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アイアンクラッド 旋風刃エナジービルド
ビルド概要
旋風刃(Xコスト全体アタック)に大量のエナジーを供給し、1回の旋風刃で圧倒的なダメージを叩き出すビルド。
キーカード
- 旋風刃: Xエナジー消費してX×5全体ダメージ(強化後X×8)。エナジーが多いほど強い。
- 供物: エナジー大量供給カード。旋風刃の前に使うとXが急増。
- 瀉血: エナジー生成。複数回使用でXを稼ぐ。
- プラズマオーブ: デフェクト要素だが、クロスビルドでエナジー生成。
- エナジー特化レリック: 毎ターン追加エナジーを得るレリックが最優先。
- 筋力バフ: 筋力があれば旋風刃の各ヒットが増幅。
立ち回り
- エナジー生成カード・レリックを集めてエナジープールを拡大
- 旋風刃使用前のターンに供物・瀉血でエナジーを一気に確保
- 筋力バフがあればさらに各ヒットが強化される
注意点
- Xコストカードの性質上、エナジー0の場合は効果ゼロ
- 供物前に使うと効果が薄いのでタイミングが重要 :::
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Ironclad Whirlwind Energy Build
Overview
Whirlwind costs X Energy and hits all enemies 5 times × X (8× upgraded). The whole build exists to make X as large as possible. Offering and Bloodletting burst-generate Energy; Energy relics add to each turn's pool; Strength multiplies every single hit. On a 6-Energy turn against 3 enemies, upgraded Whirlwind deals 48 damage to each — without any Strength. Add 15 Strength and every hit becomes 23 damage, totaling 138 AoE per turn. Nothing in the game handles large groups faster.
Key Cards
- Whirlwind: Attack costing X. Deal 5 damage to all enemies X times (8× upgraded). The payoff card — build everything to inflate X.
- Offering: Skill costing 0, Exhaust. Lose 6 HP, gain 2 Energy and draw 3 cards. A free +2 Energy for the same turn as Whirlwind; can push X from 3 to 5 single-handedly.
- Bloodletting: Skill costing 0. Lose 3 HP, gain 2 Energy (3 upgraded). Lighter than Offering; stack multiple copies for reliable Energy surges each turn.
- Demon Form: Power costing 3. Gain 2 Strength per turn. Every Strength point adds 5×X damage to each Whirlwind hit — even 5 Strength is a substantial multiplier.
- Inflame: Power costing 1. Gain 2 Strength immediately. Cheaper than Demon Form and front-loads Strength before your first Whirlwind.
- Feel No Pain: Power costing 1. Gain 3 Block whenever you Exhaust. Offering triggers Feel No Pain for free Block, keeping HP sustainable.
Key Relics
- Crismon Cloak / Energy Relics: Any relic that adds 1 or more Energy per turn directly raises X on every Whirlwind by 1, adding 5+ hits total. These are highest priority in shops.
- Akabeko: First attack each combat deals 8 extra damage. On a multi-hit Whirlwind first-attack, this adds 8 per hit — massive burst on the opener.
- Runic Pyramid: Retain hand at end of turn. Lets you hold Offering and Bloodletting for the exact turn you want to detonate, rather than cycling them away.
Strategy
- Collect Energy relics and Energy-generating cards first — Whirlwind needs at least X=4 to be worthwhile, so aim for reliable 5+ Energy turns.
- Each turn before Whirlwind: play Offering and Bloodletting first to maximize X, not after.
- Stack Strength via Demon Form and Inflame for the full multiplier effect; even 8-10 Strength makes each hit substantially stronger.
- In single-enemy fights, Whirlwind is less efficient than direct-damage cards — use it for multi-enemy rooms where the AoE advantage is decisive.
- Against Vulnerable enemies, the damage multiplier compounds with Strength; apply Vulnerable (via Upper Cut) before Whirlwind for 50% extra.
Pick Priority
- Whirlwind: Absolute must — only pick if Strength and Energy scaling are viable.
- Offering / Bloodletting: Must take both — they are the Energy burst that makes large X possible.
- Demon Form: High — Strength multiplied across many Whirlwind hits adds up faster than in single-target builds.
- Energy relics (shop): Highest — each +1 Energy relic is a permanent +5-8 damage per Whirlwind hit.
- Inflame: High — cheap Strength front-load before the main engine is running.
- Feel No Pain: Medium — if running Offering it makes the HP trade more sustainable.
Tips
- Order of play in a single turn: Offering → Bloodletting → (optional block cards) → Whirlwind. Never play Whirlwind before Energy generators.
- Upgraded Bloodletting gives 3 Energy at 0 cost — prioritize its upgrade over most other cards.
- Whirlwind at X=0 deals 0 damage. If you have no Energy left, don't play it — hold it for next turn.
- In Act 3, elite fights often have 2 enemies. Opening with Offering → Bloodletting → Whirlwind at X=5 deals 40 damage to each enemy (plus Strength) before anyone acts.
- Runic Pyramid's hand-retention lets you save Offering for turns where you need maximum Energy, rather than being forced to play it when drawn. This is a significant upgrade to the build's consistency. :::