メインコンテンツへ
Soul Fysh
Basic Info
| Item | Details |
|---|---|
| Act | Act 1 (Underdocks) |
| HP | 211 |
| Type | Boss |
Attack Pattern
Soul Fysh has a unique harassment mechanic: it adds Beckon cards to the player's deck and discard pile. Beckon left in hand at end of turn deals 6 damage. It also gains Intangible mid-fight, reducing all incoming damage to 1.
| Turn | Action |
|---|---|
| Turn 1 | Beckon injection — Adds one copy of Beckon to both the player's deck and discard pile |
| Turn 2 | Attack — Medium damage |
| Turn 3 | Attack + Intangible — Deals damage and gains Intangible, reducing all incoming damage to 1 |
| Turn 4 | Intangible active — Acts while immune to meaningful damage |
| Turn 5 | Intangible ends + Attack — Intangible drops, normal damage resumes |
| Onwards | Intangible on/off cycle repeats |
Strategy
- Clear Beckon cards from your hand before turn end — Every Beckon remaining in hand when the turn ends deals 6 damage. Play Beckon or Exhaust it with discard/exhaust tools. Keeping your deck around 20 cards makes Beckon draw rates manageable.
- Maximize damage on Turns 2 and 3 — These are your primary windows before Intangible activates. Concentrate strong attack cards and potions here to deal burst damage while hits are unrestricted.
- Idle during Intangible turns — All damage is capped at 1 while Intangible is active. Save attack cards for the next window; use the Intangible turns for drawing, Blocking, and setup.
- Be careful with Exhaust effects — Using Exhaust cards to remove Beckon can accidentally consume important cards. Identify which cards you can safely exhaust before using exhaust tools.
Recommended Counters
- Play or Exhaust Beckon each turn to avoid the end-of-turn damage tick
- Keep deck size around 20 cards to ensure consistent Beckon draw and management
- Stack burst damage on Turns 2–3 before Intangible activates
- During Intangible turns, switch entirely to Block, draw, and card cycling
- Draw acceleration and cycle cards help surface Beckon quickly for faster removal