Wild Hogmin the Butcher: how to beat
Wild Hogmin the Butcher — dungeon “Lion's Stronghold Dungeons”, level 27. The deck: phases, turn cycle, damage and healing by mode, cold, test strike, role…
Dungeon Lion's Stronghold Dungeons, boss 5 of 6, level 27.
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.
- “Chopping Block in the Draught” cold: every enemy turn, everyone through shields — heroic 820, keystone +10 680 to each before Hardiness. No cold in normal mode.
- “Head Down” 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 “Head Down”: 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. “Taking Turns” — from the start of the fight
Down to 40%: "Next!" every 4 turns.
| Cycle step | What the boss plays |
|---|---|
| 1 | ⚔ Axe |
| 2 | ⚔ Axe |
| 3 | ⚔ Next! |
| 4 | ⚔ Looking for the List |
2. “No List” — below 40% Health
Below 40%: angrier, "Next!" every 3 turns.
On entering the phase the boss plays at once: 🩸 No List.
| Cycle step | What the boss plays |
|---|---|
| 1 | ⚔ Axe |
| 2 | ⚔ Next! |
| 3 | ⚔ Looking for the List |
The “Head Down” 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 |
|---|---|---|---|---|---|
| ⚔ Head Down · 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. |
| ⚔ Axe · Physical, hit | A hit on whoever holds the boss’s attention (usually the tank). | 2,150 | 500 | 4,100 | A plain hit. |
| ⚔ Next! · Physical, charge | A charge: in 1 turn, a hit on the healer. | 1,935 | 450 | 3,690 | One turn of warning. A hit on the healer: a shield on yourself now or raise him in advance. |
| ⚔ Looking for the List · Physical, opening: more damage to the boss | The boss is open: damage to it ×1.3 for 2 turns. | — | — | — | Rummaging in his pockets: +30% damage for 1 party turn. |
| 🩸 No List · Blood, boss empower | The boss’s hits ×1.15 until the fight ends. | — | — | — | Stronger by 15% until the fight ends. |
“Chopping Block in the Draught” cold
It was put in the yard so everyone could see. Nobody is left to watch, and it blows.
- Heroic: 820 to each per enemy turn, before Hardiness.
- Keystone +10: 680 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
- “Head Down” — 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 “Head Down” 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.
- “Axe” hits you. Keep Taunt on rhythm: while the boss hits the tank, the rest stay whole. The heaviest is “Axe” (“Taking Turns” 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
- “Chopping Block in the Draught” cold hits everyone through shields every enemy turn: heroic — 820, keystone +10 — 680 to each before Hardiness. Heal everyone every turn; healer cards do it best — they heal Health only.
- “Next!” (the healer) hits past the tank. Watch everyone, not just the tank.
- “No List”: the boss hits harder — keep crystals and heals in reserve for those turns.
Damage dealers
- “Looking for the List”: 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
- “Head Down” — test strike, through shields.
- “Axe” — on the tank; “Taking Turns” phase, cycle step 1.
- “Next!” — on the healer; “Taking Turns” phase, cycle step 3.
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 — Gromval the Igniter. Next boss — Mad Basil Thred.
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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