Slay the Spire
This game sucks! it's way too hard.
Or maybe you just suck pokimane!
but seriously though, I need tips, I keep dying!
Last edited by PokimaneIsMyQueen; Apr 6, 2021 @ 1:49am
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Showing 1-15 of 23 comments
RadRapscallion Apr 6, 2021 @ 6:28am 
Skip choosing a card if you dont get anything good and try to always take the ones that work together with other cards you have (aka keep your deck small and the card quality high). Also dont play the watcher if you value your mental health.
Other than that its just trial and error, or you can read a guide but personally that would ruin the game for me.
Last edited by RadRapscallion; Apr 6, 2021 @ 6:29am
LHGreen Apr 6, 2021 @ 6:45am 
It would help if you could point to specific issues you're having. A question like this is better answered by reading a guide than asking a forum.

Originally posted by RadRapscallion:
Skip choosing a card if you dont get anything good and try to always take the ones that work together with other cards you have (aka keep your deck small and the card quality high). Also dont play the watcher if you value your mental health.
Other than that its just trial and error, or you can read a guide but personally that would ruin the game for me.

This is far from objectively good advice. You don't HAVE to keep your deck small, and it can be much easier to win with a larger one. The trick is to keep your deck well-balanced while making it more powerful. And Watcher is very powerful, just comparatively difficult to use. But when it comes to raw power/damage, she is, pound for pound, the most OP of the bunch.

Last edited by LHGreen; Apr 6, 2021 @ 6:46am
Nibbie Apr 6, 2021 @ 8:53am 
Knowing when to skip cards is important. Because your discard cycles back into your draw each time, finding a few good cards over and over is better than drawing a lot of ok cards, especially when card upgrade opportunities are so limited. However, if your deck is too small, it can be inflexible, and curses/statuses being added to it are much more likely to ruin your day. For a general idea, I try to keep my decks between 20-30 cards by the end.

Another thing is what cards are good change over a run. The first few battles I will take almost any damage card, because every elite and boss in the first act rewards high damage output. Once I have some basic offense, I will start prioritizing some better blocks, and start looking for synergy to turn into an actual build, based on what cards and relics I picked up.

Some cards are generally good, some cards are generally bad, and some are only good in certain decks. Cards like Evolve and Fire Breathing, Tactician and Reflex, Storm and Heatsinks, or Weave and Nirvana, can make good decks, but picking them up before you have some payoff for them is risky. Sometimes it pays off, but other times you effectively have a curse in your deck. Meanwhile you will rarely be disappointed picking up stuff like Uppercut and Inflame, Footwork and Backflip, Defragment and Charge Battery, or Wallop and Third Eye.

Lastly, don't avoid too many elites, especially in Act 1. Health is a resource, and spending it for relics is often good. As long as you have good offense and a potion or two, you shouldn't take too much damage from them. Being at somewhat low health against the bosses because you fought elites is usually fine too, as long as you have good damage. The slime you just split before he does his big attack, the hexagon's first attack actually does more damage the more health you have, and the spiky one you can phase before he does his big attacks. Once you beat the boss you get a full heal, so squeezing as many upgrades instead of rests as you can will help the rest of the run.

For what its worth, knowledge and skill does make a huge difference in this game. At low difficulty levels (you can start increasing difficulty levels after you win), good players can win 90+% of the time. When this game came to my phone it took me about 14 runs, playing characters in order and climbing ascension, to lose for the first time. It may seem insurmountable at first, but you will get better over time and it will become easier.
RadRapscallion Apr 6, 2021 @ 12:26pm 
Originally posted by LHGreen:
This is far from objectively good advice. You don't HAVE to keep your deck small, and it can be much easier to win with a larger one. The trick is to keep your deck well-balanced while making it more powerful. And Watcher is very powerful, just comparatively difficult to use. But when it comes to raw power/damage, she is, pound for pound, the most OP of the bunch.
True, but i think for 90% of the builds you can make you dont really want to go over 30 cards and collecting a bunch of useless garbage is certainly a mistake a lot of people (including me) make at the start.
And the watcher thing was just meant as a joke, but it IS extremely unforgiving compared to the others.
Thanks for all the help guys! Yeah I didn't think of looking up guides but for all the personal writen guides I appreciate it.
LHGreen Apr 7, 2021 @ 2:37am 
Originally posted by RadRapscallion:
Originally posted by LHGreen:
This is far from objectively good advice. You don't HAVE to keep your deck small, and it can be much easier to win with a larger one. The trick is to keep your deck well-balanced while making it more powerful. And Watcher is very powerful, just comparatively difficult to use. But when it comes to raw power/damage, she is, pound for pound, the most OP of the bunch.
True, but i think for 90% of the builds you can make you dont really want to go over 30 cards and collecting a bunch of useless garbage is certainly a mistake a lot of people (including me) make at the start.
And the watcher thing was just meant as a joke, but it IS extremely unforgiving compared to the others.

