Since the Kobolds And Catacombs expansions launched, I’ve done nothing but play the new Dungeon Run mode. My girlfriend has started to resent Hearthstone , especially when I rage at all the insanely lucky bosses in this mode. There are 48 in total, including four end-game bosses that have made me more than salty. Through the dozens of runs I’ve finished, I’ve seen a little bit of every boss. From the garbage tier Giant Rat all the way to King Togwaggle himself, I’ve faced them all in glorious card-to-card combat.
Some of these bosses, regardless of when you fight them, are extremely tricky to beat. They require a certain strategy that might not even be possible with the deck you’ve built. Knowing what boss does what, what cards they play and how bullshit their hero power can be can be the difference between a new card back or a sad loss. If you need help with Frostfur or a Welp, you need to work on your play and drafting basics. For the rest of the group, here are some tips and tricks for beating the hardest bosses in the mid-game.
Remember, one size doesn’t fit all and my play style can be completely different than yours. Don’t conform to my standard, it’s a fun mode after all.
Blacksteed- The boss that gives me nightmares, this bear is an absolute terror. Blacksteed is basically running a traditional Evolve Shaman list, but with a Hero Power like Thrall The Deathseer . It isn’t that bad to encounter this boss in the first five levels—his Hero Power still costs mana, so he can’t spam his board with unkillable brutes. But once your in levels six and seven, it will prove a challenge to kill him. A Sardonite Chain Gang or Dopplegangster that transforms every turn can be hard to clear, which is why you have to pray to the luck gods he gets trash. Decks with heavy wave clear are a must, and clearing out his minions every turn is the only way to achieve victory. Vorpal Dagger and Wand of Disintegration can also help, but they won’t hand you a victory.
Pathmaker Hamm- On paper, this kobold looks like one of the weakest in the bunch. He uses random damage abilities that can backfire tremendously, but they can also clear every minion you have in seconds flat. Like Blacksteed, he’s manageable when encountered at the front of your run, but turns into a challenge later on. Mad Bomber, combined with his hero Power, allows him to push upwards of five damage a turn while still having a fairly beefy early game board. I’ve lost games I knew I had in the bag just because he had whittled my health bar down so low that by the time I had built up minions, my hero portrait was already exploding. Doubling your health with Potion Of Vitality or summoning an army of Doom Bots with Dr. Boom’s Boom Box are musts if you want the win.
Trapped Room- Secrets are annoying, but can be handled. When a whole deck is secrets and 3/3 buzz saws, it’s more of a problem. I’ve never managed to actually beat this room, at least not without Pyroblasts all over the place. Knowing what your opponent has is impossible to predict, especially with the new Rogue secrets. Since Eater Of Secrets is nowhere to be found in this mode, I suggest taking the game slow and methodically. If you can guess what secrets are hidden under the board, you have a better chance of dealing with the danger. Whatever you do, don’t just attack randomly—setting off a chain of buzzsaws is not a good way to earn your card back.
Kraxx/ Elder Jari- I lump these two together since they are both addicted to armor. These fights will be a grind, but they are beatable. Just use your minions to clear their armor ASAP and don’t let them get stupidly ahead in the early game. Vorpal Dagger and Wax Rager are your best friends.
Fungalmancer Flurgl- Board clear or gg.
What Dungeon Run bosses have been giving you trouble? Tell us in the comments.