
リージェント
Regent
ソヴリンブレードビルド
Sovereign Blade Forge Build
Build Overview
A build that pushes the Forge stacks on Regent's signature weapon, Sovereign Blade, to extreme levels for overwhelming single-target and AoE damage. Smelter and Genesis establish automatic resource generation early, then Blacksmith, Reforge, and Rampart stack Forge rapidly. Conqueror doubles Sovereign Blade's damage for the turn, and Seeking Blade makes it AoE — mid and late you deliver hundreds of damage per turn. Hammer Time spreads Forge to minions too, so the whole team scales together.
Tier: A
Forge is a powerful scaling mechanic, but falls short of the Star Stacking build's consistency. Rare Forge cards (Blacksmith, Conqueror, Hammer Time) need to show up early, so pick-reliant. Smelter solves consistency through turn-start Forge, but you still need Conqueror and Sovereign Blade in the same turn, so hand risk remains. Without Genesis, you can't pay Blacksmith's cost and rotation slows. Overall ceiling is high, but reproducibility is lower than Star Stacking — A tier.
Key Cards (Essential)
- Smelter: Turn start auto-Forge 4-6. Once placed, Sovereign Blade gets stronger every turn unconditionally — the foundation Power for long fights
- Blacksmith: Consume 4 for Forge 30-40. The peak-efficiency single-card Forge boost. Aim to play it every turn alongside Genesis
- Reforge: An attack with extra Forge based on attack count this turn. Peak efficiency in an attack-heavy deck
- Hammer Time: When you Forge, all allies also Forge by the same amount. A team-wide scaling Power including minions
- Conqueror: Finisher that doubles Sovereign Blade damage this turn. With 100+ Forge, Conqueror alone means ~200 effective damage
Candidate Cards
- Rampart: Cost 2 for heavy Block plus Forge 10-13. All-purpose card combining offense and defense — with Hammer Time, the Forge spreads to every ally
- Seeking Blade: Cost 1 applying Forge and making Sovereign Blade AoE. Post-patch Forge value is up, so per-card Forge gain has grown and multi-enemy efficiency is higher
- Heirloom Hammer: Deals 20-25 damage while gaining Forge. Damage was buffed in the patch, so its value as an early-to-mid card for damage and Forge has climbed
- Spoils of War: Skill gaining Forge 12-17 in one shot. The patch boosted the Forge value, so it's an attractive alternative if Blacksmith hasn't shown up
- Manifest: Forge 8-11 plus draws Sovereign Blade to hand from anywhere. Essential support for the Conqueror combo
- Swordmaster: +1 Sovereign Blade strike (+1 cost). Late-game, running multiple copies doubles up strikes with enough Forge stacked
- Seasoned Warrior: Strength boost plus Forge. Combined with Reforge it stacks massive Forge in one turn
- Genesis: Auto-supplies 2-3 Stars per turn. Nearly required to steadily cover Blacksmith's cost
- Heavenly Might: 3x 18-24 damage attack. Combined with Reforge, 3 hits mean 3x extra Forge triggers
Relic Synergies
- Dolly's Mirror: Copy a card in your deck on acquisition. Copying Blacksmith or Conqueror massively boosts Forge acceleration or finisher consistency
- Game Piece: Draw 1 on any Power play. With Smelter, Hammer Time, and Genesis, this build's heavy Power count makes the draw acceleration excellent
- Mummified Hand: After a Power play, a random card in hand becomes free. Place Smelter or Hammer Time while still playing additional cards, reducing tempo loss
- Gnarled Hammer: Enchants 3 attacks with Sharp 3. Applied to Reforge or Heavenly Might, damage rises plus Reforge's extra Forge triggers more
- Backpack: +2 draw at combat start. Increases odds of Conqueror and Sovereign Blade in the same turn, reducing hand risk
- Intimidation Helm: 4 Block each time a cost-2+ card is played. With Rampart, Heavenly Might, Blacksmith — a heavy-cost deck — Block piles up every turn
- Sword Manual: Regent-exclusive relic. High synergy with Sovereign Blade-centric builds, amplifying blade-related effects
Play Plan
Act 1
The priority in Act 1 is setting up Forge's scaling foundation. Pick Smelter early to lock in turn-start auto-Forge. Grab Genesis if possible as a stable Forge-card supply. Rampart handles defense and Forge together — prioritize as a post-elite pick. Post-buff Heirloom Hammer and Spoils of War help with early Forge before Blacksmith appears. 1-2 Reforges ahead of the Act 1 boss accelerates Forge. Target 20-30 Forge by the Act 1 boss.
Act 2
The critical phase for grabbing the core cards. If Hammer Time shows up, slot it immediately. Blacksmith spikes Forge efficiency — pick aggressively. Manifest, Conqueror, and Swordmaster should all be gathered here. Seeking Blade radically eases multi-enemy fights. By the end of Act 2, Sovereign Blade Forge reaches 50-70, and 1v1 with Conqueror means 100-140 damage per turn.
Act 3
Deck is near-complete. Past 100 Forge, Conqueror + Sovereign Blade for 200+ damage one-shots become realistic. Multiple Swordmasters means more strikes, and with Seeking Blade's AoE you vaporize minions instantly. For the Act 3 boss, thin the deck so Manifest and Conqueror reliably come together.
Strengths and Weaknesses
Strengths
- Clear Forge-based scaling — the longer the game, the more one-sided the advantage
- Conqueror's 2x damage finisher pushes theoretical damage well beyond other builds
- Rampart and Radiant Torrent keep defense strong — Radiant Torrent's Block was buffed to 5 (7), further stabilizing defense
- Hammer Time scales the whole party, so total party damage is overwhelming with minions included
Weaknesses
- Needs multiple key cards (Smelter, Hammer Time, Conqueror, Blacksmith) — pick-reliant
- Early-to-mid damage is mediocre before Forge ramps up
- Conqueror and Sovereign Blade must come out on the same turn, so hand risk exists
- Without a supply engine (Genesis), Blacksmith's cost is awkward and rotation stalls
コミュニティ投票
コメント (0)
不適切なコメントは管理者が削除します