True, the deck does start to get unwieldy after 30, which seems to be the magic number. BUT, having a bunch of (low-cost or extra-effect) draws in your deck can, for practical purposes, effectively "reduce" the size of your deck, allowing you to cycle through it faster and lower the number of turns it takes to reshuffle. It also allows you to get more cards if you need them, and because the deck is so thick, it can give you a greater variety of cards and afford you some (at times) much-needed flexibility your deck might not otherwise have. Just by letting your deck get a bit messy and chaotic, and rarely ever taking more than one or two copies of a card unless it really helps you build, your deck can get surprisingly powerful. And I know, it's completely ♥♥♥♥♥♥♥ antithetical to every CCG that I know of, certainly every one that I've ever played, but somehow it just ♥♥♥♥♥♥♥ works, and works really well. I don't fully understand it either, and suspect that if I ever really get my head around it, I'll be a lot better at CCG's than I am right now. Honestly, that complete contradiction of the most basic, fundamental mechanics/rules of deck-building card games is what fascinates me the most about this game.

You're right about being at least a little selective and discerning about cards, though, and knowing when to not take one or which cards are gonna be garbage for the deck you're developing is very important.

Lol, and yeah, Watcher is the most difficult, imo, to get the hang of, and she requires a lot of patience, balance, and discipline to play well. And maybe also to not go crazy while playing her. But she's just ♥♥♥♥♥♥♥ insane when you build her up right, and even if there's a lot of flaws in your build and it's very sloppily put together, she's STILL ♥♥♥♥♥♥♥ insane.
Songbird Apr 8, 2021 @ 6:06am 
Originally posted by RadRapscallion:
Originally posted by LHGreen:
This is far from objectively good advice. You don't HAVE to keep your deck small, and it can be much easier to win with a larger one. The trick is to keep your deck well-balanced while making it more powerful. And Watcher is very powerful, just comparatively difficult to use. But when it comes to raw power/damage, she is, pound for pound, the most OP of the bunch.
True, but i think for 90% of the builds you can make you dont really want to go over 30 cards and collecting a bunch of useless garbage is certainly a mistake a lot of people (including me) make at the start.
And the watcher thing was just meant as a joke, but it IS extremely unforgiving compared to the others.

You can literally go up to 40 cards and still do fine tbh. If you are adding cards that make you better at playing the card you need to play on a given turn, you are still making your deck more consistent. If you add cards that exhaust themselves or add powers then the deck still is the same size after the reshuffle. If you add cards that balance your deck out more, then an average hand will still be more balanced. The main thing that kills runs from deck size is common attack and skill bloat where you have a bunch of cards that just do X damage or make X block and don't contribute to scaling or card manipulation while not being high enough value themselves to make a good turn. The other thing is when you only have one copy of a key power but can't consistently draw and play it early enough.
Last edited by Songbird; Apr 8, 2021 @ 6:07am
Qwesar Apr 8, 2021 @ 10:22am 
I typically skip all ATTACK cards unless they 1) have scaling 2) its early game and I'm desperate, otherwise I flood my deck with powers and defense cards
Qwesar Apr 8, 2021 @ 10:24am 
80% of attack cards are garbage and even if you get a good scaling attack you only want 3 attacks max to proc Kunai
Last edited by Qwesar; Apr 8, 2021 @ 10:24am
Qwesar Apr 8, 2021 @ 10:25am 
ideal deck is like 60% block/draw/energy, 35% powers, 15% useful attack
Last edited by Qwesar; Apr 8, 2021 @ 10:26am
Zu Apr 8, 2021 @ 10:40am 
So stacking weak with clothesline and uppercut doesn't count as defense?
mldb88 Apr 8, 2021 @ 10:41am 
Originally posted by Qwesar:
ideal deck is like 60% block/draw/energy, 35% powers, 15% useful attack

Honestly I'd have to disagree here. At a certain point unless you have a VERY specific kind of deck that heavily relies on blocking (like a bodyslam/juggernaut deck) or a class that can get tons of free blocks like defect, a lot of the late game enemies will just eventually outscale your ability to block the damage (64+ damage attacks from Time Snail or infinite strength scaling of deca donu say hi). Sometimes a good offense is the best defense, it really all depends on the deck and what kind of pulls you get.
Zu Apr 8, 2021 @ 12:26pm 
Originally posted by mldb88:
Originally posted by Qwesar:
ideal deck is like 60% block/draw/energy, 35% powers, 15% useful attack
I'd have to disagree here.
The estimates for "block&utility / scaling / unexciting damage by itself" aren't too far off.

Your average run looks more like 50/30/20 give or take depending on leftover strikes, leftover damage commons from act 1, some late aoe for reptomancer, cards that both deal damage and block (crippling loud, shockwave, etc.), and lots of other outliers like that tantrum you took to kill elites which later blocks for 18 with ✋👈 and mental fortress.
Yxklyx Apr 9, 2021 @ 8:40pm 
Took me about 30 hours to get my first win but in the Daily Challenges now I'm usually in near the top 100. It's a game you need to learn.
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Date Posted: Apr 6, 2021 @ 1:47am
Posts: 23