Tombs of Terror Strategy Guide to Chapter 3: Khartut's Tomb

Tombs of Terror Strategy Guide to Chapter 3: Khartut's Tomb

 

Tombs of Terror is the Solo Adventure accompanying the Saviors of Uldum expansion where you get to play as 1 of 4 League of Explorers members with a new fascinating dual class system and 6 brand new treasures for each, in the familiar Dungeon Run style. The Adventure consists of 5 Chapters, the first 4 of which culminate in fighting a dreadful Plague Lord, who has a persistent health pool between fights, leading to the fifth Chapter dubbed The Finale, which is as of yet a "delightful mystery"...

This is the Guide to Chapter 3

  • Release Date: This Chapter unlocks on September 24th.
  • Location: Takes place in Khartut's Tomb in Uldum.
  • Hero Unlock: Elise Starseeker.
  • End Boss: Xatma, Plague Lord of Death.
  • Chapter Twist: Twist - Plague of Death with token Eternal Tomb
  • Number of Encounters you need to win: 8.
  • Rewards: 3 Saviors of Uldum Packs for beating 5 bosses in a Chapter.
  • The Encounters listed here are accurate until you have beaten the Chapter, then all bosses from all defeated Chapters can show up.
  • If an Encounter is not on this list yet, let us know in the comments!

Chapter 3 Hero:

Elise Starseeker. Dual Classes: Druid and Priest.

Treasures

   

The Jr. Navigator will turn into the Sr. Navigator on completion of all 4 chapters.

Hero Powers

   

Starter Decks


End Boss:

Xatma, Plague Lord of Death

Every Chapter in Tombs of Terror ends with a fight against a Plague Lord. These are not your typical end bosses. They have persistent health pools, meaning that any damage you do to them persists and on your next run you start the fight with however much health you had left after the previous run and not with the Plague Lord at full health again.

The Plague Lords are tricky fights however, because at certain health points levels the Plague Lord will change tactics and get a new Hero Power, making them even more deadly. We suspect this is at 200 life left and 100 life left.


Portrait and Hero Powers


Tactics for Xatma, Plague Lord of Death:

For extensive tactics for Heroic K'zrath, Plague Lord of Madness, check our post right HERE

Xatma, Plague Lord of Death:

First 100 Health

He gets a free Deathrattle trigger every turn so long as he has a Deathrattle minion. While most of them aren’t overly threatening, he has access to some of the most overwhelming Deathrattles when triggered excessively. An extremely brutal one to face is Sylvanas, who will steal one of your minions every single turn she’s alive. Try to save one of your hard removal cards for her specifically. Stalagg and Feugen are also hard to deal with targets for Deathrattle triggering.

Second 100 Health

He’ll trade extremely efficiently in order to maximize the impact of his Deathrattles as opposed to killing your big stuff first. Try not to aim for his biggest minions first if possible. Sometimes it can be a good idea not to trade into his Deathrattle minions at all if the time isn't right.

Third 100 Health

This may be one of the easier ones to deal with, but it does shut down a lot of token strategies. Thankfully, you get to decide the trades to try to prevent him from getting the chance to deal 3 damage to your board. However, it should be noted that he only gets 1 Untimely Demise no matter how many minions die to his hero power. So don’t spend all your resources just trying to prevent it from triggering. He can definitely outlast you if you spend more time on his board than you need to.

Alternative take:

When the Boss plays Sylvanas Windrunner, take care of it immediately and pray he doesn't resurrect it several times and kills you in 9 turns. That's all I got.


Other Bosses:

The Chapter Twist for this Chapter: Twist - Plague of Death with token Eternal Tomb means that clearing the opponent's board may lead to unexpected results. But then, so will your board being cleared! According to Blizzard: Each player will start the game with an Eternal Tomb on the board. As friendly Minions die, the tomb will gradually unlock to unleash a powerful Deathrattle minion. The tomb will then close again while another minion waits to emerge! By the looks of it the number of deaths you need to have to proc the tomb is equal to the amount of mana a minion would cost to play it from hand. You can hover over each player's Tomb and see what card they will spawn and how many more deaths it will take to spawn the minion.

If you are looking for an Encounter and Hero Power not listed yet, check our datamining HERE.


 

Tactics:

Lich Baz'hial: Has a somewhat Freeze Mage type deck and her Hero Power is incredibly difficult to deal with, especially if she refuses to play Minions for you to kill. It's a grind, so play for the long game, not a quick burst.

