
Eternal Dragon — guide (Iragoth)
Guide: Eternal Dragon
In short
Eternal Dragon (Iragoth) is a Doom Tower boss fought for a chest with gear and resources. It tests survivability, debuff control and cooldown manipulation more than raw damage. On high floors, a team without Decrease ATK and cleansing falls apart quickly.
Mechanics
- Summons. Iragoth summons an Ancient Priest and Ancient Guards. The Priest is the main threat: if left alive, the boss sacrifices it, resets his cooldowns and takes an extra turn. Guards heal the boss when no Priest is available.
- A1 — Spike Volley. Hits all enemies and applies Block Active Skills.
- A2 — Spirit Call. AoE damage that scales with your remaining cooldowns; applies Fear to heroes whose skills are not on cooldown.
- A3 — Soul Burst. Puts all your skills on cooldown and fills the boss turn meter.
- Eternal Malice. If a summon fails, Iragoth gains Speed, ignores Unkillable, Block Damage, Shield and part of DEF.
- Immunities. Stun, Freeze, Sleep, Provoke, Block Active Skills, Fear, True Fear, Decrease SPD, Poison and Heal Reduction do not work. HP exchange, HP equalization and turn meter reduction also fail. Increase Cooldown does work.
- Damage cap. Max HP-based skill damage is capped (around 10% per hit in the old data), so rely on HP Burn and regular damage.
What your team needs
SPD: support and debuffers around 200+ to move before the boss. ACC: 250–350+ for Decrease ATK, Decrease DEF, Weaken and HP Burn on high floors. RES: 350–450 if you lack cleansing; the boss has high ACC. HP/DEF: 40–60k HP or solid DEF on everyone, or A2/A3 will delete you.
Key effects: Decrease ATK (main survival tool), Decrease DEF and Weaken for damage, HP Burn for steady damage, cleanse and Block Debuffs, passive healing or shields. Increase Cooldown is excellent to delay A2/A3. Do not bring Poison or Heal Reduction — the boss is immune.
Teams
- Budget: Geomancer, Doompriest, Vogoth, Stag Knight, Rector Drath. Why: Geomancer brings HP Burn, Doompriest cleanses and heals passively, Vogoth supports healing, Stag Knight applies Decrease ATK/DEF, Rector Drath heals and revives.
- Mid-game: Geomancer, Doompriest, Stag Knight, Dhukk the Pierced, Godseeker Aniri. Why: two sources of Decrease ATK/DEF, cleansing, passive healing and buff extension; Aniri keeps the cycle stable.
- Endgame: Marius the Gallant, Gnut, Mithrala Lifebane, Duchess Lilitu, Warlord. Why: Warlord pushes cooldowns, Duchess Lilitu cleanses and blocks debuffs, Mithrala Lifebane supports, Marius and Gnut close the damage. Without Warlord, add more cleansing and Decrease ATK.
Common mistakes
- Ignoring the Ancient Priest: he gives the boss a cooldown reset and an extra turn.
- Building around Poison, Stun or Heal Reduction — Iragoth is immune.
- Letting Decrease ATK fall off: A2 and A3 shred the team.
- Killing Guards before the Priest: the Priest is the bigger tempo threat; Guards mainly heal.
Tips
- Set auto-battle priorities to kill the Priest and use cooldown-increase skills on the boss.
- Damage dealers: Lifesteal or Relentless; debuffers: Accuracy and Perception; support: Speed and Protection for RES.
- Toxic and Stun sets are mostly wasted because of immunities.
- Keep a fast cleanser to remove Fear and Block Active Skills before A2/A3.
- If Eternal Malice is up, do not rely on shields or Unkillable — fall back on Decrease ATK and healing.
