Two defenses block your damage
Frostmaw starts with 80 base HP, 1 DEF and 8 Armor. Invincibility in Numbers protects its HP while other enemies remain. Armor is a separate layer: breaking it does not also spill that attack’s remaining damage into HP.
| State | Your next target |
|---|---|
| Other enemies alive | Remove the summons that are protecting Frostmaw’s HP. |
| Armor still present | Prepare for the break or help remove Armor; do not mistake this for HP damage. |
| Broken Armor, no summons | Use your damage actions on Frostmaw now. |
| Armor returns | Reassess the field; the grounded window lasts two turns. |
Mechanics references: Frostmaw · Attributes
Use Cassie’s cycle
Windforce Cassie charges, then performs a group attack that also removes enemy Armor; she becomes Exhausted afterward. Her presence prevents other Call cards from summoning. Feel Fine does not apply to her.
Our approach is to handle recovery and remaining summons while she prepares the break, then spend damage actions during the grounded window. Watch her actual charge and status icons: Freeze can delay her timing. If Cassie is low, keeping her alive takes priority over squeezing in one more attack.
Mechanics references: Cassie
Grounded attacks: Chomp → Ice Breath → Temper
Chomp is a delayed bite that can drain 8 SP when unblocked. Ice Breath hits the party and can Freeze; Temper drops rubble twice and can Confuse. Keep watching for the second rubble impact.
If a Chomp emptied your SP, adjust the next action around your remaining resource rather than selecting a planned expensive move. Your SP reserve is not safe just because you had it before the enemy turn.
Mechanics references: Frostmaw
Rewards and rematch
The story clear awards Windproof and leads to the Windforce reward. For the rematch, answer Overwhelmed to Guru. Cassie still has to survive in that encounter.