Alternate take: Filled with big minions that require some work to take down. Since his hero power slowly becomes worse with each of his minions that die, he uses primarily minions with big stats (mostly minions that are considered undead like Zombies and Liches).


 

Tactics:

Jythiros of Answers: There is a minigame, where the Boss will present you with up to 4 choices of the cards he has in his hands of which one he will play next. If guessed correctly the card will be destroyed instead, if not, it will be played as usual. He has a mixture of quality Hunter and Druid cards, like Desert Spear, BEEEES!!! and Khartut Defender (crazy right, in Khartut's Tomb)


 

Tactics:

Dark Ritualist Zafarr: Deck full of Reborn minions, which makes his Hero Power interaction easier. The Reborn aspect of the minions plus his Hero power make him a royal pain to deal with once he gets board presence however. Precisely which Reborn minion he resurrects can make all the difference.


 

Tactics:

Alda Petrik: Has some Hunter cards and Beasts, including a Kindly Grandmother a nod to the fact this boss is a Worgen.


 

Tactics:

Dovo Fastfuse: Has a lot of bomb minions and random damage minions, like Whirliglider and Mad Bomber. The Goblin Bombs it produces are tricky because of it's Hero Power which deals random damage.


 

Tactics:

Kasmut: Lots of Reborn minions, his Hero Power also brings YOUR minions back to full health when Reborn. This boss will spawn his Tomb minion from the Chapter pretty quickly so be prepared!


 

Tactics:

Dire Bat: Had Fiery Bat and [/card]Vicious Scalehide[/card] in it's deck and it's Hero Power is a problem, cause a 2 damage ping is pretty powerful, but then healing for 5 when it kills something prevents you from doing a lot of things, like play minions with 2 or less health when you are close to killing it, or really, at all.


 

Tactics:

Trap Room: Deck seemingly filled with Hunter, Paladin and Mage Secrets as well as a surprise Crushing Walls that ruined my board. Also has Cloud Prince and Arcane Flakmage. Thankfully not as hard as the original Trap Room encounter from League of Explorers!


 

Tactics:

Illidara Sunsdawn: Discover/Buff Paladin. Uses minions that are more efficient with buffs along with a handful of Discover cards (which makes sense given her Hero Power buffs when Discover cards are played).


 

Tactics:

Snakeflinger Scalesnout: Basic Hunter with regular Beasts.


 

Tactics:

Zaraam: Plays a Warlock like deck, with some Discard mechanics. HIs Hero Power grows frightningly huge at times, but in my game he failed to use it even once (possibly cause I had a Kel'thuzad with Reborn on the board and was just resurrecting things the whole time).


 

Tactics:

Ichabod the Cursed: Deck has Rogue Secrets, so watch out for Sudden Betrayal and cards like Infested Goblin which I suppose plays into the theme of it being a plague spreading Leper Gnome boss. The Hero Power never really came into play, but can be dangerous.


 

Tactics:

Glack the Scorpid: Deck with Beasts, including Webspinner and Dreadscale also had Grievous Bite. It's Hero Power is likely a problem in some cases, but my minions had perma stealth so he could not touch them.


 

Tactics:

Mister Chu: Deck with Taunts and Weapons and Warrior staples. Included Into the Fray and Frightened Flunky as well as a Blingtron 3000.

Alternate take: Every time he attacks, he replaces his weapon. This will not only change his attack value. He also triggers weapon Deathrattles, which can be a big swing in his favor if he gets lucky. He uses Atttack synergy cards like Violet Illusionist and Armored Goon.


 

Tactics:

Kham: Has a deck with card generation and weapons and Reborn minions. If he manages to generate some cards and equips Spectral Cutlass you are in for a looooooong wait. In that case, play the long game, keep his board clear, and strike anytime he leaves himself without a weapon in big bursts.


 

Tactics:

Janak: Aggro Enrage Warrior. He has small engage minions and can use his hero power to trigger their effect and attack face immediately. Leaving one of his damaged minions alive can be dangerous if you don't have a way to deal with a Rampage.


 

Tactics:

Terraviss: Thief Rogue and Combo Rogue deck, had Whirlkick Master. Tactics not really clear, but fairly ineffective as early boss.


 

Tactics:

Craz: User DarkSwordHS tells us: Warlock based deck, his deck consists of a few Lackey cards like Sinister Deal, EVIL Genius and EVIL Cable Rats also of note Portal Keeper, Imp-losion, Aranasi Broodmother and also Riftcleaver.


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