
リージェント
Regent
Resource Burst Build
Build Overview
A combo build that loops "stockpile turn — burst turn" using Consolidate (Retain entire hand + cost/Star gain), Supremacy (next-turn cost gain), and Hidden Fortune (big Star supply next turn). On Consolidate turns you give up offense and defense entirely to bank resources for next turn, then on the burst turn release Comet, Seven Stars, Radiant Torrent, and more in a single explosion that ends the fight. Annul (first card each turn becomes free) also adds effective energy each turn, intensifying burst turns. The payoff is the "dozens of actions in one turn" satisfaction — this build's defining rush.
Tier: A
For players willing to accept the "stockpile turn, burst turn" rhythm, this is extremely strong. Consolidate turns bleed HP, but every other turn plays normally. Burst turn's one-turn kill potential is high — Comet + Seven Stars in one turn finishes most bosses in 2-3 rounds. The caveat is the stability drop when bad draws follow Consolidate, hence A tier. Careful pre-Consolidate draw prep (Guiding Star) dramatically improves consistency.
Key Cards (Essential)
- Consolidate: Cost 1 to Retain entire hand plus gain cost and 1-2 Stars next turn. Playing it is effectively a "big next-turn investment" that releases your whole hand with extra resources — the burst opener
- Hidden Fortune: Cost 1 for 1 Star this turn plus 3-4 Stars next turn. Played before or after Consolidate, it pads next turn's Stars. Consistently covers Comet and Seven Stars' Star cost
- Guiding Star: Star consume 2, cost 1, 12-13 damage plus draw 2-3 next turn. Played pre-Consolidate, the burst turn's hand is fuller. Essential for maximizing burst-turn hand size
Candidate Cards
- Supremacy: Cost 2, 15-18 damage plus cost +2-3 next turn. Combined with Consolidate and Annul, burst-turn energy becomes enormous
- Annul: Cost 3, end turn plus each subsequent turn's first card is free. Making a high-cost card free per turn effectively grants +2-3 energy
- Comet: Star consume 5, cost 0, 33-44 damage plus Weak 3 and Vulnerable 3. The main finisher that releases banked resources on the burst turn
- Seven Stars: Star consume 7 for AoE 7x7 = 49 damage. Same-turn use as Comet can sweep multi-enemy fights
- Genesis: Auto-supplies 2-3 Stars per turn. Set up beforehand so post-Consolidate you don't run out of Stars
- Radiant Torrent: Cost 0 for AoE damage equal to Stars gained this turn. Used after big Star gains on a burst turn, huge AoE output
- Starwalk: Star consume 2 for 2-3 energy. If Stars are overflowing on the burst turn, convert to energy for more card plays
- Falling Star: Cost 1 for 8-12 damage plus 1 Star gain. Damage buffed in the patch — a light attack doubling as early damage and Star supply. Pre-Consolidate it gains Stars and damages
- Glimmer: Cost 1 for 1-2 Stars plus draw 1, and draw 1 next turn. Reworked in the patch — now combines Star supply and draw acceleration. Pre-Consolidate it pads the next turn's hand, widening burst-turn options. Excellent companion to Guiding Star for prep
- Orbit: Power returning 1 energy per 4 total cost spent. Heavy-cost cards are this build's bread and butter, so energy efficiency gains are large
Relic Synergies
- Ice Cream: Carry unused energy into the next turn. Leftover energy from Consolidate turns rolls into the burst turn, greatly increasing action count
- Backpack: +2 draw at combat start. Higher odds of Consolidate or Hidden Fortune in the opening hand, stabilizing combo launch
- Lantern: +1 energy at combat start. Plays Consolidate + Hidden Fortune together on turn 1, setting up a turn-2 burst earlier
- Resonant Triangle: Retains the entire hand on the first turn of combat. Same effect as Consolidate automatically on turn 1 — stockpile on turn 1, burst on turn 2
- Mummified Hand: After a Power play, a random card in hand is free. On Annul or Genesis setup turns, extra plays happen, minimizing tempo loss
- Centennial Puzzle: Draw 3 on the first HP Loss each combat. Consolidate-turn damage draws into the next turn's hand
- Stardust: Regent-exclusive relic. Boosts Star-related effects, strengthening heavy Star consumption on burst turns
Play Plan
Act 1
Add Consolidate on pickup. Timing is limited early (you need HP headroom), so build the foundation with Genesis, Radiant Torrent, and Falling Star for stability. Falling Star is reliable as a post-patch attacker. Reworked Glimmer is great for draw acceleration — consider picking. Supremacy is worth grabbing when available. Guiding Star in Act 1 helps with burst-turn prep. Act 1 boss usually happens before the combo is done — Genesis plus normal attacks work. Annul's cost 3 is heavy, so placing it can wait until Act 2+.
Act 2
The operational phase for the Consolidate combo. With Hidden Fortune + Consolidate in place, start running it aggressively. Pre-Consolidate turns with "Guiding Star + Hidden Fortune" prep result in a burst turn with many cards, lots of Stars, and extra cost. Glimmer is also excellent pre-Consolidate — more draws widen burst options. Comet and Seven Stars make burst turns far stronger. Mid-Act 2 onward, soaking Consolidate-turn damage with Rampart and Particle Barrier helps HP preservation.
Act 3
With a finished deck, Act 3 runs 1-2 stockpile turns into a Comet + Seven Stars + Radiant Torrent sweep reliably. Genesis + Hidden Fortune + Consolidate together means 10+ Stars on burst turn, so Comet (Star 5) + Seven Stars (Star 7) in one turn leaves Stars to spare. With Annul placed, every turn's effective energy rises — even non-Consolidate turns sustain high action count.
Strengths and Weaknesses
Strengths
- Burst turn's one-turn damage peak is top-tier across all builds
- Consolidate + Supremacy banks huge next-turn resources, so burst-turn damage reliably approaches a one-turn kill
- The satisfaction of unspent cost and Stars overflowing for a massive turn makes the build fun to play
- Post-Annul, even regular turns gain extra energy and card plays
Weaknesses
- Consolidate turns skip offense and defense, so HP drops hard — not usable without HP headroom
- Burst turns depend on draw luck — bad hands dampen the burst
- Multiple required cards (Consolidate, Hidden Fortune, Comet, Genesis) — slow to assemble
- Non-burst "stockpile" turns are weak on both offense and defense, making long fights risky
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