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Byrdonis
Elite Common

Byrdonis

ビャードニス

An Act 1 Elite. A flying, bird-type behemoth. Powerful charges plus it summons smaller Byrds. Clear adds while chipping the main body.

Basic Info

  • HP: 91-94 (Ascension: 99)
  • Act: Overgrowth
  • Subregion: Overgrowth
  • Passive: Territorial 1 — At end of each turn, gains Strength 1

A scaling elite whose Strength grows every turn. Trivial early, but the Peck multi-hit becomes lethal the longer the fight runs. HP is low at 91-94, so a fast kill is the right call.

Attack Patterns

Action Damage Effect
Peck 3 Multi-hit attack
Dive 16 Attack

Only two moves — simple — but Territorial adds Strength 1 every turn, so the 3-damage Peck multi-hit snowballs at frightening speed. By Strength 3+ the multi-hit's total often exceeds Dive.

Strategy Points

  • No long fights. Strength stacks every turn, and by turn 5+ Peck alone can deal 30+ damage. Ideal finish is 3-4 turns
  • Peck's multi-hit is brutal once Strength lands. Block shortages there drain your HP fast
  • Dive's 16 hits hard from the start. At Strength +3 it's 19, so don't get complacent
  • Weak vastly reduces the Strength-powered output. Characters with Weak should use it aggressively
  • HP 91-94 is low enough that a damage-heavy deck kills it before Strength matters. Attack full force from turn 1

Per-Character Counters

  • Ironclad: Full-power attacks from turn 1 for a speed kill. 3 turns is ideal. Strength buffs make this easy
  • Silent: Apply Weak to cut Peck damage hard. Poison shreds HP quickly
  • Defect: Lightning Orbs generate damage from turn 1 for a fast kill. Low Frost means Peck hurts
  • Necrobinder: More hits from minions, target short fight. Minions absorbing Peck hits is a bonus
  • Regent: Low-cost attacks press early, finish before Strength matters