Trapped Room

From Hearthstone Wiki
Jump to: navigation, search
Kobolds and Catacombs logo.png The subject of this article is part of the
Kobolds & Catacombs Dungeon Run.


Trapped Room
Regular

Trapped Room(77325).png

Set: Kobolds and Catacombs
Type: Hero
Class: Hunter
Health: 40
Artist: James Paick

Tread carefully. Don't... touch... anything!

See this card on Hearthpwn

Trapped Room is a boss that can be encountered during the Dungeon Run.

Hero powers[edit | edit source]

Alarm(77326).png

Special cards[edit | edit source]

Sawblade(77327).png
Shroomsayer(77164).png

Deck[edit | edit source]

The below classes are listed purely for reference, and have no effect on the boss' use of the cards during the battle.

Class Card Quantity
Hunter Bear Trap 1
Cat Trick 1
Dart Trap 1
Explosive Trap 1
Freezing Trap 1
Misdirection 1
Snake Trap 1
Snipe 1
Venomstrike Trap 1
Wandering Monster 1
Mage Counterspell 1
Explosive Runes 1
Frozen Clone 1
Mana Bind 1
Mirror Entity 1
Potion of Polymorph 1
Spellbender 1
Vaporize 1
Ethereal Arcanist 2
Paladin Eye for an Eye 1
Noble Sacrifice 1
Repentance 1
Sacred Trial 1
Rogue Evasion 1
Sudden Betrayal 1
Neutral Secretkeeper 2
Boss Shroomsayer 2

Dialogue[edit | edit source]

Encounter[edit | edit source]

Before match

King Togwaggle
Shh... Do not... be touching... ANYTHING...

Introduction

Trapped Room
<clanking>

Player defeat

Trapped Room
<Crank>

Lore[edit | edit source]

Trapped Room is unique to Hearthstone. There is nothing like it in Azeroth.

Strategy[edit | edit source]

The Trapped Room starts the battle with five random Secrets in play. Triggering any of its Secrets spawns a 3/3 Sawblade, and its entire deck is almost completely composed of Secrets. It only has three different minions: Secretkeeper, Ethereal Arcanist, and Shroomsayer, so if you don't trigger any Secrets, it has very little power on board.

As the boss description indicates, one viable strategy is to not play anything, and not trigger any Secrets. This leaves the only threats as its Secretkeepers, which will only have 1 attack if the Room doesn't replenish any Secrets, and the Ethereal Arcanists, which can snowball out of control if not dealt with. This leaves a luck-based component to this strategy - either hope that the Room overdraws and mills all its minions, or hope that its initial Secrets do not include anything that will respond to your options to remove the Arcanist. Once all Arcanists are dealt with, you should be able to weather the Secretkeeper's 1-damage hits and outlast the Room. Its deck is smaller than yours and it will succumb to fatigue damage quickly.

On the off chance that you do have to fight it on even grounds, good luck. Keep track of which Secrets it began with because those are not part of its deck. After those five Secrets are eliminated, note that it only has one copy of each other Secret which it draws, so successfully clearing a new Secret it put down means that you don't have to worry about it any more.

Gallery[edit | edit source]

Trapped Room, full art

Patch changes[edit | edit source]