The fifth trial. The Quench-Smith has 2,300 health and stands on a low dais in the middle of the Smelting Hall, a round hall 32 m across, without ever moving. He fights with a chain hoist, bellows and a valve, never a weapon. Four flush pools of quench water, each 4.5 m in radius, lie between the two gates, 8.5 m from him, with 3 m of dry iron floor between neighbours and a dry ring round the dais where melee heroes can reach him. He casts one spell at a time and starts the next only once the last has landed and 0.8 s more; a Slag Stream may fall during a geyser's warning. Every hero has 100 health, so his numbers below read as percentages.
The video is one whole fight played by the game's test player as a female Spear-dancer, drawn at random from the classes no other guide uses. She fights on the dry ring at his feet, walks out of every red circle, steps into the nearest pool for each Lava Burst and out again before each geyser, and steps away from her golem's wind-up. The Quench-Smith fell 1 minute 50 seconds after the pull and the Spear-dancer was never hit, so the achievement cards pop up: Float Like a Butterfly, then the Spear-dancer's class ladder, Danse Macabre. He opens the fight with “Nothing leaves my forge unmelted.” and calls out as he starts a Lava Burst (“The floor is lava!”), a geyser (“The kettle's boiling!”) and his golems (“It's alive! It's alive!”), every other time for the repeating spells, written under his bar; Boss voices in Settings turns it off. Each boss guide draws its own hero, so every class gets its turn.
The spells, in the order they arrive
| From | Spell | How often | Damage | Answer |
|---|---|---|---|---|
| 100% | Slag Stream | every 5 s | 30 fire | Walk out of the red circle within 1.5 s; dash, blink or immunity |
| 75% | Lava Burst | every 20 s | 60 fire to everyone not in a pool | Be in a pool when it bursts, or immunity |
| 50% | Water Stream (the geyser) | every 15 s | 50 nature to everyone in a pool | Be out of the water when it erupts, or immunity |
| 25% | Golems | once: one golem per hero | 15 physical per hammer blow | Step away from the wind-up or roll; a geyser takes half its health |
A spell that has just joined the fight goes first, so each threshold is followed at once by its new spell. The name of each spell appears under his health bar as he starts it. Pets, skeletons, turrets and totems are hit by his spells like heroes: a summon left on dry floor at a Lava Burst, or in a pool at a geyser, is lost.
Slag Stream
From the pull, every 5 seconds, he hauls the chain and a red circle 5 m in radius locks on the floor where each hero stands. It does not follow you. 1.5 seconds later molten slag pours into it: 30 fire to anyone inside, once per hero however many circles overlap. The pools do not shield you. Walk straight out, about 5.5 m: a roll alone is too short, but walking, the dash and blink all work, and so does immunity. Walking round the dais keeps you inside the circle, because the ring round him is small.

Lava Burst (from 75%)
At 75%, and then every 20 seconds, the bellows roar and faint flames rise from the holes of the iron grid for 2 seconds. Then fire bursts from the whole floor, the dais included: 60 fire to every hero not in a pool. Be in the water at that instant; your body only has to touch the drawn water. Immunity also covers it. The flames are the spell's own look, so they show with the floor warnings off.

Water Stream: the geyser (from 50%)
At 50%, and then every 15 seconds, he opens the valve and every pool bubbles for 2 seconds. Then a geyser erupts from each pool: 50 nature to every hero in the water, nothing outside it. From now on the pools both save and hurt: in for the lava, out for the geyser. The two never come together, but a Slag Stream may fall during the geyser's warning.

Golems (from 25%)
At 25% he pours a golem from a mould for every hero, once. Each one hunts only its own hero at 80% of your speed and, within reach, winds up its hammer for half a second before it swings: 15 physical. A step away or a roll clears the blow. Slag and lava do not hurt a golem, but a geyser under it takes half its health, so two geysers shatter it; killing it with spells is slow. Ignoring it is fine: a hero who has to stand still in a pool to cast simply steps or rolls out of each wind-up. If its hero falls, the golem collapses into slag.

Achievements
Besides the shared no-damage and Blind Faith achievements, this trial has two challenges of its own, each with a guide and a video. In a group, every hero must keep the condition, and a hero who dies fails it. The two exclude each other.

In Deep Water
Defeat the Quench-Smith with no hero spending more than 15 seconds of the fight outside the pools.

Testing the Waters
Defeat the Quench-Smith with no hero spending more than 12 seconds in the pools over the whole fight.
The guides: In Deep Water and Testing the Waters. The fight in this video earns neither. All of them: Achievements.
Tips
- Red circle: walk out. Flames in the grid: into the water. Bubbles in the pools: out of it.
- Fight from the edge of a pool nearest him: one step answers both the lava and the geyser.
- Keep immunity (1.5 s, 45 s cooldown) for the moment a slag circle traps you between a burst and a geyser.
- Lure your golem across a pool just before a geyser if you want rid of it.