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ネクロバインダー

ネクロバインダー

Necrobinder

Osti Multi-Strike Build

Build Overview

A build that stacks as many Osti attacks as possible in a single turn, then unloads with Rattle for explosive damage. Spam 0-cost Osti attacks (Peck, Right Hand Man, Fetch) to drive up the turn's Osti attack count, then release the total with Rattle. Placing Bone Augment gives each Osti attack +4, significantly boosting Rattle's total damage. High rotation from the earliest point in a run, with reliable damage against elites and bosses alike. A core Necrobinder plan.

Tier: A

Running multiple 0-cost attacks keeps the deck spinning fast and delivers consistent damage from Act 1. Rattle routinely clears 50-100 damage in a single turn and threatens most bosses. Pairing Bone Augment with Get Em also gives you Osti HP management inside the same plan, so defense doesn't slip. The catch is that Sacrifice's Osti-max-HP x2 Block conversion is stronger on defense than offense, and the win rate doesn't quite match the Doom build. Defensively stable, but shy of the top tier.

Key Cards (Essential)

  • Rattle: The build's strongest finisher. Repeats a 7-damage hit for each Osti attack this turn. With Bone Augment each hit is 11 damage, so 5 repeats is 55+
  • Bone Augment: Permanent Power that adds +4 damage to every Osti attack. Massive synergy with Rattle. Place early and the benefit compounds the entire combat
  • Peck: Cost 0 Osti attack for 6 damage (9 upgraded). Stacks Osti attacks without spending energy — Rattle's best friend
  • Right Hand Man: Cost 0 Osti attack for 4 damage. Whenever you play a cost-2+ card, it returns from discard. With any high-cost plays this turn, it's effectively "infinite uses per turn"

Candidate Cards

  • Get Em: Osti attacks summon 2-3 this turn. Restores Osti HP while you spin up the attack count before Rattle. Upgrade for 3 summon per Osti attack — very efficient
  • Fetch: Cost 0 Osti attack plus draw 1. Opening with it grows your hand while building attack count
  • Flatten: Cost 0 for 12-16 damage if Osti already attacked this turn. Slots in as a post-Rattle finisher
  • Wring Out: A high-cost finisher dealing 5 extra damage per Osti attack card in the deck. 10 Osti attacks means 25+50 = 75 damage
  • Protector: Cost 1 attack dealing extra damage equal to Osti's max HP. Keep Osti HP high via Get Em and every cast is a big hit
  • Unleash: Cost 1 attack dealing extra damage equal to Osti's current HP. Huge output in an HP-maintenance deck
  • High Five: Osti hits for 11 and applies Weak to all enemies. Multi-enemy offense plus a damage reduction debuff
  • Bodyguard: Cost 1 summon 5-7. Great for emergency Osti HP recovery in the early game

Relic Synergies

  • Bone Flute: Necrobinder-exclusive relic granting 2 Block each time Osti attacks. Because this build spams Peck, Right Hand Man, and Fetch, you rack up massive Block just by stacking attack count. The definitive offense-and-defense relic
  • Sealed Ghost Box: Necrobinder-exclusive relic granting 1 summon at the start of every turn. Osti HP maintains itself, freeing you to focus on chaining Rattle
  • Fan: Gain 4 Block whenever you play 3 attacks in a turn. Multiple 0-cost attacks trigger this several times per turn for steady Block income
  • Backpack: +2 draw at the start of combat. More 0-cost attacks on turn 1 helps Rattle's counter ramp up immediately
  • Nunchaku: Gain 1 energy every 10 attacks played. Spamming 0-cost attacks fills the counter fast, covering Rattle and Wring Out's cost
  • Kunai: Deal 6 damage to a random enemy every 3 attacks played per turn. A secondary damage source that fires off repeatedly alongside Rattle
  • Gambling Chip: Mulligan at the start of combat. Pulling Rattle and Bone Augment into the opening hand stabilizes the combo launch

Play Plan

Act 1

Prioritize 0-cost Osti attacks (Peck, Fetch) for deck velocity. Getting Bone Augment down as early as possible is critical. A single Rattle is enough to work as a finisher, so grab it whenever you find it. Strike clogs the deck, so remove it at shops or Exude opportunities. 1-2 copies of Get Em make Osti HP management comfortable.

Act 2

Complete the core by grabbing Right Hand Man plus Rattle. If you find Wring Out, heavy Osti-attack decks get an enormous finisher. Two copies of Bone Augment make each Osti attack +8, pushing Rattle damage to another level. Flatten gives you a 0-cost post-Rattle finisher. In elite fights, early Bone Augment plus Rattle is especially effective.

Act 3

Enter boss fights with the deck complete. Running 2-3 Rattles lets you chain them in one turn for 100+ damage. Stack Right Hand Man's auto-return with high-cost plays and fire multiple Rattles in a single burst for peak damage. Handle Osti HP through Get Em and Bodyguard — check at the start of each turn. For the final boss, keeping one Resurrect in reserve is a reliable safety net.

Strengths and Weaknesses

Strengths

  • So many 0-cost attacks that you almost never leave cards unplayed — extremely high deck rotation
  • Rattle scales hard, delivering near-one-shot damage from late Act 2 onward
  • Right Hand Man's auto-return naturally compounds attack count each time you use a high-cost card
  • Get Em handles Osti HP and offense at the same time — very self-contained

Weaknesses

  • Turns where Rattle isn't drawn see a sharp damage drop, so draw (Fetch, Scavenge, etc.) is needed
  • Damage is modest until Bone Augment is on the board
  • Osti at 0 HP breaks most of the deck — losing HP management can collapse the plan fast
  • Single-target focus is weak against multi-enemy waves; supplement with Bone Shards or High Five

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