Slay The Spire
46 Achievements
1,070
152-203h
Xbox One
Xbox Series
Adrenaline
Have 9 Energy during a single turn of combat.
15
22.65%
How to unlock the Adrenaline achievement in Slay The Spire - Definitive Guide
There's a few ways to do this but I've found that the easiest way is the relic "Ice Cream". It lets you keep leftover energy. Using it with the Silent, I was able to get it without trying for it.
2 Comments
Upgraded Outmaneuver plus a "double effect on the next card" potion and a +1 energy boss relic. Exactly 10 energy on turn 2 of the very first battle of the second act.
By Juanchu77 on 26 Apr 2020 19:22
Actually, you don't even need the Ice Cream relic with the Silent, just be sure to have some Outmaneuver and Adrenaline cards, especially if one or more are upgraded. I had two Outmaneuver and 1 Adrenaline card, and got this easily. Heck, I've had a turn now that I had 12 energy (a couple of other factors thrown in as well to get to that point but still).
By Kedrix on 24 Mar 2020 11:26
The best way to get this achievement is to play as the defect.
Collect the card that expands your orb slots by 2 and either upgrade it so that it gives you 3 orb slots or collect a relic that gives you extra energy.
You will also need to collect the card 'fission'.
In battle, get up to the number of slots that you need additional energy for to get up to 9 energy and fill all of these up with any orb - then trigger fission. This either removes or evokes your orbs and gives you energy for each one evoked or removed (depending on whether the card is upgraded).
Achievement unlocked! Good luck.
Video below showing how I unlocked this:
Collect the card that expands your orb slots by 2 and either upgrade it so that it gives you 3 orb slots or collect a relic that gives you extra energy.
You will also need to collect the card 'fission'.
In battle, get up to the number of slots that you need additional energy for to get up to 9 energy and fill all of these up with any orb - then trigger fission. This either removes or evokes your orbs and gives you energy for each one evoked or removed (depending on whether the card is upgraded).
Achievement unlocked! Good luck.
Video below showing how I unlocked this:
Sorry, this Game Clip has been removed
The best way to get this trophy is to play as the defect.
Collect the card that expands your orb slots by 2 and either upgrade it so that it gives you 3 orb slots or collect a relic that gives you extra energy.
You will also need to collect the card 'fission'.
In battle, get up to the number of slots that you need additional energy for to get up to 9 energy and fill all of these up with any orb - then trigger fission. This either removes or evokes your orbs and gives you energy for each one evoked or removed (depending on whether the card is upgraded).
Trophy unlocked! Good luck.
Collect the card that expands your orb slots by 2 and either upgrade it so that it gives you 3 orb slots or collect a relic that gives you extra energy.
You will also need to collect the card 'fission'.
In battle, get up to the number of slots that you need additional energy for to get up to 9 energy and fill all of these up with any orb - then trigger fission. This either removes or evokes your orbs and gives you energy for each one evoked or removed (depending on whether the card is upgraded).
Trophy unlocked! Good luck.
There are many ways to get this achievement.
I was able to do it with Watcher as she has some easy ways to increase Energy.
Using Pure Water/Holy Water relics and Deus Ex Machina/Collect cards allows you to accumulate Miracle cards (they are retainable) that add 1 Energy each one.
If you manage to reach the Divinity by accumulating 10 Mantra, you get another 3 Energy upon exiting the stance next turn.
This means: your normal 3 Energy + 3 Energy after leaving Divinity + 3 Energy from Miracle cards = 9 Energy!
I was able to do it with Watcher as she has some easy ways to increase Energy.
Using Pure Water/Holy Water relics and Deus Ex Machina/Collect cards allows you to accumulate Miracle cards (they are retainable) that add 1 Energy each one.
If you manage to reach the Divinity by accumulating 10 Mantra, you get another 3 Energy upon exiting the stance next turn.
This means: your normal 3 Energy + 3 Energy after leaving Divinity + 3 Energy from Miracle cards = 9 Energy!
This guide was translated automatically.
I did this when playing as the Contemplator as soon as the “Shape of a Deva” card fell out - a must-have card for this character (gives +1 energy on the first turn and each turn increasing this amount by another +1 and so on ad infinitum). Then it’s a matter of technology because enough energy to play all the cards in your hands
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