Atalarion, Ash-in-Stone: how to beat
Atalarion, Ash-in-Stone — dungeon “The Lost Temple of the Seven Stars”, level 50. The deck: phases, turn cycle, damage and healing by mode, cold, test…
Dungeon The Lost Temple of the Seven Stars, boss 1 of 6, level 50.
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, 50–56), Keystone +10 (Mythic+, at level 60).
- 2 phases, 6 cards in the deck. Schools: ⛰ Earth 4, 🩸 Blood 1, ⚔ Physical 1.
- “The Stone Is Cold” cold: every enemy turn, everyone through shields — heroic 1,040, keystone +10 860 to each before Hardiness. No cold in normal mode.
- “Don't Disturb My Waiting” 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 “Don't Disturb My Waiting”: 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. “Waiting” — from the start of the fight
Down to 35%: hands turn to stone every 5 turns.
| Cycle step | What the boss plays |
|---|---|
| 1 | ⛰ Stone Palm |
| 2 | ⛰ Stone Palm + ⛰ Hands Turned to Stone |
| 3 | ⛰ Stone Palm |
| 4 | ⛰ Stone Palm + ⛰ Stone Dust |
| 5 | ⚔ Cracked |
2. “Got Up from the Step” — below 35% Health
Below 35%: angrier, hands turn to stone more often.
On entering the phase the boss plays at once: 🩸 Got Up from the Step.
| Cycle step | What the boss plays |
|---|---|
| 1 | ⛰ Stone Palm + ⛰ Hands Turned to Stone |
| 2 | ⛰ Stone Palm + ⛰ Stone Dust |
| 3 | ⚔ Cracked |
The “Don't Disturb My Waiting” 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 |
|---|---|---|---|---|---|
| ⛰ Don't Disturb My Waiting · Earth, 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. |
| ⛰ Stone Palm · Earth, hit | A hit on whoever holds the boss’s attention (usually the tank). | 2,350 | 900 | 4,100 | A plain hit. |
| ⛰ Hands Turned to Stone · Earth, card freeze | Freezes 2 card(s) in the hand of a damage dealer or the healer (past the tank) for a turn. | — | — | — | Two of the target's cards are locked for a turn. Play important cards in advance. |
| ⛰ Stone Dust · Earth, hit on everyone | A hit on everyone: the number is for each. Shields hold half. | 282 | 72 | 328 | Small hits on everyone half through shields. |
| ⚔ Cracked · Physical, opening: more damage to the boss | The boss is open: damage to it ×1.35 for 2 turns. | — | — | — | +35% damage for 1 party turn. Everything big here. |
| 🩸 Got Up from the Step · Blood, boss empower | The boss’s hits ×1.15 until the fight ends. | — | — | — | Stronger by 15% until the fight ends. |
“The Stone Is Cold” cold
Don't sit on the stone, mother used to say. He has been sitting for a hundred years.
- Heroic: 1,040 to each per enemy turn, before Hardiness.
- Keystone +10: 860 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
- “Don't Disturb My Waiting” — 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 “Don't Disturb My Waiting” 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.
- “Stone Palm” hits you. Keep Taunt on rhythm: while the boss hits the tank, the rest stay whole. The heaviest is “Stone Palm” (“Waiting” 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 Stone Is Cold” cold hits everyone through shields every enemy turn: heroic — 1,040, keystone +10 — 860 to each before Hardiness. Heal everyone every turn; healer cards do it best — they heal Health only.
- “Stone Dust” hits everyone. Before that turn, get everyone above half Health; it goes half through shields: shields hold half, the rest hits Health.
- “Got Up from the Step”: the boss hits harder — keep crystals and heals in reserve for those turns.
Damage dealers
- “Cracked”: the boss is open and takes more damage — save your strong cards for that turn.
- “Hands Turned to Stone” hits your cards and crystals: do not hoard everything for one turn.
- Do not drag it out: heroic — enrage from turn 40.
The heaviest hits
- “Don't Disturb My Waiting” — test strike, through shields.
- “Stone Palm” — on the tank; “Waiting” phase, cycle step 1.
- “Stone Dust” — on everyone, half through shields; “Waiting” 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 The Lost Temple of the Seven Stars page.
Next boss — Council of the Six Effigies.
All bosses of the place — The Lost Temple of the Seven Stars. Rules of a fight against a boss with a deck — How to beat: every boss.
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