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Fantom

1. インクの染み (7) — 攻撃 2. 墨の槍 (6) — 攻撃 3. 切断 (27) — 大ダメージ 4. 準備 — 次の攻撃を強化

Vantom

Basic Info

Item Details
Act Act 1 (Overgrowth)
HP 173
Type Boss

Attack Pattern

Vantom starts the fight with 9 stacks of Slippery. While Slippery is active, every single attack hit consumes one stack and deals exactly 1 damage, regardless of the attack's power. Only after all 9 stacks are depleted does normal damage apply.

Additionally, Vantom's tail slowly rises and when it hovers overhead deals heavily amplified damage. Every third turn, Dismember adds 3 Wounded status cards to the player's deck, clogging the hand.

Turn Action
Turns 1–2 Tail attack (small–medium) — Capped at 1 damage per hit while Slippery stacks remain
Turn 3 Dismember — Adds 3 Wounded cards to the player's deck
Tail overhead Heavy attack — Dramatically increased damage when the tail reaches its apex
Onwards Repeats Dismember and attack cycle

Strategy

  • Burn through Slippery with low-cost multi-hit attacks — Slippery consumes one stack per hit, so multi-hit cards like Pummel or Shivs are the most efficient tools. Burning all 9 stacks quickly unlocks full damage output.
  • Deal as much damage as possible before each Dismember — Dismember arrives every third turn like clockwork. Push maximum damage on Turns 1–2 before the hand gets clogged with Wounded cards.
  • Hold burst damage for after Slippery ends — The moment all 9 stacks are consumed is your prime burst window. Save strong attack cards and potions for that turn to maximize the damage spike.
  • Manage Wounded cards actively — Accumulating Wounded cards disrupts draw quality and card efficiency. Exhaust tools and discard mechanics can remove Wounded and keep the deck functional.

Recommended Counters

  • Load up on multi-hit, low-cost attack cards (Pummel, Shivs) to rapidly deplete the 9 Slippery stacks
  • Reserve powerful single-hit attacks and potions for the turn immediately after Slippery ends
  • Bring Exhaust tools to purge Wounded cards added by Dismember
  • Deal maximum damage on Turns 1–2 before each Dismember arrives to stay ahead of hand disruption
  • Prioritize multi-hit attack cards when building your deck through Act 1