Duskshadow Keep: how to beat

Duskshadow Keep: dungeon, level 18–25, 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 Duskshadow Keep page.

In short

  • Dungeon, levels 18–25, bosses: 6. Party — 3 heroes: tank, healer, damage dealer.
  • Modes: Heroic (at level 60), Normal (at the place’s level, 18–25), 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. Razice Darkclaw

Level 18. In detail — Razice Darkclaw: how to beat.

  • 2 phases: “Post and Dough” → “The Bread Burnt”; 5 cards.
  • “Post in the Wind” cold: every enemy turn, everyone through shields — heroic 1,000, keystone +10 840 to each before Hardiness. No cold in normal mode.
  • “Halt, Who Goes There” test strike — on boss turns 8 and 16: heroic 7,000, keystone +10 8,000; 40% weaker with a defensive card on yourself.
  • Mechanics: guard: less damage to the boss (“Took Cover”); opening: more damage to the boss (“Thinking About the Dough”); boss empower (“The Bread Burnt”).

2. Sorn Rotfang

Level 19. In detail — Sorn Rotfang: how to beat.

  • 2 phases: “Lunch” → “Burnt”; 6 cards.
  • “The Stove Has Gone Cold” cold: every enemy turn, everyone through shields — heroic 980, keystone +10 820 to each before Hardiness. No cold in normal mode.
  • “Seconds?” test strike — on boss turns 9 and 17: heroic 7,000, keystone +10 8,000; 40% weaker with a defensive card on yourself.
  • Mechanics: charge (“Boiling Water”); opening: more damage to the boss (“Setting the Table”); boss empower (“Burnt”).

3. Apothecary Hummel

Level 21. In detail — Apothecary Hummel: how to beat.

  • 2 phases: “Tests” → “Double Dose”; 6 cards.
  • “Windows Wide Open” cold: every enemy turn, everyone through shields — heroic 1,160, keystone +10 960 to each before Hardiness. No cold in normal mode.
  • “Open Wide” test strike — on boss turns 8 and 16: heroic 7,000, keystone +10 8,000; 40% weaker with a defensive card on yourself.
  • Mechanics: healing block (“Test Dose”); hit on everyone (“Steam from the Flask”); opening: more damage to the boss (“Taking Notes”); boss empower (“Double Dose”).

4. Commander Springtail

Level 22. In detail — Commander Springtail: how to beat.

  • 2 phases: “Drill” → “Alarm”; 6 cards.
  • “The Barracks Are Unheated” cold: every enemy turn, everyone through shields — heroic 1,060, keystone +10 880 to each before Hardiness. No cold in normal mode.
  • “Dress Right” 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 (“Stand Still!”); buff removal (“As You Were!”); opening: more damage to the boss (“At Ease”); boss empower (“Alarm”).

5. Baron Silverlaine

Level 24. In detail — Baron Silverlaine: how to beat.

  • 2 phases: “Someone Else's Hands” → “Who Am I”; 6 cards.
  • “A Fireplace for Guests” cold: every enemy turn, everyone through shields — heroic 1,060, keystone +10 880 to each before Hardiness. No cold in normal mode.
  • “Your Humble Servant” 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 (“Smith's Hammer”, “Healer's Hands”); opening: more damage to the boss (“Forgot Whose Hands”); boss empower (“Who Am I”).

6. Magister Whitewolf

Level 25, final boss. In detail — Magister Whitewolf: how to beat.

  • 2 phases: “Brewing” → “Drank It Himself”; 8 cards.
  • “The Cauldron Is Cold” cold: every enemy turn, everyone through shields — heroic 400, keystone +10 340 to each before Hardiness. No cold in normal mode.
  • “Drink, You'll Remember” 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 (“Those Who Remembered”); charge (“The Cauldron Boils”); opening: more damage to the boss (“Tipped Over”); card freeze (“Someone Else's Memory”); boss empower (“Drank It Himself”); damage over time (“Everyone Remembers”).

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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