Slay The Spire
46 Achievements
1,070
152-203h
Xbox One
Xbox Series
Ascend 20
Complete Ascension Level 20.
75
0.63%
How to unlock the Ascend 20 achievement in Slay The Spire - Definitive Guide
As you get to higher ascension different cards become more valuable. I went through with the Ironclad. Its hard to write a guide since each run is different but here is some general things I noticed.
On mid ascensions I relied on either a lot of defense (Shrug It Offs, Ghostly Armor) and then sort of waited for the run to decide to go all in on defense (Barricade, Entrench) or go more offense with strength scaling (Spot Weakness, Inflame, Demon Form). Obviously the boss relics make a huge difference as well. Snecko Eye is great if you have several 2 or more cards. Then I usually favored any Energy boss relics. Runic Pyramid can be a run winner too.
Other general advice is to remove or transform Strikes. In mid ascension I would try to take on more elites but towards the very end found that difficult. Run winning combos can be Dead Branch + Corruption, Barricade + Entrench, Demon Form + defense to get it rolling (you don't need many offensive cards). There are several other really cool ways to win but I found these at high ascension the best.
My last two runs took me some time. For A19 I got a Dead Branch off the bat (Dead Branch seems really rare I only saw maybe 5 out of 200 runs). Then I got Corruption early in Act 2 and those are a great combo. For A20 I somehow got like 3 Dropkicks in Act I and a Runic Pyramid. I tried to go infinite (keep drawing cards forever with Dropkick) and it worked. I had like Offering, True Grit, Arnaments, Shockwave, and Bash (must have for Dropkick) and a couple Defenses by the time I hit Act 3. Luckily I did not have to face the Time Eater.
Finally watch Jorbs or other YouTube runs they can help you learn a lot.
On mid ascensions I relied on either a lot of defense (Shrug It Offs, Ghostly Armor) and then sort of waited for the run to decide to go all in on defense (Barricade, Entrench) or go more offense with strength scaling (Spot Weakness, Inflame, Demon Form). Obviously the boss relics make a huge difference as well. Snecko Eye is great if you have several 2 or more cards. Then I usually favored any Energy boss relics. Runic Pyramid can be a run winner too.
Other general advice is to remove or transform Strikes. In mid ascension I would try to take on more elites but towards the very end found that difficult. Run winning combos can be Dead Branch + Corruption, Barricade + Entrench, Demon Form + defense to get it rolling (you don't need many offensive cards). There are several other really cool ways to win but I found these at high ascension the best.
My last two runs took me some time. For A19 I got a Dead Branch off the bat (Dead Branch seems really rare I only saw maybe 5 out of 200 runs). Then I got Corruption early in Act 2 and those are a great combo. For A20 I somehow got like 3 Dropkicks in Act I and a Runic Pyramid. I tried to go infinite (keep drawing cards forever with Dropkick) and it worked. I had like Offering, True Grit, Arnaments, Shockwave, and Bash (must have for Dropkick) and a couple Defenses by the time I hit Act 3. Luckily I did not have to face the Time Eater.
Finally watch Jorbs or other YouTube runs they can help you learn a lot.
6 Comments
Just got it with the Defect... Over 20h of fails, cause RNG is... But in the end it was ok expect time eater + awakened one with a power/ DEF orbs deck.
By Vengeful Void on 02 Dec 2019 01:02
Been stuck on Silent at 20 for a while now. I've rarely beaten the first boss and then quickly die to the second. I swear I'm having some real bad luck at getting any synergies to come up in the same game, compared to A1-A19. Grr...
By JORAX on 18 Feb 2020 03:18
I just completed this the other day after 220+ hours of attempts. There are obviously people that did it faster so I am by no means an expert and this guide is meant to encourage those of you who are middling at the game (like me) to keep trying. I completed this on Silent, so all of my examples stem from that deck.
The single most important tip: Watch Jorbs. Here is a link to his YouTube playlist: https://www.youtube.com/channel/UCpjr4aOTbpvat8Y77e8dd_Q This is undeniably the single most helpful thing I did to complete ascension 19 and 20. He is playing at the next level of thinking so every little tip that I could glean from him helped up my game. I won both 19 and 20 immediately after watching his wins and after loss streaks numbering in the dozens. I don’t think that’s by accident.
