
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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