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Slay the spire ending
Slay the spire ending









I've avoided Dead Branch, which would insta-kill this build, and most all of the ones that grant extra energy at the expense of being able to do something else – the deck is all powers, and Mummified Hand reduces a random card to 0-cost whenever you play a power.

slay the spire ending

In terms of relics, I've got all of the ones you'd want and (almost) none of the ones you wouldn't. By the end of the fourth turn in the fight here, I'd summoned 234 lightning, making one Thunder Strike deal over 3,700 damage. Almost all power cards, almost all adding to the lightning count, and a ton of Buffers to make you basically invincible. The first turn is always the same, it always does a ton of damage, and it always leaves you set up for a lot more.Īssuming the fight makes it past the first turn, which doesn't happen much until Act III, all the remaining turns are just about adding damage negation with Buffers, boosting focus with Biased Cognitions and Defragments (can get up to ~40 focus), adding orb slots with Capacitors, guaranteeing card-draw with Heatsinks, and dealing damage whenever a Thunder Strike is drawn.

#Slay the spire ending plus#

Having those cards be innate, plus Electrodynamics and a Thunder Strike, takes most of the variability out of this deck. To make that happen, 7x Storm+ (innate when upgraded summons lightning orbs whenever a power is played… and the only non-power cards in the deck are three Thunder Strikes) are always the opening. The basics here are the same as a lot of Defect decks – damage really comes from Thunder Strike, which means your goal is to summon as many lightning as possible as quickly as possible. Took four turns to do the 23,476 damage required to dispatch him (though I only actually killed him because I wanted to see how long it would take I could've just ended turns to quickly get through the fight, thanks to all the negated damage the deck lets me stack within two turns).Īs for the deck, at this point, it could use some optimization, but it's so crazy over-powered in its current form that I haven't even bothered.

slay the spire ending

My dude does over 2k damage per attack pretty quickly. Look at all that HP! Happened to have an intangible up, so he's only doing one damage on the first turn, but these pictures show how the fight unfolded. These conditions are added over the first several runs.Īs for my run, the main pic in this post is Transient on round 45. Rounds after that start adding additional difficulty – enemies deal ever-increasing amounts of damage and have ever-increasing amounts of HP, you're limited to 15 cards played per turn, three copies of a unique curse get added to your deck every round, you can no longer add to your max HP, all treasure rooms become elites, and elites no longer drop relics. Things have gotten weird, and I'm still hoping I die soon, but I just don't think that I will until I'm old and grey.įor anyone not familiar with how endless mode works, the first round is the same as a standard non-ascension run. I'm currently on floor 2,268 / my 45th run through. Nowadays, I average a couple runs per week. I did a lot of rounds in the early days, thinking I'd surely die, and I could be done with it. First run was with The Defect… and that same run continues to this day.

slay the spire ending

Hope someone gets a chuckle out of this.Ībout six months ago, I discovered that endless mode was a thing, and I decided to give it a shot. Long post incoming… I was telling some friends of mine about this stupid thing I've been doing for the last six months, and they suggested that I post it here, so here I am.









Slay the spire ending