Sewer Clam
MonsterHealth
56/58 HPAlways 56. 58 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
UnderdocksMonster room, alone, 1 in 10 from the normal pool.
Starts with

10/11
56/56/58/58Sewer Clam
10/11
4Strength

4
4
8
8
12
Turn 1
How to beat Sewer Clam
It is a clock: nothing removes Pressurize's Strength, so the damage you take doubles by turn five, while its Block is largest early and fades.
HP: 56 (58 at Ascension 8+). Trade damage early even through the shell, since waiting for the Plating to run out costs more HP than it saves.
Weak: worth a lot here, since every other turn is a Jet.
Pressurize turns deal no damage, so they are your setup turns.
Notes
- Normal Underdocks encounter, always alone.
- The chunk lists Plating with no amount; the code applies 8, or 9 at Ascension 8 and above.
- Pressurize's 4 Strength is fixed at every Ascension and only Jet scales.
- Plating's Block is gained at the end of the Clam's turn, so it is always up during your turn.
Changes by version
- Added Sewer Clam SFX
- HP decreased from 60 to 56 (63 to 58 with Ascension) and Plating now scales with Ascension increased from 8 to 9
- Strength gain increased from 3 to 4
All 4 patch notes1 older
- Changed Sewer ClamChangeInternal playtestNormal encounter changed, now only contains a lone Sewer Clam
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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