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鬼祟珊瑚群

鬼祟珊瑚群

Skulking Colony
エリート地下水路
HP79Asc HP84
パッシブ: 硬い殻15
蠢く群生体は各ターンにX以上のHPを失わない。

行動パターン

1
スマッシュ
攻撃
2
ズーム16
攻撃
3
慣性
バフ
4
スーパークラブ6
攻撃

Overview

  • HP: 79 (Ascension: 84)
  • Act: Underdocks
  • Sub-map: Underdocks
  • Passive: Hard Shell 15 — cannot lose more than 15 HP in a single turn

Low 79 HP, but Hard Shell 15 caps damage per turn at 15. No matter how much damage you dump, only 15 gets through — guaranteeing at least a 6-turn fight. As long as you can generate 15+ per turn, you can shave it down predictably.

Moves

Move Damage Effect
Smash Attack
Zoom 16 Attack
Inertia Buff (Strength gain)
Super Crab 6 Attack

Super Crab and Zoom after Inertia buffs are the threats. Stack Inertia 2-3 times and Super Crab's 6 and Zoom's 16 climb steadily.

Strategy

  • Hard Shell 15 caps per-turn damage at 15. 79 HP needs at least 6 turns — generating 15+ damage every turn is critical.
  • Big single-turn bursts are wasted. 100 damage still becomes 15. Consistent 15+ per turn matters more than burst.
  • Inertia buffs compound over time — the longer the fight, the more damage you take. Killing on the minimum turn count is your best defense.
  • Zoom's 16 demands Block from turn 1. Post-Inertia it climbs past 20 — don't slack.
  • Poison ignores Hard Shell. Poison characters trivialize the fight by bypassing the cap.
  • With only 79 HP and poison, Skulking Colony is easier than most elites.

Character Tips

  • Ironclad: Dependably generate 15+ per turn. Extra damage is wasted — balance Attack and Block.
  • Silent: Poison pierces Hard Shell — the top counter. Stacking lethal poison early ends the fight quickly.
  • Defect: Passive Lightning orb damage reliably hits the 15 cap per turn. A few orbs suffice.
  • Necrobinder: Minion attacks also obey Hard Shell. Build to hit 15+ per turn consistently.
  • Regent: Power-based DoT grinds it down turn by turn. Capped, but reliable.

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