Fight verdict: Axebot is not a fight to enter with vague “Act 3 is fine” confidence. v0.111 raises both its single-hit and multi-hit pressure. Bring a deck that can make a real defensive turn, then decide whether a potion ends the fight sooner or merely delays the same problem.
The v0.111 numbers that matter
The official beta notes raise Axebot's Hammer Uppercut from 12(14) to 14(18). The One-Two rises from 9(10) twice to 10(11) twice. The patch also gives Axebot 10 maximum HP when it respawns.
Those changes do not require a completely different deck, but they reduce the room for a sloppy turn. A line that barely blocked the old benchmark may now leak enough HP to make the rest of Act 3 worse.
Prepare for two different defenses
Do not only ask “can I block Axebot?” Ask which move you are blocking.
| Threat | What to check |
|---|---|
| Hammer Uppercut | Can the deck assemble enough Block or mitigation for one large hit? |
| The One-Two | Does the defense remain effective across two hits? |
| Respawned Axebot | Does the damage plan still finish before the next costly cycle? |
| Setup turn | Can you play the Power or engine card without conceding too much HP? |
This is why a mix of front-loaded defense and a compact kill plan matters. A deck that only scales may be punished before the scale arrives. A deck that only attacks may not get a safe opening to use its best damage.
Potions: use them for a change in outcome
Potion planning begins before the fight. A Dexterity Potion can be worth more when the deck's defense is made of several small Block actions; a Strength Potion can be worth more when one burst turn ends the fight. The correct potion depends on the deck, not the label.
Use a potion when at least one of these is true:
- it turns a lethal or near-lethal defensive turn into a safe one;
- it lets the deck deploy its engine without taking a bad hit;
- it creates a kill before Axebot returns to a dangerous attack; or
- it saves more future HP than the next likely elite demands.
Do not spend one just because it makes the first turn prettier. A small damage potion that does not change the cycle can be the difference between surviving the next elite and arriving empty-handed.
The right route into the fight
If Axebot is a realistic upcoming encounter, use the preceding map decisions to shore up a visible weakness. A shop may be better for a potion or card removal than a speculative reward. A campfire may be better spent on a defensive or damage threshold upgrade than on a slow-value card.
This is also a reason to value flexible cards in Act 3. A deck that can defend a large hit and still convert a small opening into damage is more dependable than one that only performs under a perfect draw.
In-fight checklist
- Read the intent; identify whether this is the large-hit or multi-hit test.
- Calculate the defense you actually need before spending damage resources.
- Check whether the next turn has a kill or an engine window.
- Use a potion only when it changes the cycle, not merely the current damage total.
- Reassess after respawn rather than assuming the first plan still closes the fight.
FAQ
Is Axebot an elite?
Use the in-game encounter and current branch as the source of truth for placement and pool details. This guide focuses on the v0.111 combat changes confirmed by the official notes.
What is the most important potion for this fight?
There is no universal answer. Choose the potion that solves your deck's actual losing turn: multi-hit defense, a large-hit block gap, or a missing kill threshold.
Should I skip a campfire rest for an upgrade?
Only when the upgrade clearly removes more expected damage than the rest would recover. The buffed numbers make optimistic low-HP lines less forgiving.
Source note
Axebot's v0.111 values are from the official beta patch notes. Check the current live branch before relying on beta values in a later patch.




