The Blackwood Depths: how to beat

The Blackwood Depths: dungeon, level 20–27, 5 bosses. Boss decks: phases, turn cycle, damage and cold by mode, role tips.

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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 Blackwood Depths page.

In short

  • Dungeon, levels 20–27, bosses: 5. Party — 3 heroes: tank, healer, damage dealer.
  • Modes: Heroic (at level 60), Normal (at the place’s level, 20–27), Keystone +10 (Mythic+, at level 60).
  • Cold — 5 of 5 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. Abyssal Guardian Helios

Level 20. In detail — Abyssal Guardian Helios: how to beat.

  • 2 phases: “Doesn't Hurt” → “That Hurts”; 5 cards.
  • “Hut Without a Stove” cold: every enemy turn, everyone through shields — heroic 740, keystone +10 620 to each before Hardiness. No cold in normal mode.
  • “What Do You Want” 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 (“Sheepskin Coat”); hit on everyone (“Shook Himself”); opening: more damage to the boss (“That Hurts”).

2. Priestess Lornea

Level 22. In detail — Priestess Lornea: how to beat.

  • 2 phases: “Comfort” → “Don't Cry”; 6 cards.
  • “Don't Get Warm” cold: every enemy turn, everyone through shields — heroic 880, keystone +10 740 to each before Hardiness. No cold in normal mode.
  • “There, There” test strike — on boss turns 9 and 17: heroic 7,000, keystone +10 8,000; 40% weaker with a defensive card on yourself.
  • Mechanics: weaker healing for all (“No Need to Heal”); charge (“It Will Pass”); opening: more damage to the boss (“Tired of Comforting”); boss empower (“Don't Cry”).

3. Murkbelly

Level 24. In detail — Murkbelly: how to beat.

  • 2 phases: “With the Sack” → “The Sack Is Full”; 5 cards.
  • “The Sack by the Door” cold: every enemy turn, everyone through shields — heroic 440, keystone +10 360 to each before Hardiness. No cold in normal mode.
  • “Hand It Over” test strike — on boss turns 8 and 16: heroic 7,000, keystone +10 8,000; 40% weaker with a defensive card on yourself.
  • Mechanics: chain hit (“Pass It On”); opening: more damage to the boss (“Put the Sack Down”); boss empower (“The Sack Is Full”).

4. Lord Kel'ris the Dark

Level 25. In detail — Lord Kel'ris the Dark: how to beat.

  • 2 phases: “The Service” → “I'll Take Everyone”; 6 cards.
  • “Candles Give No Warmth” cold: every enemy turn, everyone through shields — heroic 600, keystone +10 500 to each before Hardiness. No cold in normal mode.
  • “Have a Sleep” test strike — on boss turns 9 and 17: heroic 7,000, keystone +10 8,000; 40% weaker with a defensive card on yourself.
  • Mechanics: stun (“Lullaby”); charge (“Taking the Pain”); opening: more damage to the boss (“Lost the Prayer”); boss empower (“I'll Take Everyone”).

5. Primordial Morok

Level 27, final boss. In detail — Primordial Morok: how to beat.

  • 2 phases: “The Promise” → “Those Who Feel No Pain”; 8 cards.
  • “Under the Hill” cold: every enemy turn, everyone through shields — heroic 620, keystone +10 520 to each before Hardiness. No cold in normal mode.
  • “It Doesn't Hurt Anymore” test strike — on boss turns 9 and 17: heroic 7,000, keystone +10 8,000; 40% weaker with a defensive card on yourself.
  • Mechanics: stacking damage over time (“Aching Pain”); burns a card and heals (“I'll Take It”); charge (“Gave It All Back”); opening: more damage to the boss (“Lost in Thought”); summon with a task (“Those Who Feel No Pain”); boss empower (“I Promised”).

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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