Slay the Spire
vepper Jan 6, 2018 @ 7:48pm
Fun Fact with Searing Blow
Something I discovered about this card (and probably also works similarly with the Silent card that can be upgraded endlessly, though I want to say that card's either in beta still or is a late unlock) is that the amount of damage it gains increases the more you upgrade it. I thought it would just sink an upgrade session for +4 damage, but it gets about 1 more every time you upgrade it. Searing Blow +6 was up to about 50 or so damage, and it makes it a much better card than I initially anticipated, especialyl in combination with Headbutt and Armaments. The Silent's version for block probably isn't worth the investment, though you can at least probably make the equivalent of an Impervious+ that doesn't exhaust with a few extra upgrades, and it would work well if you have Calipers or a lot of Blurs.
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Pixel Peeper Jan 6, 2018 @ 8:04pm 
I learned this very recently and it does makes the card a lot more interesting, though I still consider it trash. Even if I had a small deck with two Armaments+ in it, I don't think I'd ever get to upgrade it often enough to make it decent.

In comparison, Rampage is so much easier to play (2-cost cards can be a pain, especially if they're attacks) and will ramp up much faster, and on its own. Also a much better use for Headbutts.

Ah well. Balance is still in progress. There might be hope for Searing Blow still.
vepper Jan 6, 2018 @ 9:18pm 
Yeah, I had a lot of difficulty fitting it into my turns, even when it did 40+ damage. I managed to get a cursed key on the second boss, which helped immensely, as the only thing that run (which had a ridiculous amount of exhaust synergy and cards that exhausted, so I'd be getting 100 block out of nowhere and drawing a dozen cards) needed was 4 energy instead of 3. I still would call it a pretty weak card unless you get it early and upgrade it at pretty much every campfire, in which case it's basically a way better Bludgeon. Agreed that for in-battle damage escalation, Rampage+ is much better.
Pear Jan 6, 2018 @ 11:02pm 
The thing is you need it to be on the first floor, otherwise it doesn't do much later on and 60-80 damge while nice is not great.

However if you do get it on the first floor then enjoy your 2 energy deal 126-142 on the last floor which is just plain ridiculous with Double Tap or Headbutt to recycle.
BeefJerkyHunter Jan 6, 2018 @ 11:32pm 
I only bother with Searing blow if I get it early first floor. Then I prioritize bonfires, and enjoy a huge attack that eliminates everything in one hit for the most part. I still try to build up strength and use Whirlwind Attack for everything else.
Benjamin Jan 16, 2018 @ 4:55pm 
Searing blow +10 cleared the the time boss before my first reshuffle. Unfortunately was weakened when I got my vulnerable double tap off, but it was still a pretty good show. Which is good because I had zero defenses and hardly any decent relics, not least because I was just trying to go for as many campfires as possible.

Synergistic abilities were dual wield, double tap, headbutt, probably some others...

Avoided picking up too many cards. Shockwave was worth it.

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Date Posted: Jan 6, 2018 @ 7:48pm
Posts: 5