メインコンテンツへスキップ
リージェント

リージェント

Regent

Star Stacking Build

Build Overview

A build that leverages Regent's signature resource, Stars, by generating and consuming them in bulk — maximizing Black Hole's automatic AoE damage while reliably firing giant finishers like Seven Stars and Comet. Genesis (auto-generate 2-3 Stars per turn) is the backbone, with Hidden Fortune, Shining Strike, and Glimmer layering more Stars. With Black Hole on the field, each Star gain deals AoE damage, so Star generation and consumption automatically translate to offense. The final shape is a "passive damage engine" — Genesis + Black Hole alone produce 6-12 AoE damage per turn with no input.

Tier: S

The purest expression of the Star system — Genesis and Black Hole alone lock in the build direction. Genesis secures 2 Stars per turn, so Star supply is easy to stabilize. Especially strong in multi-enemy encounters, where Black Hole's passive damage clears Act 1-2 mobs on its own. Seven Stars (Star consume 7 for AoE 49) and Big Bang (giant Star-consumption finisher) hit overwhelming burst when assembled. The only concern is Genesis pick luck, but Glimmer, Hidden Fortune, and Shining Strike can substitute — even without Genesis, the build stands.

Key Cards (Essential)

  • Genesis: Auto-supply 2-3 Stars each turn start. The critical Power underpinning the entire Star deck. Top early-game priority
  • Black Hole: Deal 3-4 AoE damage per Star gained or consumed. Combined with Genesis, unconditional 6-12 AoE damage every turn — the heart of AoE output
  • Shining Strike: Cost 1 for 8-11 damage plus 2 Stars, returns to top of draw pile. Guaranteed 2 Stars every turn — a persistent Star supply

Candidate Cards

  • Glimmer: Cost 1 for 1-2 Stars plus draw 2. Top-efficiency Star supply with draw. Recommend 2-3 copies
  • Hidden Fortune: Cost 1 for 1 Star this turn plus 3-4 next turn. Effective as a pre-finisher play
  • Comet: Star consume 5, cost 0, 33-44 damage plus Weak 3 and Vulnerable 3. Main finisher for single-target boss fights
  • Seven Stars: Star consume 7 for AoE 7x7 = 49 damage. Multi-enemy trump card
  • Big Bang: Star-consuming giant finisher. Spends accumulated Stars for explosive damage. With Black Hole placed, extra AoE damage fires per Star consumed — high synergy
  • Radiant Torrent: Cost 0 for AoE 3-4 damage per Star gained this turn. Use after piling Stars via Glimmer or Shining Strike for enormous AoE
  • Falling Star: Star consume 2, cost 0, 8-12 damage plus Weak 1 and Vulnerable 1. v0.103.0 raised the damage, so it handles debuffs and damage efficiently
  • Star Child: Power auto-granting 2-3 Block per Star consumption. Automates defense for HP stability
  • End of Stars: Star consume 3 for 9 AoE damage plus Strength -9 on all enemies (Ethereal). Used before follow-up attack cards for a huge damage bump
  • Guiding Star: Star consume 2 for 12-13 damage plus draw 2-3 next turn. Pre-finisher hand supply
  • Starwalk: Star consume 2 for 2-3 energy. Excess Stars convert to energy for extra finisher plays

Relic Synergies

  • Stardust: Regent-exclusive relic. Amplifies Star-related effects, boosting total output of a build that generates and consumes Stars heavily — the top priority relic
  • Game Piece: Draw 1 on any Power play. With many Powers to place (Genesis, Black Hole, Star Child), it reduces tempo loss and refills hand
  • Mummified Hand: After a Power play, a random card in hand is free. On multi-Power turns, free offense/defense covers the setup phase smoothly
  • Backpack: +2 draw at combat start. Higher odds of Genesis or Black Hole in hand — Power-engine launch stabilizes
  • Frozen Egg: Auto-upgrades Powers added to the deck. Genesis and Black Hole upgrade on pickup, maximizing Star supply and damage from the start
  • Letter Opener: Deal 5 AoE damage per 3 skills played per turn. Skill-heavy plays (Glimmer, Particle Barrier) trigger it as an extra AoE source
  • Rainbow Ring: +1 Strength and +1 Dexterity per different card type played each turn. Varied card types trigger it reliably each turn

Play Plan

Act 1

Prioritize Genesis. Take it without hesitation in Act 1 shops or rewards. Next pick Black Hole — combined with Genesis, early mob fights become much easier via auto damage. Collect Glimmer and Shining Strike early for stable Star supply. For the Act 1 boss, layer debuffs with Comet or Falling Star for safe clears. In elite fights, Star Child automates offense and defense for stability.

Act 2

With Black Hole and Genesis both in place, mob clearing is almost automated. The Act 2 target is gathering Seven Stars, Comet, or both. Big Bang when available is a strong finisher. Hidden Fortune thickens Star supply for boss burst. End of Stars is Ethereal but huge against multi-enemy encounters (Strength -9). Consolidate (Retain hand + cost/Star gain) pushes next-turn burst even higher.

Act 3

Target boss fights with the deck complete. Ideal flow: "Place Genesis, place Black Hole, each turn use Falling Star + Glimmer + Starwalk to build Stars and pile up Black Hole damage, prep next turn with Hidden Fortune to fire Comet or Seven Stars." Same-turn End of Stars adds +9 to follow-up attacks. A Consolidate turn enables Comet + Seven Stars in the same burst turn.

Strengths and Weaknesses

Strengths

  • Genesis auto-grants 2 Stars per turn, and Black Hole turns that into passive AoE — mob clearing is trivial
  • Seven Stars' 49 AoE damage and Big Bang's giant Star-consumption finisher dominate multi-enemy fights
  • Comet's Weak 3 + Vulnerable 3 debuff boosts follow-up damage massively
  • Gaining Stars alone deals damage, so resource management alone automates offense

Weaknesses

  • Heavy Genesis dependency — missing it destabilizes Star supply
  • Seven Stars and Comet's Star costs (7, 5) are heavy, requiring a few turns of patience
  • Single-target damage doesn't match Sovereign Blade Forge, so high-HP solo bosses take longer
  • Missing Black Hole removes the passive damage source, weakening the concept

コミュニティ投票

コメント (0)

コメントはまだありません。最初のコメントを投稿してみましょう!

不適切なコメントは管理者が削除します