Waterfall Giant keeps adding Steam Eruption as the fight continues and also has a healing turn. A deck that only blocks indefinitely eventually creates a post-kill explosion that becomes much harder to survive.
Waterfall Giant Boss Guide
How to Beat Waterfall Giant
Treat Waterfall Giant as two separate survival checks: kill the Giant before Steam Eruption grows out of control, then survive the explosion after the kill. Pressurize starts the Steam clock immediately, later actions keep increasing it, and the Giant gets a final About to Blow turn before Explode. Do not take lethal just because you can. Before finishing the Boss, know whether the next turn is covered by Block, Weak, Buffer, a defensive potion, or simply enough HP to absorb the explosion.
What This Fight Tests
The first cycle reaches Pressure Gun on turn five, which is the main pre-kill damage spike. A deck that is comfortable against the earlier attacks can still lose a large amount of HP here if it spends too aggressively before the turn arrives.
Reducing Waterfall Giant to zero HP is not the end of the fight. About to Blow gives you one final preparation turn before Explode, so your lethal line is only safe when you already know how that explosion will be handled.
Faster is generally safer because every extra cycle increases Steam Eruption, but rushing lethal without an explosion plan can still lose the run. The correct kill turn balances a smaller explosion against having the resources required to survive it.
Key Decisions
Before I take the final damage line, I check the Steam Eruption number and the hand or resources available for the following turn. If killing now creates an explosion I cannot survive, I would rather use the current turn to improve the post-kill defensive line than treat zero Boss HP as an automatic win.
The explosion may look like a special death effect, but Weak can still reduce the damage on that turn. That makes reliable Weak access unusually valuable because one correctly timed application can solve the largest single hit in the fight.
Early Steam totals can often be absorbed with ordinary Block or HP. Once the number becomes very large, the deck needs a much denser answer. That is why damage scaling matters even for a defensive deck: killing earlier keeps the final defensive check inside a manageable range.
If the deck has excellent damage but a poor way to block one huge explosion, entering with more HP can be more valuable than another small upgrade. HP itself can be the planned resource that pays for the final hit.
Moves
Pressurize
PRESSURIZE Stomp
STOMP Ram
RAM Siphon
SIPHON Pressure Gun
PRESSURE_GUN Pressure Up
PRESSURE_UP About to Blow
ABOUT_TO_BLOW Explode
EXPLODE Attack Pattern
CyclePressurize → Stomp → Ram → Siphon → Pressure Gun → Pressure Up → repeat
View pattern states
Waterfall Giant Fight Plan
The raw move pattern tells you what is coming. This plan focuses on what I want the deck to accomplish before each dangerous part of the fight.
Pressurize and the first cycle
Start the damage clock immediately while keeping enough HP and defense for the turn-five pressure spike.
- Use the opening Pressurize turn for setup or damage, but remember that it immediately adds 15 Steam Eruption. The final explosion clock has already started even though Waterfall Giant has not attacked yet.
- Build damage scaling early enough that the fight does not become an endless defensive loop. Every later action continues adding Steam Eruption.
- Track how much HP you are willing to spend before the explosion. Taking unnecessary chip damage early makes the eventual post-kill hit much harder to absorb.
- Treating the opening buff turn as unlimited setup time.
- Building defense with no plan for how the Boss will actually die before Steam Eruption becomes too large.
First full cycle
Get through Stomp, Ram, Siphon, and Pressure Gun while pushing the Boss toward a kill before the Steam total becomes difficult to cover.
- Account for Stomp applying Weak. If your damage turn depends heavily on Attacks, do not assume every part of the first cycle has the same offensive value.
- Use the Siphon turn to pressure the Boss when possible. It is a Heal + Buff turn, so giving Waterfall Giant too much breathing room works against the damage clock twice: HP is recovered while Steam continues increasing.
- Prepare for Pressure Gun on turn five instead of spending the previous hand as though the earlier smaller attacks define the whole fight.
- Allowing repeated healing and Steam growth because the deck feels defensively comfortable.
