
Kin Priest
Moves
Basic Info
- HP: 190 (Ascension: 199)
- Appears in: Overgrowth
- Submap: Overgrowth
- Passive: None
For an Overgrowth boss, 190 HP is on the lower side — but Ritual buffs stack fast, so dithering makes damage explode. A boss clearly built for short fights.
Attack Patterns
| Action | Damage | Effect |
|---|---|---|
| Vulnerable Orb | 8 | Apply Vulnerable |
| Weak Orb | 8 | Apply Weak |
| Beam | 3 | Multi-hit attack |
| Ritual | — | Gain Strength each turn |
Kin Priest applies both Vulnerable and Weak through orb attacks. Taking Beam's multi-hit under Vulnerable is devastating since Block only covers 25%. Ritual stacks Strength every turn, so late-game Beam hits pump up per-hit damage.
Strategy
This boss is all about the early phase. Ritual stacks every turn, so the longer the fight, the worse your position. Pour out Attack cards from the start and finish before buffs pile up — that's the rule.
Use Potions aggressively from the opening. Saving them usually means Strength climbs past the point of return. If you have damage or Energy Potions, pop them in the first few turns to burst HP. Using them mid-fight fails because Strength-boosted attacks crush your Potion advantage.
You have to handle both Vulnerable and Weak. Artifact negates debuffs, so Artifact Potions or Artifact-granting cards stabilize massively. Beam under Vulnerable is lethal, so on Vulnerable Orb turns either stack heavy Block or deflect with Artifact.
Weak cuts attack damage by 25%, hampering the short-fight plan. Indirect damage that ignores Weak — Poison, orbs — becomes crucial.
Character-Specific Counterplay
- Ironclad: Artifact-granting cards Block multiple debuffs. Concentrate high-damage attacks in the first half to burst down. Weak hits Ironclad hardest, so Weak counters are essential.
- Silent: Poison isn't affected by Weak, providing stable damage. Catalyst enables a real short fight. Beam under Vulnerable is dangerous, so Doppelganger or Leg Sweep reduce incoming damage.
- Defect: Frost Orbs pad Block against Vulnerable's penalty. Dark Orbs burst big hits. Orb damage ignores Weak.
- Necrobinder: Debuffs can split to minions. Wall up with minions while attacking the body. Minion damage isn't affected by Weak.
- Regent: Debuff-removing cards are huge. Powers maintain chip damage and push the early-fight plan. Power damage isn't affected by Weak.
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