Many Exoskeletons
FightFight
Monster room in Hive1 in 10 from the normal pool, equal odds
Health
104/108 HPEach Exoskeleton 24 to 28, rolled when the fight starts. From Ascension 8: 25 to 29 each.
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.
Map rule
Never straight after another Exoskeletons fight

1×3
26/26/27/27Exoskeleton
9
8/9
26/26/27/27Exoskeleton
9
2Strength
26/26/27/27Exoskeleton
9
2
1×3
26/26/27/27Exoskeleton
9
1×3
8/9
2Strength
9
9
9
2
9
2
9
2
9
4
9
4
9
4
9
6
9
6
9
6
9
8
1×3
8/9
2Strength
9
9
2
9
2
9
2
9
4
9
4
9
4
9
6
9
6
9
6
9
8
9
8
1×3
8/9
2Strength
9
2
9
2
9
2
9
4
9
4
9
4
9
6
9
6
9
6
9
8
9
8
9
8
1×3
8/9
2Strength
9
9
9
2
9
2
9
2
9
4
9
4
9
4
9
6
9
6
9
6
9
8
Turn 1 of 12
The enemies in this fight
How to beat Many Exoskeletons
Four Exoskeletons
Exoskeleton: four of them, 24 to 28 HP each, every one with 9 Hard to Kill. No single hit or HP loss can take more than 9, so each needs at least three hits.
Moves: Skitter, three hits of 1, Mandibles for 8, and Enrage for 2 Strength, and Mandibles always leads into Enrage.
Openers are fixed by slot: the first Skitters, the second uses Mandibles, the third Enrages, the fourth rolls. After that each picks Skitter or Mandibles at random without repeating.
Hit count over big hits
The fight rewards hit count and punishes big single hits: a 30-damage card kills nothing, three 9-damage hits kill one. Area multi-hit is ideal.
Target whichever bug has just Enraged, since its Mandibles is now 10 and climbing.
Skitter is almost free to take unblocked, so spend Block only on Mandibles turns.
Aim to have two dead by turn 3.
At higher Ascension
- Ascension 8+: each has 25 to 29 HP.
- Ascension 9+: Mandibles deals 9 and Skitter is four hits of 1.
Where it appears
The three-bug version is Exoskeletons in the weak pool. Hard to Kill caps HP loss from every source, so damage over time also lands in chunks of at most 9.

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