- Entering the turn-five attack with no dense Block, Weak, potion, or HP buffer available.
Lethal and explosion
Kill Waterfall Giant while Steam Eruption is still survivable, then use About to Blow to prepare the exact answer for Explode.
- Before dealing lethal damage, compare the current Steam Eruption total against the Block, Weak, Buffer, potion, and HP resources that can be available after the kill.
- Use the About to Blow turn as a real preparation turn. Preserve or establish the defense required for Explode instead of treating the fight as finished.
- If Weak is your explosion answer, make sure it is actually available for the explosion window rather than spending that access earlier on a smaller hit.
- If the only realistic answer is HP, stop leaking unnecessary damage before lethal. Finishing with enough HP to tank the explosion is a valid plan.
- Taking lethal immediately because the Boss HP reaches zero without checking Steam Eruption.
- Spending the About to Blow turn on irrelevant setup instead of preparing for Explode.
Dangerous Turns & Windows
Pressurize adds 15 Steam Eruption immediately, and Stomp, Ram, Siphon, Pressure Gun, and Pressure Up each continue adding more. The post-kill damage therefore becomes harder to cover the longer the combat lasts.
Pressure Gun is the main damage spike of the first cycle. The canonical damage data starts from 20 normally and 23 on Ascension before the fight moves into Pressure Up and repeats the attack cycle.
After lethal, Waterfall Giant does not disappear immediately. About to Blow must occur once before the Boss transitions into Explode.
The explosion is based on accumulated Steam Eruption. A fight that has been allowed to continue too long can end with a 40, 50, or even 60-point defensive check after the Boss has already been reduced to zero HP.
How to Prepare for Waterfall Giant
I use these checks before committing the final rewards, upgrades, shop purchases, and potions leading into the Boss.
Can I kill before Steam Eruption becomes unreasonable?
The deck has enough repeatable damage or scaling to move through Waterfall Giant’s healing and finish without allowing several unnecessary cycles of Steam growth.
Purely defensive decks can appear stable while quietly making the final explosion larger every turn.
What is my answer after lethal?
The deck has a realistic way to survive one large post-kill hit through Block, Weak, Buffer, potion support, or a sufficiently large HP pool.
A deck that can reduce Waterfall Giant to zero but cannot survive Explode has not actually solved the Boss.
Can I handle Pressure Gun before the kill?
The deck can preserve a dense defensive answer or enough HP for the first cycle’s main attack spike instead of exhausting every resource on earlier turns.
The earlier attacks can make the matchup look safer than the turn-five pressure actually is.
Can I line up Weak with the explosion?
A reliable Weak source can be retained, redrawn, generated, or otherwise made available for the final explosion window.
Weak has much more value on the explosion than on a small ordinary attack, so using the only application too early can waste the matchup-specific value.
Can I simply survive the remaining explosion?
Current HP is high enough that the expected explosion can be absorbed after accounting for the damage likely to be taken during the normal cycle.
Entering the fight low because the deck normally blocks well is risky when the final hit may demand a large amount of HP all at once.
Do I have a one-turn answer reserved?
A Block potion, Weak potion, Lucky Tonic, or another defensive potion has a defined job on Pressure Gun or the final explosion rather than being spent casually earlier.
Waterfall Giant is exactly the kind of matchup where one defensive potion can convert an otherwise losing single turn into a win.
Waterfall Giant by Character
The Boss does not change between characters, but the part of the fight that matters most often does. These notes focus on what each character should adjust rather than repeating the general strategy.
Ironclad can struggle more with the final explosion when the deck is built around damage rather than dense Block. The practical answers are usually to kill Waterfall Giant fast enough that Steam stays low, enter with enough HP to absorb the explosion, or reserve a specific defensive resource for the final turn. Vulnerable-dependent finishers also need careful timing because the post-kill explosion still has to be survived after the damage turn is over.
- Push damage early enough that Steam Eruption does not grow into an unrealistic Block requirement.
- Rest before the Boss when HP is the most reliable way the current deck can pay for the explosion.
