Dragon-Guardian of the Crimson Clutch, Flameborn: how to beat
Dungeon “Upper Cindermount Spire”, boss 6 of 6 · level 60 · final. Abilities and damage, turn-by-turn rhythm, phases, what the tank, healer and damage…
Boss 6 of 6 · level 60 · final · dungeon Upper Cindermount Spire. Everything on this page comes from the game’s own data: when the boss changes, so does the guide.
In short
- “Flame Torrent” — a whole-party hit on boss turns 3, 6, 9…: up to 698 each. A warning shows on the portrait the turn before.
- The tank loses 23% of their Health per turn on average, the others 9%: heal the tank every turn.
- Boss Health: phases at 20%, enrage below 20% — 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.
| When | Tank | Healer | Damage dealers |
|---|---|---|---|
| 1. Pull · turn 1 | Taunt before the first enemy turn: it holds the boss for 2 turns. Keep a defensive card for “Umbral Bolt”. | Heal the tank from turn one: they lose 23% of their Health per turn on average, but never more than 2,383 per turn. | Steady damage on the boss — no burst while the tank builds threat. |
| 2. Turns 3, 6, 9… · ⚡ “Flame Torrent” | A hit on everyone — up to 698 to you: the stance holds, don’t waste anything. | On the turn before (a warning on the boss portrait) — everyone above half Health and shields; each takes up to 698. After it — heal the party. | Your own shield or self-heal before the hit, if you have one; keep dealing damage: above half Health the hit is not a threat. |
| 3. Turns 3, 6, 9… · Taunt rests | The 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. |
| 4. Boss shield and heals: “Barrier of Light”, “Layered Aura”, “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. |
| 5. Phase change: 20% of the boss’s Health | Reach 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. |
| 6. Below 20% of the boss’s Health · enrage | Defensive cards now: the boss’s damage grows 18% every turn. | Don’t save heals, shields on the tank. | All big cards now: finish it fast. |
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.
| Ability | What it does | On whom | To a hero | On the card | First turn | Cooldown | Lasts | Removed | When |
|---|---|---|---|---|---|---|---|---|---|
| Flame Torrent | Hits the whole party | whole party | up to 698 each | 698 | 3rd | every 3 turns | — | — | whole fight |
| Onslaught | Boss power: hits the target | target — usually the tank | up to 656 per hit | 656 | — | every other turn; may finish a wounded target off-beat | — | — | whole fight |
| Umbral Bolt | Hits the target | target — usually the tank | up to 2,118 per hit | 3,364 | — | whenever it has crystals | — | — | whole fight |
| Barrier of Light | Shields itself | the boss itself | — | — | — | whenever it has crystals | — | — | whole fight |
| Layered Aura | Shields itself | the boss itself | — | — | — | whenever it has crystals | — | — | whole fight |
| Gift of Light | Heals itself | the boss itself | — | — | — | whenever it has crystals | — | — | whole fight |
| Renew | Heals itself | the boss itself | — | — | — | whenever it has crystals | — | — | whole fight |
Why the card reads more
- Umbral Bolt. A strong card — it reads 3,364, 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 turn | What happens |
|---|---|
| 1 | Tank presses Taunt before this turn — it holds turns 1–2 |
| 2 | Regular turn: hits on the tank |
| 3 | Taunt is resting: the stance (−40% damage) keeps the boss on the tank — damage dealers, no burst · ⚠ On your turn before it, a warning shows on the boss portrait: healer tops everyone above half Health, shields up. ⚡ “Flame Torrent” hits the whole party: up to 698 each |
| 4 | Tank presses Taunt before this turn — it holds turns 4–5 |
| 5 | Without healing the tank falls on this turn |
| 6 | Taunt is resting: the stance (−40% damage) keeps the boss on the tank — damage dealers, no burst · ⚠ On your turn before it, a warning shows on the boss portrait: healer tops everyone above half Health, shields up. ⚡ “Flame Torrent” hits the whole party: up to 698 each |
| 7 | Tank presses Taunt before this turn — it holds turns 7–8 |
| 8 | Regular turn: hits on the tank |
| 9 | Taunt is resting: the stance (−40% damage) keeps the boss on the tank — damage dealers, no burst · ⚠ On your turn before it, a warning shows on the boss portrait: healer tops everyone above half Health, shields up. ⚡ “Flame Torrent” hits the whole party: up to 698 each |
Phases and enrage
- From 20% Health — phase 2: the deck is reshuffled, same moves.
- Below 20% Health — enrage: +18% to its damage every boss turn until the end of the fight.
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 23% of your Health per boss turn on average, up to 51% on a heavy turn.
- Keep defensive cards for “Umbral Bolt” — it is the hardest hit on you.
- Save defensive cards for the enrage — below 20% of the boss’s Health.
- Without healing you would fall on boss turn 5.
Healer: when to heal
- Main healing goes on the tank every turn: they lose 23% of their Health per boss turn on average.
- “Flame Torrent” lands on boss turns 3, 6, 9…: up to 698 each. On your turn before it, a warning shows on the boss portrait — top everyone above half Health and shield; heal the party after the hit.
- 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 — 54,254.
- The boss shields itself (“Barrier of Light” and “Layered Aura”) — 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 20% of the boss’s Health, hold damage if the party is hurt: a new phase brings new moves.
- Below 20% — enrage: save your big cards for this stretch and finish fast.
- 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
- Boss turns 3, 6, 9…: “Flame Torrent” hits the whole party — up to 698 each; Hardiness lowers it further. The warning comes on your turn before the hit.
- The hardest hit on the target is “Umbral Bolt”. The card reads 3,364, 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.
- Below 20% of the boss’s Health — enrage: its damage grows every turn. Drag the fight out and you lose.
- Phase change at 20% Health — a new deck; enter it with the party at full Health.
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.
| Mode | Tank: per turn | Tank: heavy turn | Others: per turn | Others: heavy turn | Without healing would fall on boss turn |
|---|---|---|---|---|---|
| Normal | 23% | 51% | 9% | 32% | tank — turn 5, 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 55–60, the boss is level 60).
- 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 Upper Cindermount Spire page.
Previous boss — Warlord Drakkisar, Cult Commander.
All bosses of the place — Upper Cindermount Spire. Party combat rules — How to beat: level 60 bosses.
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