The first time I played Garu, I didn’t trust him.
He starts with 6 aether, two Sparks, and a charge ability that needs 5 charges before it does anything. While my teammates were prepping actual spells and putting damage on the board, Garu was just… buying gems.
But then I ran the math on his charge ability — Colossal Force. Discard up to 4 prepped spells. Deal 2 damage plus 4 additional damage per spell discarded, split however you want among the nemesis and any number of minions.
No spells: 2 damage. Two spells: 10 damage. Four spells: 18 damage.
18 damage. Distributed however you want. On a single activation.
The question isn’t whether Garu is strong. The question is: how fast can you get there?
The Goal: Colossal Force by Turn 5
Here’s the target state before activating Colossal Force:
- 5 charges banked
- 2 or more spells prepped (for 10+ damage)
- Breaches open to receive them
Getting there solo — without relying on teammates for spells — means solving an aether problem first.
The Aether Solution: Frozen Magmite → Erratic Ingot
Garu’s path to Colossal Force runs through two gems:
- Frozen Magmite (3 aether): Gain 2 aether, and place the next card you gain this turn on top of your deck
- Erratic Ingot (5 aether): Gain 2 aether, plus 2 additional if a nemesis turn order card is in the turn order discard pile
Acquire these in order, prioritizing Frozen Magmite first. They give you the purchasing power to charge fast without sacrificing spell slots early.
Turn-by-Turn Breakdown
Turn 1
Hand: Torch / Spark / Crystal / Crystal / Crystal (6 aether total)
Buy Frozen Magmite. Since you can only prep one spell, prep Torch to Breach I and keep Spark in hand.
Turn 2
Hand: Spark / Spark / Crystal / Crystal / Crystal
Use Torch to focus Breach III (not for damage — the breach investment pays off more). Prep a Spark to Breach III. Spend 3 aether to buy a second Frozen Magmite.
Turn 3
Hand: Spark / Magmite / Crystal / Crystal / Crystal
Cast the Spark from Breach III. Prep the hand Spark to Breach I. Buy Erratic Ingot.
Turn 4
Hand: Erratic Ingot / Torch / Magmite / Crystal / Crystal
Cast Spark from Breach I. Prep Torch to Breach I.
If a nemesis turn order card is in the discard pile: Erratic Ingot gives 4 aether. Total aether = 8. Put all 8 into charges → 4 charges banked.
If not: Erratic Ingot gives 2 aether. Total = 6. Put all 6 into charges → 3 charges.
Turn 5 (assuming 4 charges from Turn 4)
Hand: Crystal / Spark / Spark / Magmite / Crystal
Use Torch to focus Breach III. Prep both Sparks to Breaches I and III. Spend 2 aether to gain 1 charge → now at 5 charges.
Colossal Force is ready. Fire with 2 spells prepped: deal 10 damage, split however you need.
Spend the remaining 2 aether on another charge for next turn.
Pre-Activation Board State
| Breach | Card |
|---|---|
| Breach I | Spark |
| Breach II | — |
| Breach III | Spark |
Hand remaining: Crystal / Magmite / Crystal
If Erratic Ingot Gave Only 2 Aether on Turn 4
No problem. Three charges after Turn 4. On Turn 5, your hand has 4 aether — put it all into charges, reach 5, and activate Colossal Force on Turn 6 instead.
After activation, you’ll have 6–8 aether available. Use that window to acquire high-cost spells. With Frozen Magmite, the next card you gain goes on top of your deck — meaning that spell is in your hand next turn.
Summary
- Garu’s ceiling is 18 damage from a single Colossal Force activation — 2 + (4 × 4 prepped spells)
- The bottleneck is charges and aether, not spells — delay spell acquisition until after setup
- Buy Frozen Magmite first, Erratic Ingot second to build aether momentum
- Colossal Force by Turn 5 is achievable if Erratic Ingot generates 4 aether on Turn 4; Turn 6 otherwise
- After activation, use Frozen Magmite to grab a high-cost spell directly into next turn’s hand
- In War Eternal, securing aether early is the top priority — endure early minion pressure while you build
Tested in 4-mage mode. Solo or 2-mage may vary, but the charge setup logic is the same.

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