Basic Info
- HP: 91-94 (Ascension: 99)
- Act: Overgrowth
- Subregion: Overgrowth
- Passive: Territorial 1 — At end of each turn, gains Strength 1
A scaling elite whose Strength grows every turn. Trivial early, but the Peck multi-hit becomes lethal the longer the fight runs. HP is low at 91-94, so a fast kill is the right call.
Attack Patterns
| Action | Damage | Effect |
|---|---|---|
| Peck | 3 | Multi-hit attack |
| Dive | 16 | Attack |
Only two moves — simple — but Territorial adds Strength 1 every turn, so the 3-damage Peck multi-hit snowballs at frightening speed. By Strength 3+ the multi-hit's total often exceeds Dive.
Strategy Points
- No long fights. Strength stacks every turn, and by turn 5+ Peck alone can deal 30+ damage. Ideal finish is 3-4 turns
- Peck's multi-hit is brutal once Strength lands. Block shortages there drain your HP fast
- Dive's 16 hits hard from the start. At Strength +3 it's 19, so don't get complacent
- Weak vastly reduces the Strength-powered output. Characters with Weak should use it aggressively
- HP 91-94 is low enough that a damage-heavy deck kills it before Strength matters. Attack full force from turn 1
Per-Character Counters
- Ironclad: Full-power attacks from turn 1 for a speed kill. 3 turns is ideal. Strength buffs make this easy
- Silent: Apply Weak to cut Peck damage hard. Poison shreds HP quickly
- Defect: Lightning Orbs generate damage from turn 1 for a fast kill. Low Frost means Peck hurts
- Necrobinder: More hits from minions, target short fight. Minions absorbing Peck hits is a bonus
- Regent: Low-cost attacks press early, finish before Strength matters
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