Key Mechanic:
Attack Pattern
Smash → Zoom → Inertia → Super Crab → repeat
Inertia
Gains 10 Block. Applies 3 Strength
Zoom
16 damageDeals 16 damage. (Ascension: 17)
Super Crab
6 damageDeals 6 damage x2. (Ascension: 7)
Smash
9 damageDeals 9 damage. (Ascension: 11)
How to Beat Skulking Colony
Other Act 1b Bosses

Terror Eel
140 HP · Hard

Soul Fysh
211 HP · Hard
A rhythm-based boss that cycles between attacks, Beckon status cards, and Intangible windows on a strict 5-turn rotation.

Waterfall Giant
250 HP · Medium
A slow but inevitable threat that builds Steam Eruption stacks throughout the fight. When killed, it explodes for damage equal to all accumulated steam.

Phantasmal Gardener
28 HP · Hard

Lagavulin Matriarch
222 HP · Hard
Starts the fight asleep behind 12 Plating. Once awake, she debuffs your Strength and Dexterity every cycle, making the fight progressively harder.
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