Lion's Stronghold Dungeons: how to beat

Lion's Stronghold Dungeons: dungeon, level 22–28, 6 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 Lion's Stronghold Dungeons page.

In short

  • Dungeon, levels 22–28, bosses: 6. Party — 3 heroes: tank, healer, damage dealer.
  • Modes: Heroic (at level 60), Normal (at the place’s level, 22–28), Keystone +10 (Mythic+, at level 60).
  • Cold — 6 of 6 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. Targorr the Terrible

Level 22. In detail — Targorr the Terrible: how to beat.

  • 2 phases: “Cell Three” → “Sulking”; 5 cards.
  • “Damp Corner” cold: every enemy turn, everyone through shields — heroic 1,040, keystone +10 860 to each before Hardiness. No cold in normal mode.
  • “Into the Corner” test strike — on boss turns 8 and 16: heroic 7,000, keystone +10 8,000; 40% weaker with a defensive card on yourself.
  • Mechanics: hit that cuts healing (“Heavy Fist”); stun (“Barked”); opening: more damage to the boss (“Sat on the Bunk”); boss empower (“Sulking”).

2. Kam Sunderstrike

Level 23. In detail — Kam Sunderstrike: how to beat.

  • 2 phases: “Digging” → “Almost Through”; 5 cards.
  • “Draught from the Tunnel” cold: every enemy turn, everyone through shields — heroic 740, keystone +10 620 to each before Hardiness. No cold in normal mode.
  • “Don't Get in My Way” test strike — on boss turns 9 and 17: heroic 7,000, keystone +10 8,000; 40% weaker with a defensive card on yourself.
  • Mechanics: card freeze (“Sand in the Eyes”); hit on everyone (“The Tunnel Caved In”); boss empower (“Almost Through”).

3. Hamhock Bloodletter

Level 24. In detail — Hamhock Bloodletter: how to beat.

  • 2 phases: “Order” → “Riot in the Block”; 6 cards.
  • “The Cells Are Unheated” cold: every enemy turn, everyone through shields — heroic 720, keystone +10 600 to each before Hardiness. No cold in normal mode.
  • “Hands Behind Your Back” test strike — on boss turns 8 and 16: heroic 7,000, keystone +10 8,000; 40% weaker with a defensive card on yourself.
  • Mechanics: swallows a fighter (“Into the Cell!”); charge (“Roll Call”); opening: more damage to the boss (“Dozed Off on Duty”); boss empower (“Riot in the Block”).

4. Gromval the Igniter

Level 26. In detail — Gromval the Igniter: how to beat.

  • 2 phases: “Got a Light” → “The Whole Corridor”; 6 cards.
  • “The Draught Puts It Out” cold: every enemy turn, everyone through shields — heroic 1,060, keystone +10 880 to each before Hardiness. No cold in normal mode.
  • “Got a Light?” test strike — on boss turns 9 and 17: heroic 7,000, keystone +10 8,000; 40% weaker with a defensive card on yourself.
  • Mechanics: mark (“Match Down the Collar”); damage over time (“Smoke in the Corridor”); opening: more damage to the boss (“Lighting Up”); boss empower (“The Whole Corridor”).

5. Wild Hogmin the Butcher

Level 27. In detail — Wild Hogmin the Butcher: how to beat.

  • 2 phases: “Taking Turns” → “No List”; 5 cards.
  • “Chopping Block in the Draught” cold: every enemy turn, everyone through shields — heroic 820, keystone +10 680 to each before Hardiness. No cold in normal mode.
  • “Head Down” test strike — on boss turns 8 and 16: heroic 7,000, keystone +10 8,000; 40% weaker with a defensive card on yourself.
  • Mechanics: charge (“Next!”); opening: more damage to the boss (“Looking for the List”); boss empower (“No List”).

6. Mad Basil Thred

Level 28, final boss. In detail — Mad Basil Thred: how to beat.

  • 2 phases: “Quiet” → “Riot”; 8 cards.
  • “Office Window” cold: every enemy turn, everyone through shields — heroic 740, keystone +10 620 to each before Hardiness. No cold in normal mode.
  • “Totals Are In” 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 (“Opened the Cells”); discard (“Written Off”); charge (“Counted Everyone”); opening: more damage to the boss (“Checking the Numbers”); boss empower (“Nobody's Numbers Add Up”); hit on everyone (“Riot”).

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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