![]() The dev considers the unlock a spoiler for unknown reasons. Note that Ascension mode has to be unlocked. For when only scoring is concerned, it's basically a new game+ mode that gives bonus scoring. Your deck contains no duplicates (excluding starter cards).Įarly Access Patch 9 added Ascension mode. Victory in under 45 minutes (overrides Speedster). Increased your Max HP by 30 or more (overrides Well Fed) Number of the Floor you reached (including the narrative Floor 51)ĭefeat 3 bosses without taking damage (overrides Perfect).ĭeck size greater than 50 cards (overrides Librarian). You can help Slay the Spire Wiki by expanding it. This replaces your starting Cracked Core, and not only starts you with a frost orb in each fight, but channels an additional frost orb at the end of your turn if you have any empty orb slots.This article is a stub. As for my winning run, it was my 3rd attempt at ascension 20, the first two were deaths at the final boss. I havent actually played at all with any of the other characters yet so I cant compare really, but I guess I might try to get to ascension 20 with those as well as the game is really a lot of fun. Frozen Core is a no-brainer if you see it in a boss chest. So a little over a 40 success rate overall. A more interesting option is a dark orb, allowing you to stall with frost while the dark orb builds up damage, then evoking it to deal huge damage.įor that reason, Symbiotic Virus can be a good relic in a Frost Deck, starting each fight with a dark orb already channeled. Streamline isn't terrible either, and serves as a decent solution for the early game at least. Blizzard is an obvious pick, dealing damage equal to two (three upgraded) times the number of frost orbs channeled in the fight, and if you're running a lot of orb slots, Barrage is good too, dealing damage for every channeled orb. Once you're set up, all that's left is damage. Echo Form is also great here (admittedly, it's an excellent pick for any Defect deck), playing the first card you use each turn an additional time, letting you capitalise on drawing Blizzard, or doubling on channeling from strong cards like Glacier, which channels two orbs and gives block. The power Loop works brilliantly in a Frost deck, triggering that first orb an additional time or two at the start of your turn to squeeze out some block. Electrodynamics is a must-pick, as it changes lightning's passive and evoke effects from hitting a random enemy to hitting ALL enemies, making multi-enemy fights much easier. Something to note about Thunder Strike is that it's a regular attack, unlike regular lightning - the Defect's lightning doesn't benefit from strength or enemies being vulnerable, though Thunder Strike does, so keep this in mind. If you need a big finisher card, Thunder Strike, which deals seven (nine upgraded) damage for every lightning orb channeled in the fight, or Fission+ (an unupgraded Fission is useless) which evokes all your orbs and gives you energy and draw for each orb evoked, are both great. It's easy to pick up several Ball Lightnings early, which can serve as a great offensive core, dealing a bit of damage in addition to channeling. The general idea when utilising lightning is to build up some focus to deal good passive damage, evoke as regularly as possible for even more damage, and take plenty of block to cover yourself on turns you're being attacked. Each run offers different cards, potions and encounters, so you must work. ![]() Lightning is the easiest of the four orbs to channel, as there are countless cards that can do so. One of the best yet most frustrating things about Slay the Spire is that theres no guaranteed strategy for success. Consume gets rid of an orb slot, and in return gives you two focus (three when upgraded), which strengthens orbs - with an Inserter and Consume, you can effectively farm infinite focus. ![]() ![]() For example, if you get an Inserter from a boss fight, which gives you an extra orb slot every two turns, you might be more inclined to take a Consume if you see it. ![]() You can never rely on seeing a specific relic, but if you come across a particularly useful one, you can make card choices that synergise with it. For example, if you get a Ball Lightning from the first fight you win, it's probably a good idea to take other cards that synergise with lightning. It's good to have some knowledge of basic deck types to understand what sorts of cards to take, but in general, just build a deck based on the cards you're seeing. Because of this, the best approach to deckbuilding is to work with what you're given, rather than try to force a specific kind of deck. It's easy to decide on a deck archetype you like the look of, but the reality of RNG means getting the cards you need is purely a matter of chance. As with all of Slay the Spire's characters, deckbuilding is a tricky process. ![]()
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