Globe Head
MonsterHealth
148/158 HPAlways 148. 158 from Ascension 8.
Gold
1511 goldAny amount from 10 to 20, rolled when the fight ends. 7 to 15 from Ascension 3.Any amount from 7 to 15, rolled when the fight ends. 10 to 20 below Ascension 3.
Found in
GloryMonster room, alone, 1 in 9 from the normal pool.
Starts with
6 Galvanic
6 Galvanic
13/14
2Frail
148/148/158/158Globe Head
6
13/14
2Frail
/
6/7×3
16/17
2Strength
6
6
6
2
6
2
6
2
6
4
Turn 1
How to beat Globe Head
Decide on turn one whether your Powers are worth 6 HP each: with a Power-heavy deck, play the essential ones early and skip the marginal ones.
Strength climbs by 2 every three turns, and the three-hit Channel Lightning turns that into 6 extra damage per cycle, so this is not a fight to stall.
Frail from Shocking Slap lands right before the multi-hit turn, so block Channel Lightning with margin.
The Slap turn is the safest one to attack on.
Notes
- Normal fight in the Glory act, alone, 148 HP (158 at Ascension 8+).
- Galvanic Burst is hidden from the compendium move list.
- The Galvanized damage is flat: nothing that scales attack damage changes it.
Changes by version
- Galvanic power at A9 with Ascension increased from 6 to 8
- HP changed from 146(149)-156(160) to 148(158)
- Tweaked Globe Head moveset orderArtInternal playtestGlobe Head now uses cast animation
All 11 patch notes8 older
- Thunderstrike damage decreased from 7(8) x3 to 6(7)x3
- Added Galvanic affliction for Globe Head
- Improved Globe Head's Galvanic power wording
- Reworked enemies
- Globe Head lightning orbs will now proc after poison
- Added Globe Head animations
- Removed Globe Head Duo encounterBuffInternal playtestBuffed Lone Globe Head encounter and made it a normal encounter; orbs now trigger at the end of player's turn
- Added Globe Head
Internal playtest notes are from before the Early Access release. Names and numbers in them can differ from the game today.

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