Cobrahn the Scaled: how to beat
Cobrahn the Scaled — dungeon “Howling Caverns”, level 17. The deck: phases, turn cycle, damage and healing by mode, cold, test strike, role tips.
Dungeon Howling Caverns, boss 3 of 6, level 17.
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, 15–21), Keystone +10 (Mythic+, at level 60).
- 2 phases, 5 cards in the deck. Schools: 🌑 Darkness 3, ⚔ Physical 2.
- “Draught from the Door” cold: every enemy turn, everyone through shields — heroic 600, keystone +10 500 to each before Hardiness. No cold in normal mode.
- “Son, Come Here” 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 “Son, Come Here”: 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. “Calling” — from the start of the fight
Down to 50%: calls every 3 turns.
| Cycle step | What the boss plays |
|---|---|
| 1 | ⚔ Stick |
| 2 | ⚔ Stick + 🌑 Calls by Name |
| 3 | ⚔ Stick |
| 4 | 🌑 Shouts at Everyone at Once |
| 5 | ⚔ Stick + 🌑 Calls by Name |
| 6 | ⚔ Stick |
2. “Gone Hoarse” — below 50% Health
Below 50%: open, calls more often.
On entering the phase the boss plays at once: ⚔ Lost His Voice.
| Cycle step | What the boss plays |
|---|---|
| 1 | ⚔ Stick + 🌑 Calls by Name |
| 2 | ⚔ Stick |
| 3 | 🌑 Shouts at Everyone at Once |
The “Son, Come Here” 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 |
|---|---|---|---|---|---|
| 🌑 Son, Come Here · Darkness, 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. |
| ⚔ Stick · Physical, hit | A hit on whoever holds the boss’s attention (usually the tank). | 2,350 | 250 | 4,100 | A plain hit. |
| 🌑 Calls by Name · Darkness, mark | Marks 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 882 | 188 · neighbour 94 | 3,075 · neighbour 1,538 | In 2 turns at the target and a neighbour. Raise both; a cleanse, if you have one, removes it. |
| 🌑 Shouts at Everyone at Once · Darkness, charge | A charge: in 1 turn it hits everyone, the number is for each. Shields hold half, ignores 50% of Hardiness. | 776 | 55 | 902 | One turn of warning. Raise everyone's Health. |
| ⚔ Lost His Voice · Physical, opening: more damage to the boss | The boss is open: damage to it ×1.2 for 99 turns. | — | — | — | Open: +20% damage until the fight ends. |
“Draught from the Door” cold
Mother used to shout from the house: "Shut the door, it's draughty." Here he is the one shouting.
- Heroic: 600 to each per enemy turn, before Hardiness.
- Keystone +10: 500 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
- “Son, Come Here” — 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 “Son, Come Here” 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.
- “Stick” hits you. Keep Taunt on rhythm: while the boss hits the tank, the rest stay whole. The heaviest is “Stick” (“Calling” 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
- “Draught from the Door” cold hits everyone through shields every enemy turn: heroic — 600, keystone +10 — 500 to each before Hardiness. Heal everyone every turn; healer cards do it best — they heal Health only.
- “Shouts at Everyone at Once” hits everyone. Before that turn, get everyone above half Health; it goes half through shields: shields hold half, the rest hits Health.
- “Calls by Name” marks a damage dealer or the healer (past the tank): 2 turns later they are hit. Cleanse it or put up a shield.
Damage dealers
- “Lost His Voice”: 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
- “Son, Come Here” — test strike, through shields.
- “Stick” — on the tank; “Calling” phase, cycle step 1.
- “Calls by Name” — on a damage dealer or the healer; “Calling” 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 Howling Caverns page.
Previous boss — Lady Serpenta. Next boss — Fangor the Scaled.
All bosses of the place — Howling Caverns. Rules of a fight against a boss with a deck — How to beat: every boss.
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