Council of the Six Effigies: how to beat
Council of the Six Effigies — dungeon “The Lost Temple of the Seven Stars”, level 51. The deck: phases, turn cycle, damage and healing by mode, cold, test…
Dungeon The Lost Temple of the Seven Stars, boss 2 of 6, level 51.
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: 🌑 Darkness 3, ⚔ Physical 2, 🩸 Blood 1.
- “Stone Floor” cold: every enemy turn, everyone through shields — heroic 1,160, keystone +10 960 to each before Hardiness. No cold in normal mode.
- “Out of Time” 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 “Out of Time”: 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. “Singing” — from the start of the fight
Down to 40%: a common note every 5 turns.
| Cycle step | What the boss plays |
|---|---|
| 1 | ⚔ Tuning Fork |
| 2 | ⚔ Tuning Fork + 🌑 The Song |
| 3 | 🌑 Common Note |
| 4 | ⚔ Tuning Fork + 🌑 The Song |
| 5 | ⚔ Tuning Fork |
2. “Louder” — below 40% Health
Below 40%: angrier, the note every 3 turns.
On entering the phase the boss plays at once: 🩸 Louder.
| Cycle step | What the boss plays |
|---|---|
| 1 | ⚔ Tuning Fork + 🌑 The Song |
| 2 | 🌑 Common Note |
| 3 | ⚔ Tuning Fork + 🌑 The Song |
The “Out of Time” 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.
| Card | What it does | Heroic | Normal | Keystone +10 | How to answer |
|---|---|---|---|---|---|
| 🌑 Out of Time · 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 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 4,800 | Test strike, one turn of warning. The tank plays a defensive card, the healer tops him up in advance. |
| ⚔ Tuning Fork · Physical, hit | A hit on whoever holds the boss’s attention (usually the tank). | 2,600 | 750 | 4,100 | A plain hit. |
| 🌑 The Song · Darkness, stacking damage over time | Damage over time on everyone that stacks: each play adds a stack, up to 4. The number is per turn per stack; a stack lasts 5 turns. | 117 per turn per stack | 23 per turn per stack | 123 per turn per stack | On everyone, builds up, wears off by itself. Party healing. |
| 🌑 Common Note · Darkness, charge | A charge: in 2 turns it hits everyone, the number is for each. Take 5% of the boss’s Health during the countdown and the charge breaks. Once broken, the boss plays “The Choir Lost the Beat”. Shields hold half, ignores 50% of Hardiness. | 1,014 | 195 | 1,066 | Builds up for 2 turns. Take 5% of their Health and the choir loses the beat. Too late: at everyone half through shields. |
| ⚔ The Choir Lost the Beat · Physical, opening: more damage to the boss | The boss is open: damage to it ×1.3 for 2 turns. | — | — | — | The note is broken: +30% damage for 1 party turn. |
| 🩸 Louder · Blood, boss empower | The boss’s hits ×1.15 until the fight ends. | — | — | — | Stronger by 15% until the fight ends. |
“Stone Floor” cold
The choir sings barefoot. That is the rule, says the choirmaster.
- Heroic: 1,160 to each per enemy turn, before Hardiness.
- Keystone +10: 960 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
- “Out of Time” — 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 “Out of Time” 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.
- “Tuning Fork” hits you. Keep Taunt on rhythm: while the boss hits the tank, the rest stay whole. The heaviest is “Tuning Fork” (“Singing” 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
- “Stone Floor” cold hits everyone through shields every enemy turn: heroic — 1,160, keystone +10 — 960 to each before Hardiness. Heal everyone every turn; healer cards do it best — they heal Health only.
- “Common Note” and “The Song” hit everyone. Before such turns, get everyone above half Health; “Common Note” goes half through shields: shields hold half, the rest hits Health.
- “The Song”: damage over time — outheal it; a cleanse helps.
- “Louder”: the boss hits harder — keep crystals and heals in reserve for those turns.
Damage dealers
- “The Choir Lost the Beat”: the boss is open and takes more damage — save your strong cards for that turn.
- “Common Note” can be broken: take 5% of the boss’s Health during the countdown and there is no hit.
- Do not drag it out: heroic — enrage from turn 40.
The heaviest hits
- “Out of Time” — test strike, through shields.
- “Tuning Fork” — on the tank; “Singing” phase, cycle step 1.
- “Common Note” — on everyone, half through shields, ignores 50% of Hardiness; “Singing” 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 The Lost Temple of the Seven Stars page.
Previous boss — Atalarion, Ash-in-Stone. Next boss — Jammal'an the Prophet and Ogom the Wretched.
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.
Read next
The Lost Temple of the Seven Stars: how to beat
The Lost Temple of the Seven Stars: dungeon, level 50–56, 6 bosses. Boss decks: phases, turn cycle, damage and cold by mode, role tips.
Boss mechanics: charges, cold, test strikes, card schools
Every boss deck mechanic: what each card does, how it shows in combat and how to answer. Schools, cold, test strikes, enrage, healer cards — and who has what.
The Lost Temple of the Seven Stars
The Lost Temple of the Seven Stars: dungeon, levels 50–56, 3 heroes, 6 bosses — abilities, loot and drop chances of every boss.
How to beat: every dungeon, raid and world boss
A guide to each of the 166 bosses: deck, phases and turn cycle, damage, healing and shields by mode, cold, test strike, tips for tank, healer and DPS.