The Dire Chamber (Northern Wing — Ogre Arena): how to beat

The Dire Chamber (Northern Wing — Ogre Arena): dungeon, level 44–54, 4 bosses. Boss decks: phases, turn cycle, damage and cold by mode, role tips.

ReferenceBuilt from the game’s data
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A guide to the whole place: modes, waves and bosses in order. Every boss has its own deck and turn cycle — the numbers come from the game. Loot is in the item atlas and on the The Dire Chamber (Northern Wing — Ogre Arena) page.

In short

  • Dungeon, levels 44–54, bosses: 4. Party — 3 heroes: tank, healer, damage dealer.
  • Modes: Heroic (at level 60), Normal (at the place’s level, 44–54), Keystone +10 (Mythic+, at level 60).
  • Cold — 4 of 4 bosses (on heroic and in keystones); a test strike — every boss, except in normal mode. These modes cannot be cleared without a tank and a healer.
  • Normal mode has no cold, no test strikes and no “no tank — through shields” rule.

Bosses in order

1. Guz'lok the Arena Master

Level 44. In detail — Guz'lok the Arena Master: how to beat.

  • 2 phases: “Paid Entry” → “Full House”; 6 cards.
  • “Draught in the Throne Room” cold: every enemy turn, everyone through shields — heroic 820, keystone +10 680 to each before Hardiness. No cold in normal mode.
  • “Club from Above” test strike — on boss turns 8 and 16: heroic 7,000, keystone +10 8,000; 40% weaker with a defensive card on yourself.
  • Mechanics: question: give up a card (“Entry Fee”); discard (“Empty Barrel”); hit on everyone (“Gong”); boss empower (“Full House”).

2. Bonesetter Hundar, Clan Shaman

Level 47. In detail — Bonesetter Hundar, Clan Shaman: how to beat.

  • 2 phases: “Appointment” → “Heals Himself”; 7 cards.
  • “Bones in the Frost” cold: every enemy turn, everyone through shields — heroic 600, keystone +10 500 to each before Hardiness. No cold in normal mode.
  • “Set It Right” test strike — on boss turns 7 and 15: heroic 7,000, keystone +10 8,000; 40% weaker with a defensive card on yourself.
  • Mechanics: summon with a task (“Pole of Skulls”); self-heal (“Rubs on Ointment”); charge (“Howl”); opening: more damage to the boss (“Dances by the Pole”); boss empower (“Heals Himself”).

3. Blind Seer Cho'ruk, Keeper of Disguises

Level 51. In detail — Blind Seer Cho'ruk, Keeper of Disguises: how to beat.

  • 2 phases: “Appraisal” → “Markdown”; 7 cards.
  • “Cold Goods” cold: every enemy turn, everyone through shields — heroic 880, keystone +10 740 to each before Hardiness. No cold in normal mode.
  • “No Haggling” test strike — on boss turns 8 and 16: heroic 7,000, keystone +10 8,000; 40% weaker with a defensive card on yourself.
  • Mechanics: timed shield (“Shroud of Masks”); hit on everyone (“The Stack Fell”); discard (“Felt You Over”); crystal burn (“Price Cut”); opening: more damage to the boss (“Sniffing”).

4. King Gordok Thundermash, Lord of the Arena

Level 54, final boss. In detail — King Gordok Thundermash, Lord of the Arena: how to beat.

  • 2 phases: “The Auction” → “Not Giving Up the Throne”; 9 cards.
  • “Soft Throne” cold: every enemy turn, everyone through shields — heroic 700, keystone +10 580 to each before Hardiness. No cold in normal mode.
  • “Royal Kick” test strike — on boss turns 9 and 17: heroic 7,000, keystone +10 8,000; 40% weaker with a defensive card on yourself.
  • Mechanics: summon with a task (“Guards!”); crystal penalty (“Who Bids More?”); charge (“Royal Swing”); discard (“Dropped a Tome”); opening: more damage to the boss (“Sold!”); boss empower (“Not Giving Up the Throne”).

General rules

How to read the guide and the rules of a fight against a boss with a deck — How to beat: every boss; every mechanic in detail — Boss mechanics.

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