Normal · Act 2 · The City
Romeo
Base HP
35–39
Ascension 7+ HP
37–41
Named Moves (0)
No move names on record for Romeo. Its intents still show in the fight.
Dialogue
- “Grab em' Bear!!”
- “You will pay for this!!”
- “Nooooooo, Bear!”
The Corrupt Heart waits at the top of the Spire with 750 HP, and 800 on Ascension.
Data from build 10180494, updated
Acid Slime (S) can spawn in Exordium with 8 HP. By The Beyond you’re chewing through Writhing Mass at 160 and Giant Head at 500, and Transient shows up with 999. Most HP is a band that rerolls each fight (Jaw Worm lands anywhere from 40 to 44), while 22 monsters sit at one fixed number, all 11 Bosses among them. Ascension raises nearly every band. Most Normal enemies get tougher at Ascension 7, Elites at 8 and Bosses at 9, and the bump grows with the fight: most Normals gain six HP or fewer, while the Corrupt Heart goes from 750 to 800. The Ending only opens if you carry all three keys into one run, and Spire Shield and Spire Spear guard the Heart together. Only 26 monsters talk mid-fight. The Champ alone has nine lines.
Every enemy telegraphs its turn with an icon overhead: a sword for an attack, a shield for Block, a status icon for a buff or debuff headed your way. The number on an attack already counts the monster’s Strength and any Weak on it, plus Vulnerable on you. Block that number and the hit does nothing. Gremlin Wizard spends turns Charging before Ultimate Blast, so kill it on the quiet turns.
Elites hit far harder than hallway fights, but every one drops a relic, and the flame-marked Elite is where you pick up the Emerald Key. Acts 1 through 3 each draw their boss from a pool of three, shown on the map long before the door, which means you can gear a run toward the fight you know is coming. Act 4 skips the lottery. It’s always the Corrupt Heart.
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