Eye of the Storm

The Eye of the Storm is the final boss fight, unless the player has met the conditions to reach the real final fight. While the encountered boss is initially the Frost Guardian (Frost Wizard), the first phase will change based on the deck that previously won against it.

The Eye of the Storm

Default Phase 1

When the player first enters the Eye of the Storm, they are met with the Frost Guardian (Frost Wizard). The Frost Wizard is always accompanied by 3 other enemies, and 2 additional waves of enemies wait in the wings. The Frost Wizard has the unique ability to grant   attack to itself and all its current allies whenever it loses   health. This is not a continuous ability; instead, it activates every time Frost Wizard loses any amount of health and only grants attack to enemies that are currently in the battle. Enemies that appear later in the battle after Frost Wizard has already lost some health will not gain attack. Notably, Frost Wizard's ability will not activate when the final blow is dealt, as it will transform before the ability can activate.

Because Frost Wizard severely punishes the player for hurting it, focus as much as possible on bringing down its allies first. Frost Wizard has a lot of health, so it has the potential to dramatically inflate its allies' attack. Once all its allies are defeated, make one final push to defeat it as quickly as possible, as it will be capable of destroying anything in a single hit once its health is low. Alternatively, with a consistent source of   Ink early in the battle, Frost Wizard is almost completely trivialized, as it will deal no damage and grant no attack.

Using the Shade Wisp on Frost Wizard has an extremely powerful (and likely unintentional) effect. Since the summoned copy's health is set to 1, it sometimes counts this as a loss of health. As a result, it grants attack to itself and all the player's cards, equal to Frost Wizard's health minus 1. This is not completely consistent, but is worth trying when using a Shademancer Leader, as it completely trivializes the fight.

Enemies

Image Card Name   Health   Attack   Counter Other Description
Frost Guardian 60 0 4   Resist Snow When   Health lost, add equal   Attack to self and allies
Bigfoot 12 5 4 Barrage
Grink 8 1 2 Apply 2   Frost
Grizzle 16 4 5   Resist Snow Apply 3   Snow
Ice Forge 2   Scrap While active, add +2   Attack to all allies and -2   Attack to all enemies
Mega Mimik 3   Scrap 5
Trigger when an ally in the row attacks
Lose 1   Scrap
Plum 15 2 3 Restore 4   Health to all allies
Rockhog 7 4 6 While active, add x1   Frenzy to all allies
Spike Wall 3   Scrap 3 Frontline
Smackback

Phase 2

Once Frost Wizard is defeated, it instantly transforms into the Frost Guardian and summons a horde of enemies to completely fill the enemy field. These backup enemies are chosen randomly from a set of 5, and only 1 of any of the enemies can appear (except for Grink, which can appear twice). No more waves of enemies will appear, but any enemies that would have spawned in phase 1 but could not (either due to the enemy field being full or the phase being finished too quickly) will still appear in new waves.

The timing of transitioning from phase 1 to phase 2 is extremely important and will depend on the deck. If phase 1 is finished quickly, all of Frost Wizard's allies will have incredibly high attack, and all the enemy waves that did not appear will show up in phase 2 instead. However, if phase 1 is finished slowly, 5 new enemies will appear all at once and may overwhelm the team with their numbers.

The player must take advantage of Frost Guardian's ability if they hope to defeat it, but this increases Frost Guardian's attack. It also has a very fast   Counter and will make full use of all the attack it gains. Frost Guardian is most dangerous in the middle of the fight, where its attack is likely already high but it still has high health and allies to back it up. Once it reaches this stage, end the fight as quickly as possible by defeating its allies to drain its health, and use Clunkers and expendable Companions to take its hits.

Although   Ink is extremely powerful against Frost Wizard, it can be a run-ender if inflicted on Frost Guardian at the wrong time. Negating Frost Guardian's ability prevents it from losing any health when its allies are killed, but it will still keep any attack it gained from before it was Inked. For instance, after killing 3 of its allies, Frost Guardian will have 8 attack and over 100 health; Inking it at this point is a death sentence.

Summoned Enemies

Every enemy here can spawn once, except for Grink that can spawn twice.

