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Hexaghost
Act 1 Hit Points
❤️ 250
Difficulty
⭐ Entry
🔄 Attack Pattern
Turn 1: Activate (no damage). Turn 2+: cycles through attacks. After 6 charge turns, unleashes Inferno — a 6-hit attack where each hit = your first attack's damage + 2.
Turn Sequence
Turn 1: Activate → Turn 2: Divider → Turn 3: Sear → Turn 4: Tackle → Turn 5: Sear → Turn 6: Tackle → Turn 7: Inferno → Repeat from Divider
⚔️ Detailed Moveset
Activate
Charges flames
No damage. Charges up for future Inferno.
Divider
6 hits, damage = HP/12+1 each
Deals (current HP / 12 + 1) damage 6 times.
Inferno
6 hits, adds Burns
Deals 6 hits. Each hit = 2 + damage of your first attack card. Adds Burn cards.
Tackle
⚔️ 10
2 hits of 5
Deals 5x2 damage.
Sear
⚔️ 6
Add Burn to discard
Deals 6 damage and shuffles a Burn into your discard pile.
⚔️ Quick Moveset
▸ Activate: Charges flames (no damage)
▸ Divider: Deal (HP/12+1) x6 damage
▸ Inferno: Deal 6x(2 + first attack damage) damage
▸ Tackle: Deal 5x2 damage
▸ Sear: Deal 6 damage, add Burn to discard
📈 Ascension Changes
A2 Inferno base damage increased
A9 HP increased to 264
A19 Sear adds 2 Burns instead of 1
🃏 Recommended Cards
💡 Strategy Tips
- ▸ Your first attack determines Inferno damage — use a weak attack (Strike or 0-cost) first!
- ▸ Build block for the Inferno turn — it can deal 30-60+ damage.
- ▸ Consistent damage output makes this a DPS race.
- ▸ Strength scaling is excellent here since you just need to outpace.
- ▸ Burns in discard can pile up. Exhaust or status-removal helps in long fights.