The six changes at a glance

Axebot has its own v0.111 fight guide. The rest of the enemy changes are smaller individually, but together they move several damage, HP, and scaling checks.

Enemyv0.111 changePractical consequence
Mecha KnightFlamethrower also deals 8(12)A setup turn now needs real defense
ExoskeletonA8 HP floor/ceiling rise by 1Marginal lethal math can miss
Globe HeadGalvanic reaches 8 at A9Slow fights scale harder
Louse ProgenitorStrength gain reaches 7 at A9Delayed kills cost more HP
Soul FyshDe-Gas reaches 18 at A9The defensive threshold rises slightly
EntomancerA8 HP rises from 155 to 165Ten more damage may mean another cycle

The patch does not demand six different deck archetypes. It demands more honest breakpoints.

Mecha Knight: Flamethrower is no longer free setup

The Mecha Knight Flamethrower turn now also deals 8(12) damage. If you previously treated that turn as permission to deploy Powers or spend every Energy on offense, recalculate it.

The best answer is often a mixed turn: enough Block or mitigation to cover the new hit, plus damage or setup that shortens the fight. A full defensive retreat may be unnecessary, but ignoring the damage can turn a manageable elite into a bad rest later.

Entomancer: ten HP is a tempo change

Entomancer gains 10 HP at A8, moving the high value to 165. Extra HP matters when it survives a planned burst and gets another meaningful action.

Before entering the elite:

  • total the damage in a realistic first cycle, not the deck's best hand;
  • include the cost of controlling other threats in the encounter;
  • decide which potion closes the final 10-20 damage gap; and
  • keep enough defense to survive if the burst misses.

A damage potion that prevents another full enemy cycle is doing more than its printed number suggests.

Globe Head and Louse Progenitor: scaling clocks move

Globe Head receives stronger Galvanic scaling at A9, while Louse Progenitor gains more Strength at A9. Both changes punish decks that can stabilize briefly but cannot finish.

This is where “more Block” stops being a complete answer. If the enemy's output grows faster than the deck's defense, the real solution is often earlier damage, Vulnerable or Weak timing, a held potion, or a cleaner draw cycle.

Soul Fysh and Exoskeleton: respect small misses

Soul Fysh adds one damage to the A9 De-Gas value. Exoskeleton adds one HP to both ends of its A8 range.

These are not reasons to rebuild a deck. They are reasons to stop rounding in your favor. When a line survives by exactly one Block or kills at the top of an HP range, use the new number.

Route and potion checklist

Before choosing an elite-heavy path on the beta branch, answer five questions:

  1. Can the deck deal useful damage in its first cycle?
  2. Can it Block while deploying one important setup card?
  3. Which fight turns a potion into an avoided enemy cycle?
  4. Does the route leave a rest site after the elite?
  5. Is the reward worth the health and potion cost now?

The A10 elite routing guide turns those answers into a path decision. The patch raises the price of weak preparation; it does not remove the value of elite rewards.