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リージェント

Regent

Debuff Control Build

Build Overview

A control build that uses Gravity (permanent Strength -1 to -2 on all enemies), Falling Star (Weak 1 + Vulnerable 1), End of Stars (temporary Strength -9 on all enemies), and Sovereign Gaze (Strength -1 per attack) to shred enemy damage while playing safely. The more debuffs pile up, the less damage you take, and defense requirements drop in kind. You maintain a minimal defensive core with Particle Barrier, Rampart, and Radiant Torrent, then finish debuffed enemies with Heavenly Might, Annihilate, or Comet. Weak (25% less damage dealt) and Vulnerable (50% more damage taken) is a double debuff that simultaneously nerfs enemy offense and magnifies your damage, dramatically improving trade rate.

Tier: B

Pure debuff control runs into damage shortage on its own, but it pairs very well with the Star Stacking and Reflective Defense builds. Gravity and Falling Star are cheap to play every turn, so 2-3 copies in a deck meaningfully reduce incoming damage overall. Alone it can't close fights without a finisher — finisher balance matters. B tier as a standalone debuff plan, though it climbs when used as a sub-theme of other builds.

Key Cards (Essential)

  • Gravity: Cost 1 for 7-8 AoE damage plus permanent Strength -1 to -2 on all enemies. Each turn of play layers more Strength reduction. Upgraded Strength -2 destroys enemy offense across multiple turns
  • Falling Star: Star consume 2, cost 0, 8-12 damage plus Weak 1 and Vulnerable 1. v0.103.0 buffed the damage, so it contributes to offense as well as debuff. Playable every turn while Stars last — efficient debuff-plus-damage
  • Sovereign Gaze: Power applying Strength -1 per attack. Combined with Heavenly Might (3 hits) it cuts Strength by 3 per card

Candidate Cards

  • End of Stars: Star consume 3, cost 1, 9 AoE damage plus Strength -9 on all enemies (Ethereal). One-time, but the Strength debuff crushing this turn's follow-up attacks turns Heavenly Might and Annihilate's damage sky-high
  • Heavenly Might: Cost 2, 3 hits. Sovereign Gaze present means Strength -3 in one card. After End of Stars, it's effectively 3x (18+9) damage
  • Annihilate: Star consume 4, cost 1 for 30 damage. Used after End of Stars or Gravity, damage spikes further
  • Comet: Star consume 5, cost 0, 33-44 damage plus Weak 3 and Vulnerable 3. Paired with Falling Star's Weak/Vulnerable it maxes out the debuff stack
  • Know Your Place: Additional Weak and Vulnerable. Combined with Falling Star it overlaps debuffs
  • Genesis: Auto-supplies Stars so Star-heavy debuff cards stay usable
  • Particle Barrier: Star consume 2, cost 0, 9-12 Block. Layers Block on top of debuff-reduced damage
  • Resonance: Boosts your Strength while cutting enemy Strength. Same directional synergy as debuff control
  • No Blind Spot: Automatic Block in the early part of each turn. Covers the residual damage left after debuffs

Relic Synergies

  • Eerie Lamp: First debuff-applying card each combat has double effect. Gravity's Strength -2 becomes -4, Falling Star's Weak/Vulnerable double, so debuff setup is dramatically faster
  • Red Mask: Apply Weak 1 to all enemies at combat start. Lower enemy damage from turn 1 stabilizes the opening
  • Bag of Marbles: Apply Vulnerable 1 to all enemies at combat start. Together with Red Mask, turn 1 already has Weak + Vulnerable — the trade rate improves before Falling Star even plays
  • Game Piece: Draw 1 on any Power play. On Sovereign Gaze or Genesis setup turns, the draw slots in and lets you grab debuff cards faster
  • Mummified Hand: After a Power play, a random card in hand is free. On Sovereign Gaze or Genesis turns, you can still play attack/defense, balancing setup with action
  • Backpack: +2 draw at combat start. Pull Gravity or Falling Star in the opening hand for a stable debuff ramp

Play Plan

Act 1

Prioritize Gravity. Cost 1 for 7-8 AoE plus Strength debuff is easy to use early, and playing it every turn chips away at enemy offense continuously. If you get Falling Star, it's free every turn while Stars last, applying Weak and Vulnerable — great early relief. Sovereign Gaze in Act 1 accelerates elite-fight Strength debuffs. Genesis covers Falling Star and End of Stars' Star cost. For the Act 1 boss, trim Strength with Gravity and respond with normal attack cards.

Act 2

Placing Sovereign Gaze spikes debuff efficiency. Gravity plus Heavenly Might shaves 5-6 Strength per turn, zeroing out a boss's Strength across 10 turns of fighting. End of Stars is Ethereal, but on the turn you draw it, always play it to maximize Heavenly Might and Annihilate damage. Mid-Act 2 onward, with enemy Strength reduced, damage taken drops and breathing room opens up. Comet picked up brings max debuff stacking (Weak 3 + Vulnerable 3).

Act 3

In the Act 3 boss fight, playing Gravity every turn pushes boss Strength negative mid-fight, and enemy damage effectively hits 0 in some scenes. Reduced defense duties means more attack pressure — transition aggressively. Layer finishers like Comet, Annihilate, and Heavenly Might over several turns to grind HP down reliably.

Strengths and Weaknesses

Strengths

  • Gravity's permanent Strength reduction is extremely strong — every turn you play it, the fight tilts further in your favor
  • Falling Star's Weak 1 + Vulnerable 1 stacks two debuffs in one card, dramatically improving trade rate
  • Less defense needed frees resources for attack, so the deck has higher build flexibility
  • End of Stars (Strength -9 on all enemies) offers temporary damage reduction against big enemy turns

Weaknesses

  • Early game before debuffs accumulate, enemy damage hurts and HP bleeds
  • Without finishers, debuffs alone can't close — fights run long
  • End of Stars' Ethereal means if not played the turn it's drawn, it discards — awareness required
  • Falling Star, Comet, and Know Your Place are single-target — spreading debuffs across multi-enemy encounters takes time

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