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Ironclad Barricade Build
Overview
Barricade is the Power that stops Block from resetting at end of turn. Once it's in play, every Block card you draw adds permanently to a growing wall that never resets. Impervious and Entrench pile on Block rapidly; Body Slam converts that Block into attack damage; Juggernaut punishes enemies every time you add more Block. The result is an almost unkillable setup where defense and offense scale together — the longer the fight, the harder you hit.
Key Cards
- Barricade: Power costing 3. Block no longer expires at end of turn. This is the mandatory enabler — the build doesn't function without it.
- Impervious: Skill costing 2, Exhaust. Gain 28 Block (30 upgraded). The fastest way to establish a large Block base after Barricade lands.
- Entrench: Skill costing 2. Double your current Block. With 30 Block already accumulated, Entrench turns it into 60 instantly.
- Body Slam: Attack costing 1 (0 upgraded). Deal damage equal to your current Block. With 80+ Block this becomes an 80-damage single hit.
- Juggernaut: Power costing 2. Whenever you gain Block, deal 5 damage to a random enemy. Every defensive card also deals passive damage.
- Shrug It Off: Skill costing 1. Gain 8 Block and draw 1 card. Cheap Block generation that also cycles your deck.
Key Relics
- Iron Wave: Relic — gain 1 Block each time you are attacked. Passive Block income during enemy turns scales with the fight length, and Barricade keeps every point.
- Calipers: Relic — at end of turn, only lose 15 Block instead of all. A partial Barricade effect, less powerful but still slows Block loss in early rounds before Barricade lands.
- Oddly Smooth Stone: Start each combat with 1 additional Dexterity. Dexterity adds to every Block card, and Barricade makes those additions permanent.
Strategy
- Mulligan aggressively for Barricade early — play it the moment you draw it, even if you have to spend your whole turn on it.
- After Barricade, play every Block card in your hand: Defend, Shrug It Off, Impervious in that order to rapidly build the wall.
- Use Entrench only when Block is already high (ideally 30+). Doubling 10 Block is weak; doubling 60 is game-ending.
- Once Block exceeds 40-50, start Body Slamming for large chunks of damage each turn.
- If Juggernaut is available, prioritize gaining Block over attacking — every defend card also hits the enemy for 5.
Pick Priority
- Barricade: Absolute must — skip it and reroll the build concept entirely.
- Impervious / Entrench: Highest — core Block generators.
- Body Slam: High — without this, large Block is purely defensive and does no damage.
- Juggernaut: High — transforms the whole defensive strategy into offensive pressure.
- Shrug It Off: Medium-High — cheap Block + draw, excellent with Barricade active.
- Block-adding relics: High — anything that adds Block passively multiplies with Barricade's retention.
Tips
- Before Barricade lands, play normally and aim to end each turn with some Block. Don't commit to "full defense mode" until Barricade is on the field.
- Barricade costs 3 Energy. Plan a turn where you have at least 3 Energy available and can afford to spend the whole turn playing it.
- Watch for block-stripping boss attacks (e.g., "Remove all Block" effects at turn start). Against those bosses, shift emphasis to Body Slam bursts rather than slow accumulation.
- Entrench on the last turn before a boss kills you can swing a fight — from 20 Block to 40 means your next Body Slam survives and deals 40 damage.
- Upgraded Entrench still costs 2 but upgrades aren't critical here; save upgrade opportunities for Body Slam or Impervious instead.