The Awakened One is one of the three possible bosses in Act III. The fight consists of the boss itself and 2 Cultist minions that are not resummoned once killed.
The Awakened One has two phases. Phase 1 has 300 HP, 10 HP regeneration per turn, and gains 1 Strength (2 in Ascension) for every Power card played. When its Phase 1 HP is depleted, the Awakened One becomes invulnerable and unattackable for a turn while clearing all debuffs, immediately entering Phase 2 at the beginning of its next turn.
Phase 1 (Unawakened Form)
HP: 300
Abilities
Regenerate 10 (Heals 10 HP at the end of its turn)
Curiosity 2 (Whenever you play a Power card, gains 1 Strength [2 in Ascension])
Unawakened (This enemy hasn't awakened yet...)
Attacks
Name | Intent | Strength | Other |
---|---|---|---|
Unnamed | 24 | ||
Soul Strike | 6x4 |
Will always start out with the unnamed attack and then follow the pattern of Soul Strike, (Unnamed), (Unnamed).
Phase 2 (Awakened Form)
HP: 300
When entering the second phase, all debuffs affecting The Awakened One are removed and its Curiosity ability is gone. However, its strength bonus due to Curiosity remains.
Abilities
Regenerate 10 (Heals 10 HP at the end of its turn)
Attacks
Name | Intent | Strength | Other |
---|---|---|---|
Dark Echo | 42 | ||
Sludge | 12 | Shuffles 1 Void into your draw pile | |
10x3 |
After waking up, it will immediately use Dark Echo. It will then randomly pick between Sludge and (Unnamed) each turn.
Strategy
Kill the Cultists as soon as possible as they gain Strength each turn after the first. The Awakened One itself is straightforward to handle: match your defense to the specific attack and use the rest of your energy to deal damage. Once you lower it to zero HP, it will become invulnerable until its next turn while removing debuffs like weakened and vulnerable. Use that turn to ramp up your defense and possibly play and power cards that were saved, since The Awakened One will immediately use its Dark Echo attack. Surviving the second stage is mostly a matter of surviving Dark Echo -- especially the first one, which could catch unsuspecting characters off-guard. Save any exhaust cards that will help speed up this phase (e.g. Terror)
Watch out for Stage 1's Curiosity ability. Whenever you play a Power, The Awakened One will gain 1 Strength (2 in Ascension). This is especially dangerous with the Soul Strike attack, which will use the Strength bonus three times. Even if you have a Power build, you might want to avoid using them during this stage. Curiosity goes away in Stage 2, so you might want to spam your Powers when the Awakened One enters its invulnerable state between the stages, or as soon as Stage 2 begins.