Overview
- HP: 41 (Ascension: 51)
- Act: Path of Glory
- Passive: None
- Formation: Appears paired with Living Shield
A turret operator that spawns paired with Living Shield. Living Shield's Battlement 25 passively grants 25 Block every turn, making Turret Operator much tankier than its raw HP suggests. Uses a fixed 3-turn cycle; Fire turns spit out 3×5 barrages.
Moves
Fixed 3-turn cycle.
| Turn | Move | Damage | Effect |
|---|---|---|---|
| 1 | Fire | 3×5 | 5 hits (Ascension: 4×9) |
| 2 | Fire | 3×5 | 5 hits (Ascension: 4×9) |
| 3 | Reload | — | Gains 1 Strength |
Normal mode: two 3×5 = 15 damage Fires, then Reload for 1 Strength on turn 3. Ascension scales to 4×9 = 36 damage — extremely dangerous. Strength from Reload compounds cycle over cycle.
Strategy
- Living Shield's Battlement 25 grants 25 Block per turn — until it dies, you need 25+ damage to hurt Turret Operator's HP. Killing Living Shield first is the most efficient plan.
- Fire is a 3×5 multi-hit. Thorns and Flame Barrier reflect damage 5 times — reflect cards are extremely strong here.
- Ascension Fire at 4×9 = 36 total is brutal. Insufficient Block melts your HP. On higher Ascension, your target-priority decision shifts.
- Reload turns skip the attack. Only Living Shield's Shield Slam 6 comes in. Press offense hard here.
- 41 HP (51 on Ascension) is low on its own. Without Living Shield, Turret Operator folds fast.
- AoE on both targets is ideal — 55 HP Living Shield and 41 HP Turret die together for maximum tempo.
- To kill Turret first, you need consistent 26+ damage per turn to pierce Block. If you have that, dropping Turret before it ramps up is also viable.
コミュニティ投票
コメント (0)
コメントはまだありません。最初のコメントを投稿してみましょう!
不適切なコメントは管理者が削除します