Best champions
rated for: Doom Tower
5Gnut
5Marius the Gallant
5April O’Neil
4.5Acrizia
4.5Cecilia The Red Hope
4.5Glorious Pallas
4.5Klaazag Keyhulk
4.5Mavara The Web Diviner
4.5Mithrala Lifebane
4.5Storm Herald Hekaton
4.5Tekteon Fissureflesh
4.5The Tin Woodman
Ratings 0–5 for this content from our database. Full ranking: champion catalog sorted by content.
More details
A1 - Thorn Volley Attacks all enemies. Places a [Block Active Skills] debuff for 1 turn.
A2 - Spirit Summon Attacks all enemies. Deals additional damage for each remaining turn of the enemies' skill cooldowns (+20% per turn). Places [Fear] on enemies whose skills are not on cooldown. CD - 3
A3 - Soul Explosion Attacks all enemies. Puts all enemy skills on cooldown. Fills its Turn Meter by 5% for each remaining turn of enemy skill cooldowns. CD - 3
A4 - Exile Souls [Passive] Summons three of his minions at the start of the turn: one [Ancient Priest] and two [Ancient Guardians]. [Iragoth] can have up to 3 minions at the same time. Places an [Eternal Malice] buff on himself for 2 turns if only one minion was summoned or none were summoned. This buff cannot be removed or blocked. The [Eternal Malice] buff increases [Iragoth]'s SPD and allows him to ignore [Unkillable], [Block Damage] and [Shield], as well as 50% of the enemy's DEF. Cooldown - 5
A5 - Soul Absorption [Passive] At the start of the turn, sacrifices an [Ancient Priest], resets the cooldown of all their skills, and gains an extra turn. If there is no [Ancient Priest] on the team, sacrifices an [Ancient Guardian] and heals by 15% of their MAX HP. At the start of battle, this skill is on a 4-turn cooldown. After activation, it will be placed on a 5-turn cooldown, even if there are no [Ancient Priests] or [Ancient Guardians] on the team. Cooldown - 5
A6 - Astral [Pass.] Immune to [Stun], [Freeze], [Sleep], [Provoke], [Block Active Skills], [Fear], [True Fear], [Decrease SPD], [Poison] and [Healing Reduction]. Immune to HP exchange, HP equalization and Turn Meter reduction effects. *Not immune to effects that increase skill cooldowns
A7 - Almighty [Passive] Skills that deal damage based on MAX HP cannot remove more than 10% of the Boss's MAX HP.
Skills that deal damage based on MAX HP cannot remove more than 10% of the Boss's MAX HP.
Tips for clearing on Normal difficulty:
1) We use champions with passive healing (Scyl, Fatalis, Vogoth)
2) We use Champions with passive debuff removal (Fatalist)
3)
Put the Dragon's skills on cooldown (Sinesha,
Tayrel, Tormin) and kill the minions, the blue one first.
4) Block Debuffs
up
Tips for clearing on Hard difficulty:
1) We use heroes with passive healing (Skill, Fatalist, Vogoth (mandatory), Jareg)
2) We use Champions with passive debuff removal (Fatalist)
3) We deal damage using the masteries Warmaster and Giant Slayer
4) We deal damage using HP burn (Drexthar)
5) Decrease ATK is mandatory (Jareg, Paydma)
6) 440 Resistance for each Champion (if there is no Fatalist) since the Dragon has 400 Accuracy
7) Guardian Set.
An example team for Stage 120 of Hard difficulty.

Roles:
Drexthar deals HP Burn damage (Irreplaceable).
The skill provides passive healing + Increase SPD buff (irreplaceable).
The Celestial Enchantress provides massive passive healing (replaced by Wogoth).
Iron Brago provides a passive increase to Defense (we'll replace the additional one with a passive sub-save such as Fatalist or Vrask).
Pydma provides a Decrease ATK debuff (replaceable with Tyrel, Jareg, Altan)
Useful Heroes:
Bergoth the Malformed, Vrask, Fatalist, Tyrel, Jareg, Vogoth, Altan, Krisk, Lugan, Siphi, Norog.
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