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.
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.
Read next
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.
The Blackwood Depths
The Blackwood Depths: dungeon, levels 20–27, 3 heroes, 5 bosses — abilities, loot and drop chances of every boss.
Abyssal Guardian Helios: how to beat
Abyssal Guardian Helios — dungeon “The Blackwood Depths”, level 20. The deck: phases, turn cycle, damage and healing by mode, cold, test strike, 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.