
Ironclad
アイアンクラッド
Primal Force Build
Primal Power Build
Build Overview
The Primal Power Build centers on the 0-cost Skill Primal Power, which converts every attack card in your hand into "Giant Boulder" (1 cost for 16-20 damage). When you have multiple starter Strikes (6 damage each) in hand, Primal Power normalizes them all into 16-20 damage high-power attacks, dramatically improving Energy efficiency. Stack Inflame and Demon Form Strength on top of that and Giant Boulder hits for 30-40+ per card, giving the build a highly unique mid-game damage spike.
Tier Rating: B
Primal Power has a fascinating mechanic - a 0-cost Skill that normalizes your hand's attack damage - but the conversion erases any unique effects those attacks had (debuffs, draw, etc.). You also need to draw Primal Power itself, the payoff requires a hand loaded with attacks, and converting a strong late-game attack like Whirlwind or Dismantle can backfire. For these reasons it sits at B tier. It shines most as a side option slotted into a Strength build or Whirlwind Energy build.
Key Cards (essential)
- Primal Power: A 0-cost Skill that converts every attack in your hand into "Giant Boulder" (1 cost, 16-20 damage). The heart of a build that normalizes a hand of weak attacks into a row of high-power attacks. Upgraded to Giant Boulder+ (20 damage) for better conversion value.
- Inflame: A 1-cost Power that instantly grants 2-3 Strength. Converted Giant Boulders pick up that Strength on top of the 16-20 base damage for bigger hits.
- Demon Form: Adds 2-3 Strength every turn. Over multiple turns after Primal Power, your Giant Boulders keep compounding in damage.
- Battle Trance: A 0-cost Skill that draws 3-4 cards. Loading up your hand with attacks before casting Primal Power is the canonical combo starter. Just remember it prevents further drawing that turn, so be careful when combining with Offering or Burning Pact.
Candidate Cards
- Strike (multiple copies): The starter low-damage attack. Rather than removing them, keep several in the deck as conversion fodder. Each 6-damage Strike becomes 16-20 damage through Primal Power, so more Strikes equals more value.
- Bonfire: A Power that grants 1-2 Energy at the start of each turn. You need it to play multiple Giant Boulders since each costs 1 Energy.
- Offering: A 0-cost card that spends 6 HP for 2 Energy plus 3 draw (5 upgraded). Flood your hand with cards, then convert and detonate in a huge burst turn.
- Setup Strike (or similar temp-Strength attack): An attack that grants 2-3 Strength this turn. Play it before Primal Power so every Giant Boulder picks up that Strength buff.
- Headbutt: A Skill that returns a discarded card to the top of your deck. Pull a used Strike out of the discard pile to use as conversion fodder next turn.
- Uppercut: Deals damage and applies Weak and Frail. A debuff-applying attack worth keeping outside of Primal Power conversion.
- Bloodletting: Spend 3 HP for 2-3 Energy. Provides the Energy needed to chain multiple Giant Boulders.
Recommended Relics
- Akabeko (or Strength-doubling Relic): Your first Strength gain per combat is doubled. Inflame's 3 Strength becomes 6, dramatically raising the Strength riding on every Giant Boulder from turn one.
- Bag of Preparation (Backpack): Draw 2 extra cards at the start of combat. Starting with 7 cards boosts the number of attacks you can convert, letting you roll out plenty of Giant Boulders right away.
- Lantern (or +1 Energy combat-start Relic): Gain 1 extra Energy at the start of combat. Fuels the turn-1 Primal Power + Giant Boulder chain.
- Mummified Hand: Every time you play a Power, a random card in hand costs 0 this turn. With many Powers to play (Inflame, Demon Form, Bonfire), you get frequent free chances to play Giant Boulders or Strikes.
- Pocketwatch (or Weak-damage Relic): Damage dealt to Weak enemies is boosted from 50% to 70% extra. After applying Weak with Uppercut, every Giant Boulder benefits from a 70% damage multiplier.
- Vajra: Gain 1 Strength at the start of combat. Every converted Giant Boulder carries +1 Strength from turn one - more conversions means more overall damage increase.
How to Play
Act 1
In Act 1, hunt for both Inflame and Primal Power. Primal Power is especially strong in Act 1 decks still loaded with Strikes, so do not remove all 4-5 starter Strikes. If you can grab Battle Trance too, you maximize Primal Power's value by flooding your hand first. Play 1-2 Inflames early - converting a 6-damage Strike into an 18-22 damage Giant Boulder under Inflame's Strength is extremely efficient. For the Act 1 boss, stack Strength with Inflame first, then convert with Primal Power and burst with Giant Boulders.
Act 2
In Act 2, add Demon Form to grow Strength every turn. Only fire Primal Power when you have 3+ low-damage attacks in hand, and refine your habits so you avoid converting key attacks like Whirlwind or Dismantle that have unique effects. Once Bonfire starts stacking, you can afford 3-4 Giant Boulders per turn. Add Offering and you get aggressive burst turns where you convert a full hand and unload. For Elites, stack Strength with Inflame + Demon Form, then push through with a Primal Power turn.
Act 3
By Act 3, Demon Form will have stacked Strength to 20-30 over 10-15 turns, so converted Giant Boulders deal 16+20=36-46 damage or more. With 2-3 Bonfires plus Offering, a burst turn of 5-6 Giant Boulders can exceed 200 damage at once. For boss fights, spend several turns building Demon Form Strength, then Primal Power into a barrage at maximum Strength. If the deck also runs Whirlwind or Cascade, decide each turn whether to hold them back for Energy or allow Primal Power to convert them.
Strengths and Weaknesses
Strengths
- One 0-cost Skill revolutionizes your hand's Energy efficiency by converting low-damage attacks into high-damage attacks
- Deliberately keeping starter Strikes around as conversion fodder creates a novel reverse deck-building approach
- Inflame and Demon Form compound on top of the conversion, delivering explosive damage growth
- Since it is a 0-cost Skill, it stacks easily with other actions without spending Energy
Weaknesses
- Converting key cards like Whirlwind or Dismantle strips them of their unique effects, so play order matters
- If your hand lacks attacks, Primal Power's payoff is small
- Firing multiple Giant Boulders costs Energy - without Bonfire or Offering, you often cannot play more than 3 in a turn
- Compared to other builds, the scaling is gentler, and the Act 3 burst lags behind Whirlwind Energy in boss fights
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