Image Card Name   Health   Attack   Counter Other Description
Frost Guardian 999 2 2   Resist Snow When an ally is killed, lose half   Health and gain +2   Attack
Grink 8 1 2 Apply 2   Frost
Ooba Bear 6 4 3 When hit, apply 2   Snow to the attacker
Porkypine 6 2 4 Barrage
Winter Worm 10 8 6 When hit, reduce   Attack by 1

Alternate Phase 1

If the player defeats Frost Guardian without meeting the conditions to face the real final battle, or loses the battle while meeting these conditions, the Emperor Shade will possess the player's Leader and Companions and the run will end in a "victory?" After this point, the possessed Leader and Companions will take the place of Frost Wizard in the first phase of the battle, forcing the player's next deck to fight against the one that previously made it to the Eye. Since Items are not played to the field, other enemies with similar abilities will appear in these Items' places, such as Tentickle appearing if the previous deck had an   Ink-related Item. Any Companions that were in reserve will not be possessed, only those that were a part of the winning deck.

Any Charms that were attached to the previous Leader or Companions will remain attached to them while possessed, except for the   Pinch Charm,   Bling Charm,   Hog Charm,   Spark Charm, and   Noomlin Charm. Any Items that had Charms attached will not have these Charms attached to the substitute enemies. Additionally, all possessed Companions gain:

  • 10-12   health, rounded up to the nearest even number,
  • For N=2, decremented by 1 for every 2 charms attached,
  • +1 to their first N attack effects if possible,
  • +N   Attack otherwise

On top of these bonuses, possessed Leaders also gain:

Note: the attack effect boost and attack boost are mutually exclusive, so a companion won't gain any attack if it has any attack effect (Apply X) As a result of all this, the stronger the player's final deck is, the tougher the Eye of the Storm becomes. The player must be familiar with the strengths and weaknesses of each Tribe and their mechanics and cards to form a winning strategy. However, if the player can reach the Eye of the Storm while meeting the conditions for the true final fight, they can lose the battle and still have their new deck replace the final boss. This allows the player to face a more challenging leadup in exchange for replacing the Eye of the Storm with a new fight, even if they lose.

Card Replacements

Original Image Original Name Replacement Image Replacement Name   Health   Attack   Counter Other Description
Egg
Dregg 4 5 5 x3   Frenzy

Card Changes

Besides the globally increased health and attack, certain cards gain additional bonuses to their stats or even new effects. These changes are marked here in bold.

Image Card Name   Health   Attack   Counter Other Description Specific changes
  Tiger Charm'd cards Gain 2   Teeth on kill +1   Teeth gained.
Gain   Teeth on kill instead of when hit
Alloy 28 8 5 2   Bom On kill, apply 3   Scrap to a random ally +2   Scrap applied
Booshu 16 5 5 Restore 6   Health to all allies +3   Health restored
Big Berry 22 7 4 On kill, add 5   Health to self and all allies Increase max   Health instead of restoring it.
+3   Health added on kill
Blunky 14 5 2 +4-5   Block Removed ability
+4-5   Block
+2   Attack
Bonnie 3 4 Restore 5   Health to all allies +3   Health restored
Chikichi 14 4 3 Removed ability
Chompom 16 3 3 13   Shell Deal additional damage equal to   Shell +10   Shell
Devicro 16 4 4 When an ally is killed, gain their   Attack Gain   Attack when an ally is killed instead of sacrificed
Dimona 18 4-5 3 Apply 3   Demonize +4-5   Attack
+2   Demonize applied
Kernel 20 5 4 When hit, apply 2   Shell to all allies Applies   Shell to all allies instead of the ally behind.
-1   Shell applied
Lil' Berry 20 4 3 Gain +2   Attack Gain   Attack on trigger instead of when healed.
-1   Counter
Leader (Summon Beepop) 52-64 2 5-6 Apply 2   Overburn Removed ability
+2   Overburn applied
Leader (Summon Fallow) 42-57 5-6 5-6 Removed ability
+2   Attack
Mini Mika 20 4 3 When hit, gain x1   Frenzy Gain   Frenzy on hit instead of when hit with Junk
Monch 18 4 4 Eat a random ally, absorbing their   Attack,   Health and effects Eats a random ally instead of the row.
Attacks before eating instead of after.
Pootie 14 3 2 When destroyed, add x2   Frenzy to a random ally Additional x1   Frenzy applied when killed.
-1   Counter
Pyra 20 5 Apply 6   Spice to all allies Apply   Spice to all allies instead of ally ahead
Shelly 16 3 3 Apply 3   Shell to all allies Applies   Shell to all allies.
Applies   Shell on trigger instead of when an ally kills an enemy.
Sneezle 18 6-7 3 Removed ability
+2-3   Attack
Spike 20 4-5   Teeth Removed Hogheaded
+2-3   Teeth
Splinter 16 6 4 When an enemy is deployed, copy their effects Copies effects of the first enemy deployed instead of a random enemy.
Summoning a Shade counts as deployment.
Can copy a card with no abilities, losing the copying ability.
Taiga 20 4 2   Teeth Gain 2   Teeth Halved   Teeth
+1   Teeth
Tinkerson Jr. 20 4 3 While active, add current   Attack to all allies Add current   Attack to all allies instead of Junk in hand
Tusk 18 4 5 While active, add 2   Teeth to all allies -1   Teeth added while active
Van Jun 16 3 4 Add +3   Attack and +3   Health to all allies Add   Attack and   Health to all allies instead of Summoned allies
Vesta 20 0 4 Apply 5   Overburn Applies 5   Overburn instead of doubling existing stacks
Wallop 20 12-14 4 Removed ability
+6-8   Attack

