Too Many Words about Slay the Spire 2, Part I of ∞
This article is an attempt to starting clarifying my (evolving) thoughts about Slay the Spire II by putting them into words. There are presumably (much) better players than me, but are they writing anything? My normal answer is ‘Nope.’ but actually Youtube is awash with videos by people who monetize content, so actually there are. But you are here, so presumably you like the printed word over audiovisual.
I’ve played … a lot. Probably 200-250 hours solo1. Right now I’m at a roughly 52% solo win rate3 on the most difficult ascension level (A10) in Slay the Spire II, which is approximately where I was at on the most difficult ascension in the first game first game, but that was with Act IV, which doesn’t exist yet.
So … not great, but not terrible. Good enough to pounce on a great card/combo when it shows up; not good enough to jury-rig a win out of spare parts. (This influences my thoughts). My “micro” could be better. I often take a few extra points of damage due to negligence; which is a huge leak on my win rate; but I’ve been getting quite a few more “almost” wins, which is a good sign.4
This post is just a mish-mash of thoughts, but not really re-hashing general thoughts from the first Slay the Spire that transfer. (A few for emphasis). I was going to write some thoughts on cards/etc, but those are ever changing. For clarity, I’ll do this as bullet points.
(Also check out Jorbs’ recent video on “How to win with Silent (and other Characters)“5
General Concepts
- You play three of your five cards each turn (in a simple world where everything costs one). So you’d like 1) huge attack(s), to end the fight or when you aren’t attacked 2) huge block(s), when you are being attacked 3) flexibility for the remainder (often long term scaling, covering weaknesses, etc).
- You don’t care how many “cards” you convert to attack/block/whatever, you want to be able to convert your mana to attack/block/whatever efficiently. This means a “2 Mana — Block 12” card is often (much) better than a “1 Mana — Block 7/8” … you’d get more with two of the latter in your hand, but that also requires two card picks.
- Realistically, early on you’ll play 2/3 mediocre attacks/blocks. Starter decks lack density.
- Playing two-three cards leaves room for cards that are dead most of the time (or all of the time for curses), but solve an important fight or two.
- But, Dead cards leave you vulnerable to variance, particularly multiple dead cards. If you only have three cards you can play, your only choice is the order/targets. So (some decks) may want a bigger deck, to double the staples, which creates space for more specialized cards.
- Extra block survives more variance than extra attack (because if it doesn’t win right now, you take a hit). Even in Act I the elites (and some hallway fights) dish out 20+ damage a turn.
- The more I play the happier I am taking two cost block cards.
- This does lead to decks that block for 5 turns then get outscaled, but I lose less often that way than to being to aggressive. I still need to tune that variable.
- As I get better I’m more prone to save a potion for a boss/problem floor.
- I’m fine skipping elites in later acts once I’ve bottled the lightning, unless I’m just confident in the matchups. Even a good start needs to snowball.
- The Act II ancients give you a lottery ticket that’s a winner, but often just a small/medium winner. The Act III Ancients usually grant a golden ticket.6 I am OK having no idea how I’m going to beat the Act III bosses if I feel confident that I can get to Act III, and let the blessing (hopefully) clarify things.
Act I
Act I is tough7. In StS 1 I’d sometimes die to an early Gremlin Nob (before the middle floor treasure) or the Act I boss; in this version I perished in Act I often — a too early elite or just damage accumulating 3-4 floors in a row. The elites hit hard. For a while I was skipping most of them, but you have to start engine building. To win you need a cornerstone: a card/relic that provides a clear direction towards victory. It may not be the best option, but a cornerstone is an understandable option.
In early games, I hit an early elite and died … then realized my deck would have lost to any of the elites. But that just delayed the loss to the Act I boss or early Act II You need to start that snowball of growth. A good deck will roll through the second half of Act I like butter. Now I prioritize hitting as many late elites as I can, or trying to highroll a gift from Neow into a deck that can hit an early one … and then decide how many elites to take. Ideally I’d fight 3-4 elites in Act I (as late as possible).
Why fight them? If you get 10 relics 7-8 of them are going to be “yeah, that’s OK” but the great ones really help and form your cornerstone. (Best get it early, then you can work on combos and covering weaknesses). Elite fights are lottery tickets, but you aren’t going to win on slow steady investments. You need to hit the lottery (rare card or relic). As you get better what counts as a hit will grow.
And it’s not like the hallway fights are cakewalks. (Moreover, there are only three elites and you won’t duplicate until you’ve seen them all, so you can often tailor your picks against them. The hallway fights have a much bigger pool to select from). Even the events are a mixed bag.
Neow’s Gifts
(I have much less experience with the new ones that just appeared a few weeks ago).
Great
Leafy Poultice is my top pick. You trim out two basic cards via transformation … and get two lottery tickets that may have downside (at worst, a do nothing curse), but usually are strict improvements. Sometimes you high roll and a solid foundation. Losing Max HP is next act’s problem (mostly).
