It’s not news that Slay The Spire is great–we’ve written about that oh so very much–but you might have missed how great its ‘Daily Climb’ daily run mode has become. On the deck-building roguelikelike’s journey through early access, developers Mega Crit Games have kept adding daily modifiers that change the game in strange ways, and it’s become my favourite way to play. I’m not even in it for competing on the leaderboards, I just like these strange variants – especially after Friday’s patch added a Draft modifier that makes spire-climbers build their own starting deck. (more…)
What’s this? Oh it’s Anti Flame listening to Travis while he beats the crap out of Slay the Spire in five minutes and six seconds. Hitting 15(!) relics en route helps but you have to credit the speed of the decision-making, and speed of the clicking. In a great Slay the Spire run the RNG has to fall your way, but it’s still easy to mess up, especially if you’re trying to go really fast.
Here is what is going on in this video.
The whale: If you beat a boss in Slay the Spire at the start of your next run a whale turns up and offers you some powerups. Anti Flame picks “Enemies in your next three combats have 1HP” which is obviously great for quickly getting through the first tier of the tower.
Flex: Flex costs nothing and gives you a strength buff that increases the power of your attack cards. Anti Flame upgrades this at the one minute mark to get a nice +4 strength buff which combos with Whirlwind.
Whirlwind: This deals 5 damage X times to all enemies, where X is the amount of energy left in your pool. Just before Anti Flame buys this at 1:20 he picks up the Lantern, which gives you one energy extra at the start of combat. That means with the right opening hand you can deal 20 damage to everything, even more if you’ve flexed up. A couple of nodes along the route Anti Flame upgrades Whirlwind to deal 8 damage X times. You can see where this is going.
WOMBO COMBO.
Thunderclap: This deals damage to everything on screen, but importantly it also applies vulnerability to everything, which means Whirlwind does even more damage.
Energy potion: Fighting the first boss Anti Flame uses an energy potion when he draws Whirlwind. Seven energy means Whirlwind attacks seven times. The big slime is vulnerable from an earlier thunderclap, so the attack does 84 damage and kills the boss outright.
Offering: Okay this is getting silly now. Offering hurts you but gives you two energy and draws three cards. It's perfect for getting Whirlwind and Flex to draw consistently. A few seconds later in the boss chest Anti Flame gets a free upgrade to Offering which makes it draw five cards.
Let's check in on where the combo is at. At 2:07 Anti Flame gets a five energy start thanks to relics, then plays Flex+ to boost damage, Offering+ to draw the rest of the combo, Thunderclap+ to damage and apply vulnerability to everything, then Whirlwind to wreck everything on screen.
BAD LUCK, BANDITS.
"FUCK!" Anti Flame goes left instead of right at 3:05 missing out on two ? nodes. These can give you upgrades and relics, and are faster to click through than a fight. If Anti Flame had gone right here the run could have come in under five minutes.
However, one of the fights drops a second Whirlwind. Swings and roundabouts.
Pen nib tip: This relic causes every tenth attack card to do double damage, which is why Whirlwind does ONE HUNDRED AND SIXTY-EIGHT damage to a boss at 3:41.
Alanis Morissette: The soundtrack changes at the four minute mark and the damage output leaps considerably. Coincidence? I think not.
Overkill: Fighting a boss on the third tier Anti Flame uses double offering and double flex to stack insane damage. One Whirlwind does 456 damage. The run is a formality at this point.
Endgame: The final boss falls to Flex, Offering, Thunderclap, Offering, Offering, Flex, Thunderclap, and an 11-energy Whirlwind that does 176 damage killing both enemies outright.
Good job. Slay the Spire is currently in Early Access but it's already great. Check out our beginner's guide if you're just getting started. You never know, you might be the one to crack five minutes.
If you're reading this Slay the Spire guide, you no doubt know that Mega Crit Games' roguelike card battler is absorbing, addictive and annoying in equal measure. Although easy to learn, it's deceptively deep and difficult to win. The random elements can make it seem like a crapshoot. Most runs are beatable, though, if you make the right choices. Here's a primer on the wisest picks.
