Turret Operator
FightFight
Monster room in Glory1 in 3 from the weak pool, equal odds (the first 2 fights)
Health
96/116 HPLiving Shield 55, Turret Operator 41. From Ascension 8: Living Shield 65, Turret Operator 51.
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.

6
16/18
3Strength
25
25
25
25
25
25
25
25
25
25
25
25
/
3/4×5
/
3/4×5
1Strength
1
1
1
2
2
2
3
3
3
4
Turn 1 of 12
The enemies in this fight
How to beat Turret Operator
The pair
Living Shield: 55 HP, carrying 25 Rampart, which hands the Turret Operator 25 Block at the start of every one of your turns, not the shield itself.
Turret Operator: 41 HP. Fires Unload twice, 3 damage five times each, then Reloads for 1 Strength, and repeats.
While the operator lives the shield only Shield Slams for 6. Once it is alone it Smashes for 16 and gains 3 Strength every turn.
Kill order
Kill the Living Shield first: it has no Block of its own, it is what makes the operator unkillable, and its solo mode is the most dangerous thing in the room, growing 3 damage a turn, so you want it dead before it ever switches.
Then the operator falls in a turn or two without its Rampart.
Going for the operator first means punching through 25 fresh Block every turn on a 41 HP target, which needs real burst.
At higher Ascension
- Ascension 8+: 65 and 51 HP. Ascension 9+: Smash 18, Unload 4 per hit; Shield Slam stays at 6.
Where it appears
Neither monster appears in another encounter. Rampart skips turns granted by extra-turn effects, so the operator does not re-armor in the middle of one.

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