
机甲骑士
Mecha Knight
エリート栄光の路
HP300Asc HP320
パッシブ: アーティファクト3
攻略ヒント
火傷の後の強打攻撃に注意。
行動パターン
1
チャージ25
攻撃2
火炎放射
全体攻撃3
巻き上げ
次の攻撃強化4
ヘビークリーブ
大ダメージBasic Info
- HP: 300 (Ascension: 320)
- Act: Path of Glory
- Passive: Artifact 3 (blocks the first 3 debuffs)
Among the strongest elites in the game. HP 300, Artifact 3, and a 4-action rotation with scaling damage — without a truly polished deck, this fight is unwinnable. When picking routes, decide whether you're ready for Mecha Knight based on deck completion.
Attack Patterns
| Action | Damage | Effect |
|---|---|---|
| Charge | 25 | Attack |
| Flamethrower | — | Adds 4 Burn cards to the deck |
| Wind-Up | — | Strength +5, Block +15 |
| Heavy Cleave | 35 | Heavy damage |
A fixed 4-action cycle: Charge then Flamethrower then Wind-Up then Heavy Cleave, repeating.
Cycle 1 alone is dangerous, but cycle 2 onward is true hell. Strength +5 stacks, so cycle 2 Charge is 30+ and Heavy Cleave is 40+. Flamethrower keeps stacking Burn cards into the deck, so your deck falls apart the longer the fight runs.
Strategy Points
- Artifact 3 means you need 4+ debuff applications to land Weak or Vulnerable. Burn the first 3 slots with cheap debuffs and save the real debuffs for slot 4+
- Flamethrower adds 4 Burn per cycle. Burn pollutes hand and deals damage at end of turn. Long fights destroy the deck
- Wind-Up turns have no attack — attack opportunity. But with +15 Block, attacks that turn need to exceed 15 to land
- Heavy Cleave's 35 (40+ on cycle 2+) is a high-alert situation. When intents appear, go all-in on Block
- HP 300 means a 2+ cycle fight. Without scaling (Strength, Poison, Orbs) a win is very unlikely
- The real strategy is deciding whether to fight at all. With an incomplete deck, rerouting around Mecha Knight is a perfectly valid play
Per-Character Counters
- Ironclad: Strength scaling can chew through HP 300. Pack 3 cheap debuff cards to burn Artifact, then use Weak from slot 4+ to soften damage
- Silent: Poison isn't blocked by Artifact. Poison stacking is the most stable path to HP 300. Save Weak for after Artifact is burned
- Defect: Frost Orbs prep for Heavy Cleave while Dark Orbs build for big hits. Long-fight friendly, but watch the Burn buildup
- Necrobinder: Spread damage across minions and grind it down. Flamethrower's Burns pollute the hand, so lean on minions rather than heavy card play
- Regent: Power scaling shines in long fights. After burning Artifact, landing debuff Powers stabilizes the fight
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