemy turn, before Hardiness.
  • Keystone +10: 880 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

  • “Got a Light?” — 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 “Got a Light?” 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.
  • “Firebrand” hits you. Keep Taunt on rhythm: while the boss hits the tank, the rest stay whole. The heaviest is “Firebrand” (“Got a Light” 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 Draught Puts It Out” cold hits everyone through shields every enemy turn: heroic — 1,060, keystone +10 — 880 to each before Hardiness. Heal everyone every turn; healer cards do it best — they heal Health only.
  • “Smoke in the Corridor” hits everyone. Before that turn, get everyone above half Health and put up shields.
  • “Match Down the Collar” marks a damage dealer or the healer (past the tank): 2 turns later they are hit. Cleanse it or put up a shield.
  • “Smoke in the Corridor”: damage over time — outheal it; a cleanse helps.
  • “The Whole Corridor”: the boss hits harder — keep crystals and heals in reserve for those turns.

Damage dealers

  • “Lighting Up”: the boss is open and takes more damage — save your strong cards for that turn.
  • Do not drag it out: heroic — enrage from turn 40.

The heaviest hits

  • “Got a Light?” — test strike, through shields.
  • “Firebrand” — on the tank; “Got a Light” phase, cycle step 1.
  • “Match Down the Collar” — on a damage dealer or the healer; “Got a Light” phase, cycle step 2.

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 — Hamhock Bloodletter. Next boss — Wild Hogmin the Butcher.

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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