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Act 4 - The Ending
The final floor. Two fights: the Shield and Spear elites, then the Corrupt Heart itself. Only accessible if you collected all 3 keys.
🎯 Strategy Overview
Act 4 is two fights: Shield & Spear, then the Corrupt Heart. You need a deck that can deal 800+ total damage while surviving massive incoming damage. Scaling is everything.
📋 Priorities
- 1 Scaling damage (you need to kill 800 HP)
- 2 Damage mitigation (Intangible, Buffer, high Block)
- 3 Minimizing cards played per turn (Beat of Death)
- 4 Artifact management (Heart gains Artifact regularly)
- 5 HP conservation in Shield & Spear fight
⚔️ Elite Encounters
Shield and Spear
❤️ Shield: 120, Spear: 160Two enemies. Spear Smashes for high damage and applies Burns. Shield blocks, heals Spear, and can gain Strength. Kill Shield first or Spear first depending on your deck.
Attack Pattern
Spear: Smash (25) + Burns. Shield: Protect (30 Block to Spear) + Heal Spear (heal 7). Shield gains Strength over time.
Strategy
Usually kill Spear first (higher damage threat), then Shield. Shield's healing and blocking makes Spear harder to kill if Shield lives. Burst damage is key.
▸ This fight is the warm-up for the Heart — conserve HP if possible
▸ Kill Spear first in most cases — higher damage output
▸ Shield heals Spear for 7 each turn — the fight drags if Shield lives
▸ Burns from Spear add up — exhaust them if you can
⚠️ Common Mistakes
- ✗ Not having enough scaling — you can't brute-force 800 HP
- ✗ Playing too many cards per turn — Beat of Death punishes every card
- ✗ Wasting debuffs into Artifact stacks
- ✗ Not conserving HP in Shield & Spear fight
- ✗ Relying on debuffs that get cleansed by Artifact
💡 Tips
- ▸ The Heart always follows: Buff → Multi-hit → Big hit → Debuff → Buff → repeat.
- ▸ Knowing the Heart's pattern lets you plan block for big turns and damage for buff turns.
- ▸ Incense Burner (Intangible every 6 turns) is one of the best Heart-killing relics.
- ▸ Orange Pellets can cleanse the Heart's debuffs if you play Attack+Skill+Power in one turn.
- ▸ The run is won or lost before Act 4 — your deck must already be ready.