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鬼火廃棄コンボビルド

::: ja

アイアンクラッド 鬼火発散コンボビルド

ビルド概要

Will-o-Wisp(廃棄時エナジー生成)と発散(廃棄時全体ダメージ)のコンボで、廃棄ループによって無限にエナジーとダメージを生み出す上級コンボビルド。

キーカード

  • Will-o-Wisp: 廃棄のたびにエナジー1(強化後2)を得る。
  • 発散: 廃棄のたびに全敵に3ダメージ(強化後4)。
  • 供物: 大量廃棄+エナジー。コンボのエンジン。
  • 真火の剣: 0コスト廃棄カード。ループに使える。
  • アーマメント: 廃棄しながらカードを強化。
  • 廃棄系レリック: コンボを加速するレリック。

立ち回り

  1. Will-o-Wispと発散の両方をプレイしてコンボを確立
  2. 廃棄するたびにエナジーが回復し→それでさらに廃棄カードをプレイ→発散ダメージが出る
  3. 真火の剣などの0コスト廃棄があればループが回転し続ける

注意点

  • Will-o-Wispと発散の両方が揃わないと機能しない
  • 廃棄するカードが尽きたらループが止まるため、廃棄カード数のバランスが重要
  • 複雑なコンボのため習熟が必要 :::

::: en

Ironclad Will-o-Wisp Exude Combo Build

Overview

This is an advanced combo build that chains two Exhaust-triggered powers: Will-o-Wisp gives 1 Energy each time you Exhaust a card, and Exude deals 3 damage to all enemies each time you Exhaust a card. With both active, every Exhaust simultaneously restores Energy and deals AoE damage. Feed that loop with 0-cost Exhaust cards like Searing Blow and Offering, and you can cycle through sustained turns of free damage and Energy generation. At its peak, the combo produces near-infinite value — each Exhaust funds the next play.

Key Cards

  • Will-o-Wisp: Power costing 1. Gain 1 Energy (2 upgraded) whenever you Exhaust a card. The Energy source that keeps the loop running.
  • Exude: Power costing 1. Deal 3 damage to all enemies (4 upgraded) whenever you Exhaust a card. The damage output that makes the loop lethal.
  • Offering: Skill costing 0, Exhaust. Lose 6 HP, gain 2 Energy, draw 3 cards. Triggers both Will-o-Wisp and Exude on play, providing 2 extra Energy and 3-4 AoE damage for free.
  • Searing Blow: Attack costing 2, Exhaust. Deals solid direct damage and Exhausts itself. With Will-o-Wisp active, Searing Blow's 2-Energy cost is partially or fully refunded on play.
  • Armaments: Skill costing 1, Exhaust. Upgrade a card in hand, then Exhaust. Free Exhaust trigger that also improves deck quality — every play advances two goals simultaneously.
  • Second Wind: Skill costing 1. Exhaust all non-Attack cards in hand, gain 5 Block per Exhausted card. Triggers Will-o-Wisp and Exude for every card cleared — on a 4-card Exhaust this is 4 Energy back, 12-16 AoE damage, and 20 Block.
  • True Grit: Skill costing 1. Gain 7 Block, Exhaust a random card. Reliable Block + one guaranteed Exhaust trigger per play.

Key Relics

  • The Alchemist: Produce a random potion whenever you Exhaust. In a high-Exhaust loop turn, this floods your inventory with potions that sustain HP and provide combat flexibility.
  • Charon's Ashes: Deal 3 damage to all enemies on Exhaust — a relic version of Exude. With both the Power and the Relic active, every Exhaust now deals 6 AoE damage instead of 3.
  • Burning Blood: Heal 6 HP at combat end. Mitigates the HP drain from Offering across a long run.

Strategy

  1. Both Will-o-Wisp and Exude must be active for the loop to function. Play both as early as possible — ideally in the same turn with Offering providing the Energy.
  2. Once both Powers are live, prioritize 0-cost and 1-cost Exhaust cards so each play returns most or all of its Energy cost via Will-o-Wisp.
  3. Second Wind is the most explosive single card in the loop: Exhausting 4-5 non-Attack cards returns 4-5 Energy, deals 12-20 AoE damage, and generates 20-25 Block simultaneously.
  4. Keep Searing Blow for high-priority single targets (elites, bosses) where direct damage matters alongside the loop damage.
  5. If Charon's Ashes is in your relic list, Exhaust triggers become 6 AoE damage — the loop can clear large enemy groups in 3-4 turns without directly attacking.

Pick Priority

  • Will-o-Wisp + Exude: Both are required — do not build toward this unless both are in the deck.
  • Offering: Highest — the combo's trigger card and Energy bridge.
  • Second Wind: High — the highest-value single Exhaust event in the build.
  • Searing Blow: High — self-funding Exhaust trigger with direct damage.
  • Armaments: Medium-High — free Exhaust that also improves deck quality.
  • True Grit: Medium — reliable Block + Exhaust for 1 Energy; good filler.

Tips

  • The combo requires setup: if you draw Will-o-Wisp but not Exude, the Energy refund alone may not justify playing it before you need the AoE damage. Consider waiting to play both in the same turn.
  • Exhaust cards deplete your deck over time. Monitor hand sizes to avoid running out of Exhaust triggers mid-fight; balance Exhaust cards with enough draw to cycle back to Will-o-Wisp and Exude.
  • Against single enemies the loop still generates free Energy and damage, but Searing Blow's direct damage becomes relatively more important for finishing fast.
  • Upgraded Will-o-Wisp gives 2 Energy per Exhaust instead of 1 — this changes the math dramatically. A single Second Wind Exhausting 3 cards returns 6 Energy, effectively making it cost -5 Energy.
  • If Charon's Ashes appears in a shop, the price is almost always worth it — it doubles Exude's damage output on every single Exhaust for the rest of the run. :::