We Meet Again Slay the Spire
Other Slay the Spire Guides:
- Beginners Guide.
- Tips and Tricks.
- Ironclad Win Streak Guide.
- Ironclad Frazzle Builds.
- Kinds of Ironclad Decks.
- The Silent Rising Mode Build.
Guardian
The Guardian has a kind heart beneath his fierce outside. He often visits beast shelters and adopts cats and dogs, though this habit is becoming unsustainable. He donates gilt from the corpses of spire-climbers to the RSPCA.
He has two forms, "standing" and "beat out". He begins in standing and switches to trounce after taking thirty unblocked impairment. When switching to crush, he gains 20 cake immediately (and his queued activity is interrupted), just doesn't gain the 3 thorns harm until his own plow. Cull your attacks in the right order to be able to do the most harm earlier the block comes up if you tin can't suspension through it.
Each time he goes back into continuing form, information technology takes x impairment more to get him into shell than the terminal fourth dimension. Each time except the starting time, he does a five×iv whirlwind attack, and then blocks on the next turn, then does a 32 impairment attack, and then goes for a debuff. Y'all ideally want to make him switch forms earlier the 32 harm assault.
During trounce grade, even though the thorns volition impairment you for attacking, you want to be aggressive. This is because this damage doesn't count towards making him switch forms, so y'all won't take to fight the standing form as many times if yous can hurt him in beat out form. Whenever he does the x2 attack while in shell form (usually 8×2), information technology means he is about to modify forms.
Slime Boss
The Slime Boss was role of a turbulent social group during loftier school where she was constantly scheming and gossiping to endeavor to become the queen of her group. She fell out with her friends after graduation, who were glad to exist rid of "that two-faced drama queen". She has become lonely and has turned to online dating and fighting spire-climbers to meet new people.
In her initial grade she cycles betwixt three attacks – 9 harm and adds three Slimed cards to your deck, and so zip (a charge up move), so a stiff assail which I think is 35 damage. Reducing any slime form to half wellness will interrupt its queued action, and cause it to separate into two smaller slimes each with any health the bigger ane was on at the time.
There are 2 ways to fourth dimension your attacks that reduce to one-half wellness:
- Use them to interrupt an attack that you lot don't want to bargain with, or
- Go on the slime just above half wellness on a previous turn, then practise as much damage as you can on the adjacent turn so the ii smaller slimes will have less health.
Be aware of effects that damage the slimes at the start of their ain turn, like poison, since these can also crusade the slime to split that turn. Only effects that damage the slime after attacking, similar thorns, will not. As well note that if yous completely impale a slime, it won't dissever.
The grey medium and small slimes apply Frail while the greenish slimes apply Weakened. The medium ones use for 2 turns and the small ones apply for 1 turn. Also, the attacks of the medium slimes give 2 Slimed cards and the pocket-sized give 1 Slimed card. It's normally better to kill the dark-green slimes first unless yous're a poison deck.
Note that when a slime splits it loses all debuffs like weak, poison, reduced strength etc.
This is a difficult fight with lots of choices to make (do y'all pay to frazzle the slime cards, attack the enemies to finish the fight faster, or defend to accept less damage?) You lot don't want to drag it out too long, and yous will probably use potions to help you at key moments like when splitting a slime.
Hexaghost
Hexaghost was a math teacher who died from job-related stress after too many years of trying to get unruly students to listen and learn. In his gratis fourth dimension he enjoyed playing carte games, a hobby which he has been able to go on up in his afterlife thanks to digital card games and ghost-auto interfaces. Hexaghost'southward favorite number is half-dozen.
Later each action, Hexaghost lights upward one of his corners. Once all vi are lit, he performs a multi-attack that also adds three Burn+ cards to your deck which practice 4 harm instead of 2. His regular attacks can also add burn cards to your deck. Be aware that yous tin block the impairment of burn cards in your hand by playing defence cards.
Reducing his strength with Disarm or Malaise will make the multi attacks easier to block. If y'all don't have a way to block the multi attacks, try to go on your health above 36 going into that plough.
Although y'all don't desire to accept too much incidental damage in this fight, it's of import to be aggressive and impale him rapidly before your deck gets clogged with too many burn cards that stop you lot from drawing good easily.
Bronze Automaton
The Bronze Automaton has a keen interest in time travel and politics. He enjoys posing hypothetical questions to his minions similar "if you could go back in time to the 2012 elections, would you vote for Mitt Romney on the adventure that it prevents Trump 2016?" (His minions are Democrat voters). He writes to his congressmen from his floor in the spire and urges them to grant more stacks of the antiquity buff to their citizens.
