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Bronze Automaton
Act 2 Hit Points
❤️ 300
Difficulty
⚡ Medium
🔄 Attack Pattern
Cycles between normal attacks and Hyper Beam (45 damage, then loses 3 Strength and is Stunned for 2 turns). Summons 2 Orb minions that buff it or attack.
Turn Sequence
Turn 1: Spawn Orbs → Turn 2-3: Boost/Flail → Turn 4: Hyper Beam (45 dmg) → Turn 5-6: STUNNED → Turn 7: Spawn Orbs → Repeat
⚔️ Detailed Moveset
Hyper Beam
⚔️ 45
Self-stun 2 turns, lose 3 Strength
Deals 45 damage. Afterwards, stunned for 2 turns and loses 3 Strength.
Boost
Gain 3 Strength
Gains 3 Strength.
Spawn Orbs
Summon 2 Orb minions
Summons 2 Orb minions that attack or buff.
Flail
⚔️ 14
2 hits of 7
Deals 7x2 damage.
STUNNED
Does nothing
Stunned for 2 turns after Hyper Beam. Free turns for the player.
⚔️ Quick Moveset
▸ Hyper Beam: Deal 45 damage, then Stunned 2 turns
▸ Boost: Gain 3 Strength
▸ Spawn Orbs: Summon 2 minions
▸ Flail: Deal 7x2 damage
▸ STUNNED: Does nothing for 2 turns after Hyper Beam
📈 Ascension Changes
A4 Hyper Beam damage increased to 50
A9 HP increased to 320
A19 Stun duration reduced to 1 turn
🃏 Recommended Cards
💡 Strategy Tips
- ▸ Block heavy for Hyper Beam turns — 45 damage is brutal.
- ▸ Punish the 2-turn Stun with damage and setup.
- ▸ Kill the summoned Orbs — they buff the Automaton's damage.
- ▸ After the Stun, it starts its cycle over. Plan accordingly.
- ▸ Consistent damage over burst works well since you have Stun windows.