
Test Subject
行動パターン
Basic Info
- HP: Phase 1 (100) -> Phase 2 (200) -> Phase 3 (300)
- Appears in: Path of Glory
- Format: 3-phase fight (Rage -> Anguish -> Intangible)
An escalating boss whose behavior completely changes across three phases. Rules differ fundamentally each phase, forcing a gear-shift. Total 600 HP ranks among the most durable in the game.
Attack Patterns
Phase 1 — Rage (HP 100):
- Each time you play a Skill card, Test Subject gains 2 Strength
- The more Block-type cards you use, the stronger its attacks get
- The correct approach is Attack-heavy rushing
Phase 2 — Anguish (HP 200):
- Wound cards are added to your deck based on unblocked (bleed-through) damage
- Halfhearted Block lets damage leak and pollutes the deck with Wounds
- Aim for full Block every turn, letting zero damage through
Phase 3 — Intangible (HP 300):
- Every other turn it becomes Intangible (all incoming damage reduced to 1)
- Concentrate all damage on non-Intangible turns
- Attacking during Intangible turns is wasted — use those for Block or buff setup
Strategy
The three phases demand opposite playstyles, which is the core challenge. Phase 1 is Attack-heavy, Phase 2 is perfect Block, Phase 3 is turn management. One deck has to handle all three.
In Phase 1, avoid Skill cards as much as possible. Each Skill grants 2 Strength, so using one for defense actually increases incoming damage. Ideally shave the 100 HP with Attack cards alone. Power cards only trigger Strength on first play — use them up at the very start of Phase 1.
Phase 2 requires full Block. Any damage through triggers Wound insertion, which wrecks deck flow in Phase 3. Passive defense (Frost Orbs, retained Block effects) is more reliable than reactive Block cards that depend on what you draw. Stack Block above the incoming damage reliably every turn.
Phase 3 is about distinguishing Intangible vs non-Intangible turns. Attacks on Intangible turns deal only 1 damage, so concentrate offense on non-Intangible turns. Use Intangible turns for Block, Power setup, and buff stacking. With 300 HP, closing the kill using only non-Intangible turns needs serious burst.
DoT effects (like Poison) reset between phases. Poison stacked in Phase 1 doesn't carry to Phase 2, so Poison decks have to restack at the start of each phase.
Character-Specific Counterplay
- Ironclad: Attack-heavy builds shine in Phase 1. Strength buffs deliver burst on Phase 3 non-Intangible turns. Phase 2's full Block stabilizes with a Barricade + Impervious combo.
- Silent: Knife-based attacks rush Phase 1. In Phase 2, Leg Sweep's Vulnerable effectively boosts Block value. Remember Poison resets between phases. Use Phase 3 Intangible turns for buffs and Poison stacking, then burst with Catalyst on non-Intangible turns.
- Defect: Frost Orbs are phenomenal auto-Block for Phase 2. Attack with Lightning and Dark in Phase 1 to minimize Skill card usage. In Phase 3, grow Dark Orbs on Intangible turns and Evoke on non-Intangible turns.
- Necrobinder: Minion attacks don't count as Skill cards, so Phase 1 damage flows without feeding Strength. In Phase 3, minion auto-attacks concentrated on non-Intangible turns are highly efficient.
- Regent: Deploy Power cards at the very start of Phase 1, then keep damage flowing without Skills. Auto-damage Powers are ideal for Phase 2. Phase 3 Intangible turns leave room to layer more Powers.
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