
Torch Head Amalgam
Moves
Overview
- HP: 199 (Ascension: 211)
- Act: Path of Glory
- Spawn: summoned in Act 3 boss fights (e.g. by Queen)
Summoned as a minion in Act 3 boss fights, but 199 HP is astonishing for a minion. Combined with the boss's own attacks, per-turn damage balloons — target priority is critical.
Moves
| Move | Effect |
|---|---|
| Tackle | Physical attack |
| Soul Beam | Energy-type attack |
| Weak Tackle | Lighter attack |
Tackle and Soul Beam deal continuous pressure. One alone is manageable, but combined with boss attacks Block requirements explode. Multiple Torch Heads without AoE become overwhelming.
Strategy
Target priority shifts by situation. When the boss telegraphs a big hit, prioritize Block and delay minion clears; when the boss is setting up (buffs/charges), pour damage into the minion.
199 HP takes multiple turns to kill, so ignoring the minion entirely and rushing the boss is viable. Killing the boss ends the fight — you don't need minion HP to reach 0. But you'll eat minion damage every turn, so this works only with heavy Block.
AoE value skyrockets in this fight. Hitting boss + minion simultaneously removes the target-priority dilemma. Multiple minions amplify AoE efficiency even further.
Character Tips
- Ironclad: Whirlwind and similar AoE chips boss + minion. Strength-buffed AoE processes efficiently.
- Silent: Poison the body; handle the minion with Dagger Throw or Knife-type lightweight attacks. AoE Poison covers both.
- Defect: Lightning orb's random AoE automates minion clear. Frost + Lightning stays stable.
- Necrobinder: Your minions handle theirs; you attack the body. Clean role division.
- Regent: AoE-damage Powers automate minion clearing. Once Powers are established, added minions don't disrupt you.
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