Boss fights: threat, taunt, enrage
Whom the boss attacks, how a tank holds it with Taunt, when a boss enrages, the protection against chain stuns and what happens to fallen heroes.
A boss fight is the same card duel, just on a shared board: your party against the boss and its entourage. To win, you need to know whom it attacks and why you can’t let the fight drag on.
Threat: whom the enemy attacks
Every enemy keeps its own threat count. Each point of direct damage to it adds threat to whoever dealt it. The enemy attacks whoever has the most threat.
- Damage over time (DoT) and healing don’t generate threat.
- At the start of a fight, while nobody has threat yet, the enemy attacks the first hero in the party.
- You can see in advance whom the enemy is about to hit — there’s a marker on the portrait.
Taunt
Taunt is the Class Power (the E key) of tank specializations. After it, the enemy attacks only the tank for 2 of its turns, whatever the threat count says. Then Taunt has a 2-turn cooldown. If the boss is aiming at someone other than the tank, the game prompts: “Use Taunt!”.
Damage dealers: while Taunt is on cooldown, don’t out-damage the tank — or the boss will switch to you.
Enrage
If a fight runs longer than it was built for (roughly four rounds past the expected length), the enemy enrages: with each of its turns it hits 18% harder, and the stacks build up until the fight ends. Some bosses also enrage when their Health gets low. Enrage can’t be reset — a drawn-out fight is a lost fight.
Protection against chain stuns
After a stun, a hero is guaranteed 2 turns of their own before they can be stunned again — no matter who does the stunning, even a whole entourage taking turns. The rule works both ways: you can’t chain-stun an enemy either. A boss stun doesn’t make a Morven skip a turn — stuns from enemies’ cards still do.
Fallen heroes
A hero who falls isn’t raised mid-fight: they’re out until the fight ends and watch the others fight on. The fight is lost only when everyone has fallen. After a defeat you can start the same fight again with no penalty.
Before a tough boss, bring consumables — one of each kind per fight: Consumables in combat.
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