I had my concerns about the BPM 1 HP quest after Wall of Stone was removed. Below is the build and strategy that I used to pass the quest post-nerf. Without further ado, the build: Human Wizard 1 Wallbuilder's Staff Lava Staff 3x Soulstone (Floods) Pip's Anklet (Floods) Hover Robes Flank Boots Advanced Flexibility Electroporter Human Wizard 2 Wallbuilder's Staff Hippocampal Staff (Perplexing Ray) 2x Water Talisman 2x Soulstone Hover Robes Flank Boots Advanced Flexibility Electroporter Human Wizard 3 Wallbuilder's Staff Heartripper (Punishing Bolt) 3x Bimson's (Floods) 1x Water Talismon Hover Robes Flank Boots Advanced Flexibility Electroporter Strategy Alright, pop open that image above. So first thing is first, you need to fire off two Flash Floods. They're marked in red on the image. These tiles have to be replaced every single turn! If they're not, you lose. Flanks and Flexibility are there to help ensure that you're able to keep them up. Once the tiles are up, maneuver your team to the tiles in green. This is the sweet spot. Any further right and the dragon will advance through the open spaces on the right side. Any further left and the dragon will consider advancing more quickly (too quickly) on that side. Blackhammer won't approach until turn 3. Rinse and repeat a few times until you're able to kill him. Illusion Wall, Force Bolt, Punishing Bolt, and Path of Knives are a big help. Once Blackhammer is dead, the fun begins! Your single damage card is Lava. It's the only attack that will work here as it reaches any distance (greater than 7) and can't be reflected. There has to be a distance of 6 between you and the dragon at all times (6 tiles between). Any closer and you're dead. In essence it's rinse and repeat the red Floods until you get a Lava. Be sure and keep Flanks and Flex for emergencies. The dragon will waste his two movement cards while you replace the two red Floods. Afterwards fire off the Lava. Use Illusion Wall to clear the tiles you're standing on! You'll need to work around his Hover obviously. You may occasionally run into armor and Toughness. The armor is what the P Rays are for. If he get's armor, he'll keep it. You then get to gamble until it's gone, yay. There are only two P Rays in this build... yup. Lastly, the position of the Lava matters. The blue tile is good. He'll shuffle off it, chill for a turn, then he'll move right back (this time to one of the orange tiles). If the Lava lands in an orange tile, you need to be careful. When this happens, he'll fly further left. This is where the purple Floods come in. If he's going to move left (and he will) you need to have that back row of purple Flood tiles up beforehand! Depending on how far left he is, you may want to throw the second closer purple row up as well. With those in place, he'll move back to the blue Lava tile once the orange is gone. Lastly, never put up more than one Lava! He'll hang around the left side too long and you won't be able to keep all of the Floods up! This is all about slow and steady wins the race. Also beware of D Traveler misclicks. If you get clicking too fast and move your mage forward, he's dead. That's all it takes. So, there you go! Have fun and good luck!