
Ceremonial Beast
Moves
Basic Info
- HP: 252 (Ascension: 262)
- Appears in: Overgrowth
- Submap: Overgrowth
- Passive: Plow 150-160 — the first time Ceremonial Beast's HP drops to or below X, it is Stunned and loses all Strength.
The moment HP drops below 150, the Stun triggers and all its accumulated Strength is wiped. Controlling the timing of that Stun is the key to this fight.
Attack Patterns
Ceremonial Beast runs on a 5-turn cycle.
| Turn | Action | Effect |
|---|---|---|
| 1 | Stomp | Build Strength buff |
| 2 | Plow | 18 damage + gain 2 Strength |
| 3 | Bestial Roar | 20 damage + 2 Strength (if not Stunned) + apply Tinnitus debuff |
| 4-5 | Attack | Strength-boosted attacks |
Turn 3 Bestial Roar is the most dangerous action. 20 damage plus the Tinnitus debuff, which lets you play only 1 card per turn — a brutal debuff that kneecaps both offense and defense. If the boss isn't Stunned, it also gains 2 more Strength. Let it run and the fight gets out of hand.
Strategy
Handling Tinnitus is the single most important thing. When you can play only 1 card, that one card decides the outcome. Cycle your deck so a big-cost Attack or heavy Block lands in hand for the Tinnitus turn.
Stun timing is equally pivotal. Get HP down to around 150 and try to trigger Stun right before Bestial Roar. Since Stun strips all Strength, entering Tinnitus at zero Strength drastically cuts incoming damage.
Conversely, overdamaging early and popping Stun at the wrong time leaves you facing Tinnitus with rebuilt Strength — brutal. Save burst damage for the 150 HP threshold.
Strength stacks every turn, so normal attacks escalate fast late in the fight. After a well-timed Stun, you need enough firepower to close the kill in the window.
Character-Specific Counterplay
- Ironclad: Big-cost Attack cards maintain output even through Tinnitus. Strength-debuff cards slow buff stacking. Passive Block like Flame Barrier also counters Tinnitus.
- Silent: Poison isn't hampered by Tinnitus. Lay down heavy Poison in advance so damage keeps ticking even with card restrictions. Leg Sweep's Weak softens the Strength-boosted attacks.
- Defect: Orb auto-damage keeps going during Tinnitus, great synergy. Frost Orbs stabilize Block. Ideally set up Orbs before the Tinnitus turn.
- Necrobinder: Minion auto-actions ignore Tinnitus restrictions, so minion strategy is nuts here. With multiple minions out, both damage and Block stay up during Tinnitus.
- Regent: Power cards persist through Tinnitus. Plant Powers on early prep turns to stay active through the restriction.
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