- Reserve a Block, Weak, or defensive potion line when raw HP alone is not enough.
- If a large finisher depends on Vulnerable, make sure that setup does not consume the same resources needed to survive after lethal.
- Building a high-damage deck and assuming killing the Boss immediately ends combat.
- Entering low HP because ordinary turns are easy to Block while having no answer to one very large post-kill hit.
Silent benefits from being able to preserve a defensive answer for exactly the turn that matters. Retaining a Weak source is particularly strong against Waterfall Giant because the explosion is the matchup’s main single-hit check, so Weak has far more value there than on one of the earlier smaller attacks.
- Preserve Weak for the explosion when the deck has a reliable way to retain or recover it.
- Do not spend the only dense defensive answer merely to perfect-block a smaller early attack.
- Keep enough damage scaling that Steam Eruption does not continue growing while the deck waits for a perfect defensive setup.
- Use the About to Blow turn to finish assembling the explosion answer instead of treating lethal as the end of combat.
- Using Weak early because it saves a small amount of HP and then lacking it for the much larger explosion.
- Playing too slowly simply because Silent can repeatedly defend the normal attack cycle.
Necrobinder is naturally well positioned for Waterfall Giant when the defensive shell is functioning. Strong Block access can cover very large explosion turns, while the character’s natural damage progression reduces the need to over-draft extra scaling specifically for this Boss. Reliable Weak access can make the final defensive check even easier.
- Trust an already functional defensive shell instead of warping the whole deck around the explosion.
- Preserve reliable Weak access for Explode when that reduces the final hit more efficiently than another ordinary Block card.
- Keep the damage engine moving so Waterfall Giant does not receive unnecessary extra Steam cycles.
- Judge whether resting is actually necessary from the Block plan rather than automatically entering every Boss at maximum HP.
- Over-drafting damage scaling when the existing engine already outpaces Waterfall Giant.
- Assuming strong Block means Steam Eruption can be allowed to grow forever.
Common Waterfall Giant Mistakes
These are the decisions that can make a deck look strong on paper but still fail this specific fight.
Thinking lethal ends the fight
You use every remaining resource to reduce Waterfall Giant to zero HP and assume combat is finished.
Waterfall Giant enters About to Blow before Explode. If the Steam Eruption total is larger than the defense or HP you can produce afterward, the run can die after you have already dealt lethal.
Before taking lethal, calculate the post-kill turn. Keep the Block, Weak, potion, Buffer, or HP required to survive Explode.
Blocking forever because the normal attacks look manageable
The deck comfortably handles Stomp and Ram, so you keep extending the fight without improving damage.
Steam Eruption continues rising and Siphon allows the Giant to heal. The normal cycle can remain manageable while the eventual explosion becomes impossible.
Treat damage scaling as defensive value. End the fight while the Steam total is still inside the range your deck can cover.
Forgetting the turn-five pressure spike
You spend HP, Block, or potions freely on the first few attacks because none of them look especially threatening.
Pressure Gun arrives on turn five and is the main pre-kill hit of the first cycle. A deck that reaches it depleted can lose the HP that was supposed to absorb the final explosion.
Plan the first cycle backward from Pressure Gun. Preserve one dense defensive line for that turn.
Using Weak on the wrong attack
You spend the only reliable Weak application on an ordinary attack because it saves some immediate HP.
The explosion is often the largest single attack in the matchup, so the same Weak application can prevent far more damage if it is available at the end.
When Weak access is limited, reserve or recover it for Explode unless using it earlier is necessary to survive.
Skipping a rest when HP is the actual explosion plan
You take an upgrade because the deck is strong and assume more power is always better before the Boss.
Some decks, especially ones without reliable dense Block, solve Waterfall Giant most cleanly by entering with enough HP to absorb the final hit. A small upgrade may contribute less than the health required to survive.
Before choosing the campfire action, ask what actually covers Explode. If the answer is HP, resting is part of the Boss strategy rather than a sign that the deck is weak.