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Turret Operator

Turret Operator

タレットオペレーター
RegularAct 2
HP30-40Asc HP51
Strategy Tip
An Act 2 mechanical enemy that summons turrets for ranged damage. Destroying turrets is fruitless since it just re-summons — focus the operator down.

Moves

1
発射
攻撃
2
装填
準備

Overview

  • HP: 41 (Ascension: 51)
  • Act: Path of Glory
  • Passive: None
  • Formation: Appears paired with Living Shield

A turret operator that spawns paired with Living Shield. Living Shield's Battlement 25 passively grants 25 Block every turn, making Turret Operator much tankier than its raw HP suggests. Uses a fixed 3-turn cycle; Fire turns spit out 3×5 barrages.

Moves

Fixed 3-turn cycle.

Turn Move Damage Effect
1 Fire 3×5 5 hits (Ascension: 4×9)
2 Fire 3×5 5 hits (Ascension: 4×9)
3 Reload Gains 1 Strength

Normal mode: two 3×5 = 15 damage Fires, then Reload for 1 Strength on turn 3. Ascension scales to 4×9 = 36 damage — extremely dangerous. Strength from Reload compounds cycle over cycle.

Strategy

  • Living Shield's Battlement 25 grants 25 Block per turn — until it dies, you need 25+ damage to hurt Turret Operator's HP. Killing Living Shield first is the most efficient plan.
  • Fire is a 3×5 multi-hit. Thorns and Flame Barrier reflect damage 5 times — reflect cards are extremely strong here.
  • Ascension Fire at 4×9 = 36 total is brutal. Insufficient Block melts your HP. On higher Ascension, your target-priority decision shifts.
  • Reload turns skip the attack. Only Living Shield's Shield Slam 6 comes in. Press offense hard here.
  • 41 HP (51 on Ascension) is low on its own. Without Living Shield, Turret Operator folds fast.
  • AoE on both targets is ideal — 55 HP Living Shield and 41 HP Turret die together for maximum tempo.
  • To kill Turret first, you need consistent 26+ damage per turn to pierce Block. If you have that, dropping Turret before it ramps up is also viable.

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