
Knowledge Demon
Moves
Basic Info
- HP: 379 (Ascension: 399)
- Appears in: Lair
- Cycle: 4-turn loop
One of Act 2's hardest bosses. High HP plus a 4-turn debuff-choice gimmick crushes passive decks under heal and Strength accumulation. Aggressive play aimed at a short kill is the baseline approach.
Attack Patterns
Runs a fixed 4-turn loop.
| Turn | Action | Effect |
|---|---|---|
| 1 | Demon's Choice | Forces you to pick one of two debuffs |
| 2 | Attack | 16-18 damage |
| 3 | Triple Strike | 8 damage x 3 (24 total) |
| 4 | Recovery Attack | 11 damage + Heal + permanent 2 Strength |
Debuff-choice options shift as the fight progresses.
Early options:
- Collapse: take 6 damage per turn
- Mind Rot: draw 1 fewer card per turn
Late options:
- Sloth: play only 3 cards that turn
- Drain: max Energy reduced
Strategy
For debuff-choice, Collapse is usually the stable pick. 6 damage per turn hurts but is predictable and manageable. Mind Rot's draw reduction impacts your entire deck flow, so it becomes increasingly lethal the longer the fight.
Turn 4 Recovery Attack is the most dangerous action. 11 damage itself is small, but the heal plus permanent 2 Strength stacking is the problem. Each cycle stacks Strength to 2, 4, 6, pumping turn 2 and 3 damage. That's why passive decks lose — you need to aim for a short fight.
Turn 3 Triple Strike (8x3=24) has many hits, so thorn/Flame Barrier-style reflect damage shines. 3 ticks of reflect go off, giving you offense-in-defense.
Sloth (3-card limit) and Drain (Energy reduction) are both brutal late-game debuffs. Reaching that point means the fight already went too long, so aggression from the start to reduce cycle count is the core solution.
Character-Specific Counterplay
- Ironclad: Strength buff scaling enables the short fight. Flame Barrier stacks reflect damage on Triple Strike. Collapse's 6/turn is survivable with high HP pool.
- Silent: Poison chip damage works well against high HP. Mind Rot's draw reduction is especially lethal for Silent, so pick Collapse. Leg Sweep's Vulnerable also softens Triple Strike.
- Defect: Orb damage isn't affected by card restrictions. Frost Orbs Block Triple Strike while Lightning or Dark chip HP. Close the fight before late-game debuffs.
- Necrobinder: Minions add volume and close the kill before Strength stacks too high. Watch Collapse's self-damage alongside your HP.
- Regent: Deploy Powers early for reliable chip damage. Powers aren't affected by debuffs, so losing tempo on turn 1 Demon's Choice is easy to recover from.
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