Aide-mémoire Boss

Aeonglass

Acte 3 — L'Au-delà · HP: 512 / 535 (A8+)

Élevé
Chaque sixième carte crée un Flétrissement injouable en main, et Increasing Intensity améliore tous les Flétrissements. Sans plan de dégâts, le nettoyage seul ne suffit plus en fin de combat.
Mécaniques Clés
  • Présence Flétrissante : toutes les 6 cartes jouées, ajoute un Flétrissement à votre main.
  • Flétrissement est injouable et inflige 3 dégâts en main à la fin du tour. Increasing Intensity améliore tous les Flétrissements du deck, ajoutant 3 dégâts par amélioration.
  • Commence avec 3 Artefact. À l'Ascension 9+, ses attaques sont renforcées et Increasing Intensity ajoute 2 Flétrissements au lieu de 1.
Stratégie

Réduisez les cartes à faible impact et considérez le nettoyage comme du temps gagné, pas comme la condition de victoire. Stabilisez les deux premières attaques, retirez Artefact sans sacrifier la défense, puis terminez avant que Increasing Intensity n'améliore trop souvent les Flétrissements.

Attaques
Ebb(v0.107.1: 26 · v0.110.0: 22)Sur v0.107.1, inflige 26 dégâts (32 à A9+) et gagne 33 Blocage. Sur la bêta v0.109.0, les dégâts passent à 22 (26 à A9+) ; le Blocage ne change pas.
Eye Lasers(11 dégâts)Inflige 11×2 dégâts (12×2 à A9+).
Increasing IntensityAjoute 1 Flétrissement+X à la défausse (2 à A9+), gagne 3 Force et améliore tous les Flétrissements du deck.
Aeonglass counter hub · v0.107.1 main · v0.109.0 beta checked

Build for the damage clock, not an infinite cleanup loop

Aeonglass tests three things at once: front-loaded block, useful output per card played, and a way to stop Withers from ruining the hand. Cleanup buys time, but repeated Increasing Intensity upgrades mean the fight still needs a finish line.

v0.109.0 Beta change

Ebb drops from 26 (32 at A9+) to 22 (26 at A9+). Artifact 3, the every-sixth-card Wither trigger, Eye Lasers, and Increasing Intensity are unchanged, so the fight still rewards compressed output and a real damage clock.

Official v0.109.0 patch notes

Why strong runs still die

  • Low-impact card spam reaches every sixth-card trigger without producing enough damage or block.
  • Artifact 3 delays Weak, Vulnerable, and other debuffs during the two opening attack turns.
  • Withers are unplayable: discard or Exhaust helps the current hand, but does not replace a real damage clock.
  • Increasing Intensity upgrades every Wither already in the deck, so late draws become both weaker and more painful.

Good enough before Act 3

  • On main, block or mitigate roughly 30 damage on demand without spending the entire hand. The Beta lowers Ebb, not the rest of the clock.
  • Deal meaningful damage with three to five card plays, not only with long zero-cost chains.
  • Carry at least one repeatable hand-cleanup, discard, Exhaust, or transform line.
  • If the deck depends on Weak or Vulnerable, bring enough applications to clear Artifact 3 first.
  • Keep one potion or burst resource for the first reshuffle after Withers enter the deck.

Fight plan

  • Turns 1–2: respect Ebb and Eye Lasers. Stabilize first; do not spend all resources stripping Artifact if it opens lethal damage.
  • Before the first reshuffle: convert setup into repeatable output and avoid triggering an extra Wither for a marginal card play.
  • After Increasing Intensity: treat upgraded Withers as a shrinking turn budget. Clean the hand, then push damage.
  • At Ascension 9+, budget for Ebb at 32 on main or 26 in v0.109.0 Beta, Eye Lasers at 12×2, and two Withers from Increasing Intensity.

Character adjustments

Ironclad

Exhaust is the cleanest answer, but keep enough attacks to close. A block/exhaust engine without a finisher can still be outscaled.

Silent

Discard prevents end-turn Wither damage in the current hand. Poison needs Artifact removal and enough front-loaded defense; shivs must justify every sixth-card trigger.

Defect

Frost and passive orb output are efficient because they do not require extra card plays each turn. Zero-cost loops need a compressed finisher or reliable cleanup.

Necrobinder

Do not let delayed setup consume the whole clock. Prioritize lines that turn sacrifice or Doom setup into damage while keeping a cleanup option for bad Wither hands.

Regent

Created-card volume is a liability unless it converts into a decisive Star or weapon turn. Bank resources, then spend them in fewer high-impact plays.

Cards to look for by character

This shortlist uses the same current-tier, cleanup, block, damage, and card-tax rules as Boss Prep. Treat it as a starting point; your deck and route still decide the pick.