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Spine Chief Champion Guide

Spine Chief is the Wurmkin clan champion. Built around two damage vectors — Spike counters and stacking Venom — he thrives on the front line, punishing enemy attacks and poisoning everything in sight. While Echowright buffs him from behind, Spine Chief converts incoming hits into outgoing pain. Wurmkin's snowball is mid-to-late-game oriented, and Spine Chief is one of MT2's rare champions who grows stronger the more he is hit.

Basic Info

Field Detail
Clan Wurmkin
Rarity Champion
Cost 0
Type Unit
Role Front-line attacker / Spike & Venom dealer

Strengths

  • Spike counters — every hit Spine Chief takes fires Spike damage back at the attacker; frequent attackers suffer the most
  • Venom stacking — accumulated Venom ticks up each turn, melting even high-HP bosses given enough time
  • Scales under pressure — the more enemy attacks land on Spine Chief, the more Spike damage he reflects, turning adversity into advantage
  • Echowright synergy — Echowright supplies Spike and Venom buffs from the back row, amplifying Spine Chief's output every turn

Weaknesses

  • Average durability — not a pure tank; if he dies before Spike accumulates, the damage loop never starts
  • Slow early Venom — Venom needs time to ramp; short-length floors reduce the payoff
  • Single-source burst — against enemies that deal one massive hit instead of many small ones, fewer Spike counters fire and the advantage is reduced

Upgrade Priority

  1. Spike Volley enhancement — directly raises Spike counter damage per hit, always first
  2. Venom application increase — faster Venom stacking opens the sustained-damage lane earlier
  3. HP +5–10 — minimum survival buffer to keep Spine Chief alive long enough to start scaling

Upgrade Path A: Spike Volley (Aggressive)

Prioritize "increase Spike damage on hit" and "Spike scales with hit frequency" upgrades. Strongest against mid-to-late floor enemies with rapid multi-hit patterns. Even on easy floors, Spike counters alone can clear small units with zero additional card plays.

Upgrade Path B: Venom Stack (Late-game)

Center the build on "increase Venom applied" and "Venom damage at end of turn to all enemies" upgrades. Spine Chief's own attacks and Spike ticks apply Venom; by late floors it explodes. Strong against bosses with massive HP pools, but slow trash-clearing in early floors. Pairing with Echowright's Venom support dramatically accelerates stack ramp and patches this weakness.

Role Division with Echowright

Spine Chief and Echowright are a self-contained duo:

  • Spine Chief — front row, absorbs all attacks, fires Spike counters, and applies Venom as the primary damage dealer
  • Echowright — back row support, supplies Spike and Venom buffs each turn to amplify Spine Chief's output

While Echowright lives, Spine Chief receives additional Spike and Venom buffs every turn. Losing Echowright halts the buff stream and slows late-game scaling significantly. Keeping Echowright safely in the back row — shielded by Spine Chief in front — is the structural heart of every Wurmkin run.

Recommended Card and Artifact Synergies

  • Spike-grant cards — externally topping up Spike stacks ignites the Spike counter loop faster
  • Venom AoE cards — splash Venom across the whole enemy row, opening multiple Venom damage lanes simultaneously
  • Bog Wurmling — Wurmkin support unit; place it in front of Echowright to protect it while contributing additional Venom pressure
  • Spike-reflection artifacts — any artifact that multiplies Spike counter damage should be taken immediately

Difficult Situations and Counters

  • Single-source burst damage — Spike counters depend on frequency of hits; one massive hit triggers minimal Spike. Supplement with the Venom path to compensate
  • Venom-immune enemies — the Venom path shuts down entirely; pivot to the Spike Volley path or ensure the deck has raw damage options
  • Echowright loss — when Echowright falls, buff flow stops. Keep Echowright deep in the back row with Spine Chief absorbing everything at the front

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