His two minions use a movement in their kickoff few turns that takes a card out of your deck, and it always seems to become one of your best cards, though I'yard not sure exactly how they decide. The minions don't respawn, and so you usually want to impale them offset to avert taking more damage and to get your cards back. When you get your bill of fare back, it goes into your paw and can be cast that turn.
After about 6 turns or so, the Automaton will apply a hyper axle attack which does massive damage and then stuns him on his next turn. Because of the antiquity stacks and high health total, you probably won't be able to kill the automaton before his offset hyper beam. I recall that the Automaton always uses block and gain strength on the turn before the hyper beam, so if y'all conceptualize that the axle is coming next turn, you tin try to stack the acme of your deck with defence cards or retain them in your hand (with Headbutt / Warcry or Well Laid Plans). Otherwise yous volition demand to utilise potions – be aware that weak poitons are blocked by the artifact buff – or just have a high enough life total to survive.
Apart from the hyper beam, it's also possible to die in the following turns to multi attacks since he has increased his strength. Or, you might let him alive long enough to cast a 2nd hyper beam and die to that. Just apart from these dangers, this is a pretty straightforward fight.
Collector
The Collector prefers to be called "The Hoarder". Apart from hoarding her torch head minions, she also hoards relics from fallen spire-climbers and uses these to create massive artworks that make the rooms in her house look similar famous tourist destinations from around the world, including a pyramid of Giza made entirely from Runic Pyramids. She hopes that new bosses get added to the spire soon so that she tin can take some time off and run into these tourist destinations in person.
Whether or non the Collector will summon more minions after her initial summon is random. It's possible that if you impale them, you might merely take several turns in a row where yous become to fight her alone. Simply it'due south also possible she resummons them and you spend a lot of energy fighting minions instead of fighting the primary dominate.
If you have a very ambitious deck, you might be able to kill her quickly considering she has lower health than other bosses on this map. Otherwise, y'all should annotation that she increases the strength of her minions at the same time every bit she increases her ain strength. This means you will want to clear out the minions from time to time just to reset their force to zero even if she does resummon them.
This is probably the most dangerous fight on this map, especially when yous get attacked by a x3 attack from the Collector while beingness attacked by 2 minions at the same time (minions always assail). She can besides utilise a debuff that applies multiple debuffs at one time, and then an artifact potion or a Panacea will simply prevent the outset ane that is applied.
Champ
The Champ is a folklore professor who studies toxic masculinity. He decided to adopt a hypermasculine persona equally part of an experiment, but afterward a while he couldn't tell the divergence betwixt that persona and his original cocky. His colleagues tried to snap him out of information technology, but he insisted that he was still the aforementioned person inside and that it was all under control. He refused their assistance and moved to the spire ostensibly to continue his experiment in peace, though equally the bodies of spire-climbers piled up, his colleagues became more sure that the experiment would never cease.
The Champ has two forms. When he is reduced to one-half health, his adjacent action will be to apply a vitrify that clears all debuffs and gives him 6 force. Withal, different slimes and some other enemies, reducing him to half wellness doesn't interrupt his current action.
In his beginning grade he uses a mixture of attacks, buffs, and debuffs, including a Metallicize vitrify that gives him 5 armor each plough (and a bit of extra armor the turn he casts it). Metallicize stacks with previous casts, then if you let him use it too ofttimes, he might become to a signal where he is impossible to kill. If you don't have any attacks that go stronger over time, y'all'll need to become him into his second grade before he uses it too many times.
In his second class he uses some normal attacks and some x3 attacks which can do massive damage like nineteen×3 (depending how much forcefulness he has) and then yous don't desire to get out him in this course for too long. I recollect he tin as well apply Vulnerable to y'all which you can prevent with an artifact potion. (Information technology's not equally good to use artifact potions in the kickoff course because he applies multiple debuffs at one time).
Yous might try to keep him but above half health until you can do large damage over the side by side two turns, so that he won't take much health left when he starts attacking in his 2d form. Noxious Fumes decks without Goad might struggle to impale this dominate, because he clears poison when irresolute forms and it would take a while to reapply it.
Time Eater
I have lots of interesting things to say about the Time Eater, but I have to be quick because she could make me end this paragraph at whatever moment.
