Skulking Colony
EliteHealth
75/80 HPAlways 75. 80 from Ascension 8.
Gold
4030 goldAny amount from 35 to 45, rolled when the fight ends. 26 to 33 from Ascension 3.Any amount from 26 to 33, rolled when the fight ends. 35 to 45 below Ascension 3.
Found in
UnderdocksElite room, alone, 1 in 3 from the elite pool.
Starts with

14/16
75/75/80/80Skulking Colony
20
14/16
14/16
/
9/11
2/4Strength
7/8×2
20
20
20
2/4
20
2/4
20
2/4
20
2/4
20
4/8
20
4/8
Turn 1
How to beat Skulking Colony
Arithmetic: HP 75 (80 at Ascension 8+) at 20 a turn means at least four of your turns, no matter how strong the deck is.
Cap: any damage past 20 in a turn is thrown away, including poison and other HP loss, so hit it for exactly 20 and spend the rest of your energy on Block.
Damage: 14, 14, 9 and 14 per turn (16, 16, 11, 16), rising by 2 (4) each loop.
Block: around 15 a turn keeps you clean through the minimum four turns.
Powers and setup cards are unusually good here, since the fight length is known.
Notes
- Elite in Underdocks, always alone.
- The cap applies to all HP loss, not just attacks, and it counts separately on the enemy's turn.
- The Shell's amount is multiplied by the player count in multiplayer.
- Once the cap is reached the HP bar shows the damage as capped for the rest of the turn.
- The two Zoom moves are separate states with identical numbers.
Changes by version
- HP increased from 70 to 75 (75 to 80 with Ascension); Hardened Shell increased from 15 to 20; Smash move removed; now uses Zoom on turns 1 and 2; no longer gains Block; now gains +1 Strength on its Strength-gain turn at high AscensionInterfacev0.107.1Skulking Colony's health bar now changes color to indicate it cannot take more damage this turnArtv0.107.1Added Skulking Colony animationsArtv0.107.1Added phobia mode alternate artSoundv0.107.1Added SFXBug fixThe BootBad LuckIntangiblev0.107.1Fixed The Boot relic amplifying Bad Luck curse's damage from 1 to 5 while you have Intangible, and dealing the correct 5 damage when you deal Skulking Colony 1-4 damage
- HP increased from 70 to 75 (75 to 80 with Ascension); Hardened Shell power increased from 15 to 20; Smash move removed, now uses Zoom move turns 1 and 2 instead; no longer gains BlockArtBeta branchAdded alternate phobia mode artSoundBeta branchAdded SFX for Skulking Colony
All 10 patch notes7 older
- Skulking Colony's health bar now changes color to indicate that it cannot take any more damage this turnBug fixBeta branchFixed a softlock that occurred if the player set up an infinite against Skulking Colony
- Added Skulking Colony animations
- HP decreased from 74 to 70 (79 to 75 with Ascension)
- Buffed Skulking Colony; Now attacks on all turns; deals slightly more damage
- Deals less damage, damage scales slower, and no longer applies Dazed status cards
- Reworked Skulking Colony to have a deadlier moveset
- Fixed an issue where Skulking Colony encounter was appearing in the Run History as Mad Crab
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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