Silver Crucible — Getting an early “Common Attack+” or “Common Block+” really helps your deck’s density and with three upgraded cards you can handle the early elites (maybe not well, but you’ll likely survive). An early upgraded uncommon (or rare) can snowball.
Cursed Pearl … sure the curse is bad (a dead card roughly every other turn at the start), but that first store will hopefully give you at least a spark to bottle, if not lightning. (Golden Pearl to a lesser extent, and these both assume an early store).
Stone Humidifier is another big deal. I know I said Max HP could be ignored for now, but Stone Humidifier can let you skip a few elites for extra rests. Each rest becomes “Upgrade a card OR take a +5HP relic when you rest” (if upgrading a card isn’t that important. Also, Miniature Camp and Waterfall Giant are in the game and a high max HP is a great way to avoid a random loss due to variance. But in the last few weeks I think I might downgrade this a notch.
Winged Boots — These let you path very aggressively into multiple elite fights where variance would likley kill you 25%+ of the time. You take the first fight, if it goes great, you take the second. If not, you jump over to a rest.
Avoid
Precarious Shears — Removes two cards (like the Poultice), but has no possible upside and 13 damage (as compared to Max HP) is a big problem right now.
Lava Rock — You need help now, not at the end of act I.
Neow’s Torment — 10 Damage and some cards back is OK, but there is almost always a better option.
Anything not listed is OK … I certainly take Lead Paperweight and Pomander often enough, I’m just not terribly psyched when doing it. I’m actually kind of fond of Neow’s Talisman, which just upgrades a strike and defend. Partially because the Spiral enchantment event shows up fairly regularly (replay one) and also because removing all your strikes and defends is much harder in this game than in the first. You are probably carrying a 1-2 of them throughout the game. The defend (in particular) can really help with the chip damage accumulating across fights.
Overgrowth vs Underdocks
This has been discussed elsewhere (Jorbs covers it in a video) so I’m not going to touch on it too much, but be aware of which elites are in the pool and which aren’t. The big “Bomb” in the Overgrowth is the Bygone Effigy, a cakewalk if you can slam out the 132 (!) damage by the end of turn 3 (or turn 4, taking a single hit). Without the Effigy, if you can just block for 15-20 a turn (and still do reasonably damage) you’ll be fine, particularly if you have some AOE damage. With the Effigy‘s high HP and massive hits, you need a damage source (or slow source). Both Byrdonis and the Phrog Parasite scale up …. Byrdonis by adding strength and the Parasite by shoving junk into your deck. So you are going to want to favor attack over defense, since long term fights don’t favor you. (Byrdonis is arguably more dangerous than the Effigy, but it’s less of a Bomb. Both are damage races; both can kill you but since Byrdonis attack each turn you probably have to eat 20 damage even if you win on turn three (just going all out) but Effigy gives you three free turns, so a one turn difference is a bigger jump.
But in the Underdocks you can focus more on block than in general. Sure, the Phantasmal Gardners grow (slowly), but they punish multiple hits (and the Skulking Colony caps damage per turn). The Terror Eel is trickier, but big block + poison will work great, unlike in the Overgrowth.
The Underdocks (literal) Bomb is Waterfall Giant, responsible for over 8% of my deaths in the game8. Impressive considering it only shows up in ~16% of the games! If your deck is a fast attack deck, you might kill it but still need to tank a hit for 30 (either having block or enough HP left), and if your deck is a big block deck, you are probably slower and will need to tank a bigger hit. The Waterfall Giant is one reason I like the Stone Humidifier. A higher Max HP means a higher current HP in your final fight, so you can eat a bigger hit. This is also true of the Act III double bosses, where you need a buffer (unless your deck is absolutely purring), but with the Giant you need it.
Part II at some point …
- I am retired, after all.
︎ - There are few enough runs that a single win will drive it up and then drift down, but “1 in 20” seems roughly correct.
︎ - Multi-player games are a whole different thing, with a win rate around 15%. I attribute this to the fact that a) either player can “go off” and win the run more-or-less solo (or with a the partners dealing with a troublesome fight and/or providing support) and b) sometimes you die due to variance in either game, but in multiplayer you get resurrected when your partner survives the fight, a recovery not possible in solo.
︎ - My win rate also crept up after the first adjustments, make to make Act I easier and Act III harder, and I think this is not variance. I have not tried the Beta branch.
︎ - Cliff note’s version: 1) Improve your Worst turn, 2) Improve your Best Turn, 3) Condense your Solution, 4) Improve your initial velocity, 5) Don’t overscale, 6) Understand Short term value vs Scaling Density & 7) There is a max hand size
︎ - Darv (the merchant who offers relics from the first game) complicates things because he can show up in either Act.
︎ - Written before the first balance patch of ~3 weeks ago. Still true, less so.
︎ - This was written a month ago, before the patch, and a) he is now slightly weaker and b) I have really focused on beating him. Now he’s back in line with the rest of the baddies.
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