Card Substitutions

Original Image Original Name Image of Substitution Name of Substitution   Health   Attack   Counter Other Description
Pombomb
Bigfoot 12 5 4 Barrage
Proto-Stomper
Slapcrackers
Stormbear Spirit
Magma Booster
Bombarder
Bombarder 3   Scrap 0 4 Apply 2   Bom
Hits all enemies
Bom Barrel
Clockwork Bom
Blaze Bom
Haze Balloon
Burster 10 1 4   Resist Snow Apply 1   Haze
Haze Keg
Foggy Brew
Demonheart
Gok 18 5 5 When hit, apply 1   Demonize to the attacker
Totem of the Goat
Frost Bell
Grink 8 1 2 Apply 2   Frost
Frostbloom
Blizzard Bottle
Grizzle 16 4 5   Resist Snow Apply 3   Snow
Snowcake
Stormbear Spirit
Snow Stick
Storm Globe
Supersnower
Yeti Skull
Mobile Campfire
Ice Forge 2   Scrap While active, add +2   Attack to all allies and -2   Attack to all enemies
Spice Sparklers
Molten Dip
Skullmist Tea
Portable Workbench
Gachapomper
Dragon Pepper
Makoko 8 0 1 Gain +1   Attack
Peppereaper
Peppering
Spice Stones
Mimik
Mega Mimik 3   Scrap 5
Trigger when an ally in the row attacks
Lose 1   Scrap
Mega Mimik
Kobonker
Tootordion
Blundertank
I.C.G.M.
Pepper Flag
Moko Head 1   Scrap When destroyed, apply 5   Spice to all allies
Moko Totem
Heartforge
Tiger Skull
Paw Paw 10 1 3 When hit, gain 2   Teeth
Tigris Mask
Plinker
Plinker 5   Scrap 2 1 Lose 1   Scrap
Heartmist Station
Plum 15 2 3 Restore 4   Health to all allies
Berry Basket
Berry Blade
Pinkberry Juice
Blaze Tea
Rockhog 7 4 6 While active, add x1   Frenzy to all allies
Frenzy Wrench
Krono
Bitebox
Spike Wall 3   Scrap 3 Frontline
Smackback
Sunglass Chime
B.I.N.K
Tentickle 8 5 5 When hit, apply 3   Ink to the attacker
Flask of Ink
Frostbite Shard
Beepop Mask
Willow 16 0 5 Apply 5   Overburn
Azul Battle Axe
Azul Candle
Azul Skull

Other Languages

Language Official Name
Chinese
(Simplified)
风暴之眼
Fēng bào zhī yǎn
Chinese
(Traditional)
風暴之眼
Fēng bào zhī yǎn
Korean 폭풍의 눈
Pokpungui Nun
Japanese 嵐の目
Arashi no Me