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Steel
Common 進化ボール

Steel

Initially deals double damage but moves {[reduce_speed_pct]} slower. Damage increases by {[damage_pct]} each time it hits an enemy (max {[max_damage_pct]}).

Steel Ball Guide

Quick Reference

Item Details
Effect Starts at double damage but moves slower. Gains stacking damage increase per enemy hit (up to a max cap)
Category Physical / Stack scaling
Tier S

Rating

Steel is an S-tier evolved ball from the Stone line. Where Stone deals maximum damage on the first hit and diminishes per bounce, Steel is the inverse — it starts at double damage and gets stronger with each additional hit, stacking up until it reaches a maximum multiplier cap.

This creates a ramp-up damage curve. Early hits are strong (double damage), and each subsequent hit on the same targets pushes damage higher. Against a boss or high-HP enemy that stays in range for multiple hits, Steel can reach its cap and output enormous single-target DPS.

The movement speed reduction is a meaningful drawback in mobile scenarios, but in bouncy environments with many walls and obstacles, the slower trajectory can actually increase total hit count — which benefits Steel's core stack mechanic.

When to Pick

  • Boss encounters where you can keep hitting the same target repeatedly
  • Builds that favor single-target focus over spread AOE
  • High-bounce environments where slow ball speed means more wall contacts and hits
  • When you want the highest possible single-target damage ceiling

Best Characters

Character Synergy Reason
Boss-specialist builds S Repeated hits on one target ramp Steel to max cap quickly
Long-duration builds A Longer rounds = more stacking time = higher final multipliers
Bounce-heavy builds A More bounces generate more hits, accelerating stack accumulation

Recommended Passives

Passive Synergy
Physical damage up Increases base damage at all stack levels
Stack cap increase Raises the maximum possible damage multiplier
Stack persistence Reduces or eliminates stack decay between hits
Speed reduction mitigation Offsets the movement speed penalty
Bounce enhancement More bounces = more hits = faster stack buildup

Tips

  1. Focus one target — stacks reset or decay when you switch targets; commit to single-target focus to maximize cap buildup
  2. Boss fights are ideal — boss HP pools are large enough that stacking time doesn't go to waste
  3. Use slow speed strategically — a slower, heavier ball can bounce more before leaving the arena, racking up extra hits
  4. Don't waste the 2× first hit — make sure the first contact lands; the guaranteed double damage is a free bonus on every new target

TL;DR

Steel reverses Stone's diminishing-return mechanic into a ramping-up stack system that starts at double damage and scales higher per hit. S-tier single-target damage scaling. Best in boss fights and high-bounce builds.