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.

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Each of the 166 bosses has its own deck. There are many cards but few kinds — here is each kind: what it does, how it shows in combat, how to answer it, and which bosses have it. A specific boss’s numbers are on its page in How to beat.

How the boss plays

  • Every turn the boss plays the next line of its phase’s cycle — no randomness. Each phase has its own cycle; the phase changes with the boss’s Health, and on entering a phase the boss may play a card at once.
  • The next turn shows on the boss portrait, charges have a countdown; the card tooltip shows the school, what the card does and how much it takes from you.
  • The boss has general hit and turn caps only on normal difficulty; it has no Onslaught and no shared card pool: everything it does is in its deck.

Card schools

Every card has a school with an icon. It hints at how to answer; it is not a resistance — there is no protection against schools.

IconSchoolHow to answerBossesCards
⚔Physicala plain hit: a defensive card and a shield154396
🌑Darknesscards, names, healing: read what is written and decide72188
🔥Firehit and burn: shield in advance, remove the burn or outheal it48144
🩸Bloodcuts the target’s healing and stacks: shields instead of healing98113
⛰Eartha heavy hit or a rockfall: shield in advance, top up the party52111
🌿Naturesummons and growth: hit what was summoned4987
☠Poisondamage over time and blight: outheal it, a cleanse helps2247
❄Colda heavy hit with a warning, often through shields: raise everyone’s Health in advance1837
⚡Stormjumps around the party, punishes unspent crystals: keep everyone above half, spend everything713

Cold

  • 166 of 166 bosses have it — on heroic, mythic and in keystones. Every enemy turn it hits every fighter in the party for one number, through shields; Hardiness reduces it. No cold in normal mode.
  • How much is set per boss: mythic 560–1,060, heroic 320–1,200, keystone +10 320–1,000 to each before Hardiness.
  • In combat — the ❄ icon on the boss with “You take about N per turn”.
  • The answer is healing every turn; healer cards do it best — they heal Health only.

Test strike: numbers

Mythic 9,000, heroic 7,000, keystone +10 8,000 before Hardiness; 40% weaker with a defensive card on yourself. Each boss has its own turns — on its page.

All mechanics

Charge

A strong card with a countdown: the boss announces it and hits 1–2 of its turns later — the tank, everyone or a chosen target. Some charges are heals: the boss charges up and then heals itself.

  • How it shows in combat. The boss portrait shows “⚡ name · in N”, one turn before the hit the countdown turns red and a warning shows above your hand; the log says “prepares … fires in N turns”; when the charge fires, large text appears on the board.
  • How to answer. A defensive card and full Health for the hit; for a hit on everyone, get everyone above half. Some charges can be broken: take the share of the boss’s Health from the tooltip during the countdown (“Take 5% of its Health and there will be no hit”). A broken charge is sometimes replaced by another card — that is written on the card too.
  • Who has it (112): Oglut Flint, Bazzalan Bloodblade, Anacra the Slithering, Lady Serpenta, Cobrahn the Scaled, Naralex the Sleeping Seer, Mutanus the Devourer, Mr. Hammer and 104 more.

Test strike

Once or twice per fight — a very heavy hit on whoever holds the boss’s attention (usually the tank); on heroic, while the party’s tank is alive, on the tank. Its turns are outside the cycle and set per boss. The strength is one number for all tanks in the mode. Heroic, mythic and keystones only.

Mark

The boss marks a fighter — usually past the tank — and a few turns later hits the marked one; some marks also catch a neighbour.

Hit on everyone and chain

A hit on the whole party: the number is for each. A chain jumps across several fighters, each next hit stronger. Some hits go through shields or ignore part of Hardiness — the card says so.

Damage over time

Burns, poisons, bleeds: damage at the end of the turn for several turns. A repeat refreshes the duration. Stacking damage on everyone grows in stacks — each card adds a stack.

Stacks and blight

Stacks: every hit cuts the target’s healing by another share, up to a limit. Blight: the target cannot be healed, or is healed less, for a few turns; sometimes the whole party.

Minion with a task

The boss summons minions, each with a task: empowers the boss, heals it every turn, explodes if it survives, covers the boss (less damage to it) — or avenges: every one killed makes the boss stronger until the fight ends.

Timed shield, self-heal, guard

Timed shield: the boss shields itself for a few turns; fail to break it and the next card follows, often a hit on everyone. Self-heal: a prayer, a meal, a burned card. Guard: for a few turns the boss takes less damage.

Opening and empower

Opening: for a while the boss takes more damage — after its heavy hit or by the cycle. Empower: the boss hits harder for a few turns or until the fight ends; some stack.

Cards, crystals, stun

Discard knocks cards out of your hand, freeze locks them for a turn, burn takes crystals, stun skips a turn, buff removal strips buffs from everyone. Crystal penalty: every unspent crystal hits its owner.

Swallow

The boss swallows a fighter for a few turns: they cannot act or be healed and take a hit through shields every turn.

Boss question

The boss asks a fighter a question: give up a card from hand until the fight ends (then everyone hits the boss harder until the turn ends) or stay silent — and take a heavy hit at the start of the enemy turn. For some bosses each card given up strengthens their hit on everyone.

No tank — through shields

On heroic, mythic and in keystones, if the party has no living tank (it fell or there was none), the boss’s hits on its focus go through shields. The log says: “No living tank in the party: the hit goes through shields”. A resident tank counts as a tank.

Enrage

  • Mythic: from party turn 22, every boss turn is 25% stronger, and it stacks.
  • Heroic: from turn 40 — 8% per boss turn, in dungeons — 4%. Enrage does not make the cold stronger.
  • Onyxara, the Black Sovereign has its own enrage: Mythic: from party turn 28, every boss turn is 25% stronger, and it stacks. Heroic: from party turn 40, every boss turn is 8% stronger, and it stacks.
  • Normal mode and keystones — as before: if the fight drags on past its expected length, the boss hits harder every turn.

Healer cards

Each healer branch has three cards of its own against cold and hits through shields: they heal Health only and work in fights against creatures, not in PvP. More in Healer cards.

Mythic+ keystones

Keystone bosses play the same decks; Reinforcements and Shackles come as steps of their cycle. The Wound, Mark, Death Burst and Turmoil affixes are in Mythic+.

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