The Time Eater is the easiest third floor boss for a lot of decks. She doesn't attack every turn, and she simply gains force after you have played 12 cards, so you accept some control over when it happens. If you have a deck that scales up like Noxious Fumes, Demon Grade etc. then y'all can just play those cards, ignore all card drawing cards and small attacks, and only play the defences you need to survive. This will allow you to become very strong without letting the Fourth dimension Eater become strong.
Continue watch of the counter that goes up to 12. You usually don't want to exist only immune to play 1 card before your turn is automatically ended. Notation that once it hits 12, yous don't fifty-fifty have a chance to take other actions like drinking potions, so do this before playing your 12th carte. Effort to anticipate when you're going to hit the 12 from a turn in advance. Have a await at your draw pile and recollect near how many cards you will want to play next plough. Yous might play a 9th carte du jour even if you don't need it if yous think you lot tin can only play iii next plough, but like you lot might play a twelfth y'all don't need so the plough after you lot can play as many as you lot desire (up to 12).
At one-half health, she heals herself and removes debuffs. This is annoying, only shouldn't affect your strategy. It doesn't interrupt her, and it takes a plow to cast, so it's possible to kill her in i get with some decks.
Infinite combo decks don't work against the Fourth dimension Eater. Even though you lot can yet use your philharmonic for 12 cards each turn, this would brand her strength go upward too fast and then you probably couldn't race her. It's improve to have a fill-in programme.
Donu & Deca
Donu & Deca are congenial twins, the youngest of 14 children. Their father was an icosahedron who worked with Gary Gygax and Dave Arneson on the original edition of Dungeons and Dragons, and their mother was a pineapple who mainly stayed home and looked after the children. 1 of their siblings was a kale who became famous during a contempo health nutrient craze. Donu & Deca were sick of living in the shadow of their famous sibling, and moved to the spire to brand a name for themselves.
Donu buffs the strength of both shapes while Deca applies 2 Dazed cards when attacking and can also give block to both shapes. Both shapes offset with two stacks of artifact, which tin block weak potions among other furnishings. The attacks are always x2, and there is always exactly one shape attacking on any given turn. Almost players prefer to kill Donu showtime to prevent the strength from getting too high. In one case ane shape is expressionless, the other shape sometimes attacks and sometimes uses their ability.
Decks that aren't aggressive and accept a long fourth dimension to set have most trouble with this fight, since the constantly increasing forcefulness means it tin be over quickly. If you take a Kunai or are in a Barricade-Entrench deck then you can continue ahead of the attacks, just anyone else will merely need to race them.
Awakened One
The Awakened One was originally from Australia. She had to evolve the ability to regenerate health and come up back from the expressionless in order to survive among snakes, spiders, crocodiles, sharks, cassowaries, falling cocnuts, razor sharp coral, droughts, flooding rains, and a nutrition of bread, butter and sprinkles. After surviving being glassed in the belly by a man who'd had one too many Victoria Bitters, she was noticed past some talent scouts and recruited to defend the spire.
She gains 2 strength whenever you play a power, and she has an attack that does x4 harm. This ways that each power you play will make you lot take viii more damage that plough. The strength gain as well persists into the second form. It's probably not worth it to play defensive powers like Footwork unless you lot're playing multiple copies of Dodge and Roll every turn, and it's nigh definitely not worth playing After Prototype or Metallicize. Accept a wait at what powers you have, and just play the most essential ones. A unmarried Noxious Fumes volition kill her fifty-fifty though she regenerates 10 health per turn, the poison will somewhen outgrow the regen. Demon Course and Barricade are besides essential powers in their respective decks. Some decks tin scale up without using powers, e.thou. if your Shiv deck uses J.A.X. to make shivs exercise more damage, rather than (or every bit well as) Accuracy.
The downside of this is having to treat powers in your deck similar unplayable curses. Once she is in her second form, though, you tin play powers without giving her force. If she dies on your turn, she won't take whatsoever activeness on her next turn, then will do the dark echo the plow after. If she dies on her ain turn, you lot will go a turn where she can't be damaged but you can still play cards. Then on her own plough she'll come back to life and do the night echo the turn after.
The second form gives cards that reduce your energy when drawn, and has some strong-ish attacks, just if y'all survived the outset class and didnt give likewise much strength (and you oasis't been steadily running out of life), you probably shouldn't have trouble beating the second.
Normally you desire to kill the two cultists ASAP, because they are gaining strength, and at that place's no point putting incidental impairment on the Awakened One that'south just going to get healed. Decks with the Specimen might leave a cultist alive, so that the kickoff form's toxicant can exist put onto the cultist, and then tin can be put onto the second form. (The Awakened One loses all debuffs when dying and coming back to life).
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