One of the best yet most frustrating things about Slay the Spire is that there's no guaranteed strategy for success. Each run offers different cards, potions and encounters, so you must work with what you're given. Early on, watch for cards or relics that you can start to build a strategy around, and adapt accordingly. Until your build begins to take shape, avoid cards that only deliver value as part of a combo: Body Slam, for example. However, the game also discourages too much specialisation. Almost every build has a monster tailored to find its weak spot.
The first three levels of the game have the weakest monsters. It's a good idea to fight these opening encounters to build up your gold and card options. After that, things change. Higher up, look for paths that avoid standard monsters as the rewards aren't worth the risk. Pick question marks and campfires instead. Miniboss fights can be hard, but they net you a relic which is often a worthwhile payoff. On acts two and three, scroll up and check the icon at the top of the map, as it indicates which boss lies in wait. These fights are hard and demand specific strategies, so start tailoring your card and shop choices to prepare for them.
Every time you get offered something, there's a "skip" option. It's there for a reason: you want to maintain a small deck. Adding in every half-decent card you see will make your deck bloated, so it's less likely you'll draw key combos. Ditching the weak Strike and Defend cards you start with is therefore very useful. Unless you're running a lot of card draw effects, aim for the smallest deck you can, ideally under 15 cards, full of mutually supporting effects. Once it's working, skip even rare or powerful cards if they don't benefit your build.
It's less common that you won't want a relic, but if the effect will hurt your play style, leave it behind. Some boss relics, such as the Snecko Eye and the Runic Dome, have downsides that make them rarely worthwhile. If your potion slots are full, and you're offered a better option, you can discard one to grab the new elixir.
Most choices have a downside. Zero energy cards might seem an automatic boon, but they still clog up your deck, making it harder to draw more critical cards. The only exception is if the effect also draws a new card, or your deck already has a lot of card draw. At bonfires, it's usually best to upgrade a card unless you're under half health or about to face the boss. However, some card upgrades barely improve on the original. If you run out of worthwhile upgrades, it's okay to rest unless your health is very high.
If you reach the act one boss, which you will on most runs, the next attempt starts with a choice of bonuses offered by a talking whale. All except the first have an associated degree of increasing risk and reward associated. Never take that first choice: the benefits are too meagre. Same for the last choice as it's always too risky: starting relics are very powerful. Judge the positives and negatives of the middle two options and select accordingly. The best bonuses are those that net you a relic, or remove cards from your deck.
Gold is in short supply, so you spend it with care. You should only buy cards if they're critical to the deck you're trying to create. Instead, save up for relics. Those that give a boost to strength or dexterity are particularly good value for money. Most of the time the relics on offer won't be worthwhile, in which case use the card removal service. Ditch curses first, then your starting Strike and Defend cards. Potions are never worth it: you'll find plenty for free.
All the creatures in the game have particular attack patterns. You'll get a lot further in your runs once you can learn to anticipate their actions and plan ahead. This is very important for monsters like Slimes and Byrds whose actions you can interrupt, earning you a respite from a planned attack. It's also critical for those like the Gremlin Wizard that cycle up to powerful attacks, so you can try to kill them before they get off a big blow. It's especially useful to learn the patterns of miniboss fights. Once you can navigate them in relative safety, they earn you a powerful relic as a reward. You can also learn the question mark encounters, whose choices will play out the same each time. Some selections are much better than others.
It's tempting to get stuck in and kill stuff, but it's better to consider your options first. Maximise the effects you're planning to use: apply Vulnerable before any other attack cards, for example. As a rule, your priority is to avoid damage, since that will end your run, especially if you're confident you can deal with the encounter. But there are often better ways to do this than accumulating Block. If you can kill or stun an attacking monster, for instance, you won't take its damage. Applying the Weak status likewise reduces incoming pain. If you've got card draw, remember to check what's in your draw pile in case you pull an important card but don't have the energy to play it. Consider all the variables in the situation and how they might work together, and do your best to balance offence and defence.