Here are my take home tips, all credit goes to the numerous hours of watching Jorbs:
1. Play to the floors immediately in front of you. As tempting as it may be, you don’t need a Nightmare or even Wraith Form at level 2. These are always going to be inferior to a damage card in the first act and may mean your death if you draw one instead of a high damage card against Gremlin Nob or Lagavulin. Of course they are good cards later, but that’s moot if you die in act one because you don’t have enough damage. In act 1 you want front loaded damage, act two look for sustain/aoe (and aim to continue to be able to fight elites) and act 3 aim to round out your deck with whatever it is missing (card draw, block, weak, scaling damage, etc.).
2. Play to the run. Each run has a theme or some sort of a predetermined path to winning, most runs have multiple variations of cards that can get you the win but you will notice a pattern early on. Don’t fight this, learn to love it! My A20 win started with an early Tingsha followed by 2(!) Calculated Gamble+. If I had not just watched Jorbs, and been open to what the run was trying to feed to me, I would have easily passed on an early Gamble+ (because I need more damage, right?!?) but by the time I got the second, my deck was dishing out enough damage to end most hallway fights in one deck rotation. Play to the run! Create synergies and win. Other more obvious ones include shuriken/Kunai and shivs, snecko skull and poison, etc.
3. Don’t let some fantasy of your perfect deck cloud the winning path right in front of you. What do I mean? Don’t necessarily take the “best” card choice if it doesn’t synergize with the other cards/relics you already have. This is a trap I would fall into too often; I don’t need a bunch of Footworks (great card, essential for most runs) if I’ve already established a Nightmare/Wraith Form combo. Maybe another Noxious Fumes isn’t better than a cloak and dagger when I have Shuriken and not enough block or blade dance when I have kunai and not enough damage, etc.
Again, this is by no means the end all of guides, and I’m certainly no expert at this game. Furthermore, every run will be unique and there is no absolute “right way” or “perfect deck.” In fact, once you stop “fighting” the game, you will start winning more; the path of least resistance here is key. All that said, through sheer determination and a lot of help and study from Jorbs, I was able to succeed, which means I know you can too!
The single most important tip: Watch Jorbs. Here is a link to his YouTube playlist: https://www.youtube.com/channel/UCpjr4aOTbpvat8Y77e8dd_Q This is undeniably the single most helpful thing I did to complete ascension 19 and 20. He is playing at the next level of thinking so every little tip that I could glean from him helped up my game. I won both 19 and 20 immediately after watching his wins and after loss streaks numbering in the dozens. I don’t think that’s by accident.
Here are my take home tips, all credit goes to the numerous hours of watching Jorbs:
1. Play to the floors immediately in front of you. As tempting as it may be, you don’t need a Nightmare or even Wraith Form at level 2. These are always going to be inferior to a damage card in the first act and may mean your death if you draw one instead of a high damage card against Gremlin Nob or Lagavulin. Of course they are good cards later, but that’s moot if you die in act one because you don’t have enough damage. In act 1 you want front loaded damage, act two look for sustain/aoe (and aim to continue to be able to fight elites) and act 3 aim to round out your deck with whatever it is missing (card draw, block, weak, scaling damage, etc.).
2. Play to the run. Each run has a theme or some sort of a predetermined path to winning, most runs have multiple variations of cards that can get you the win but you will notice a pattern early on. Don’t fight this, learn to love it! My A20 win started with an early Tingsha followed by 2(!) Calculated Gamble+. If I had not just watched Jorbs, and been open to what the run was trying to feed to me, I would have easily passed on an early Gamble+ (because I need more damage, right?!?) but by the time I got the second, my deck was dishing out enough damage to end most hallway fights in one deck rotation. Play to the run! Create synergies and win. Other more obvious ones include shuriken/Kunai and shivs, snecko skull and poison, etc.
3. Don’t let some fantasy of your perfect deck cloud the winning path right in front of you. What do I mean? Don’t necessarily take the “best” card choice if it doesn’t synergize with the other cards/relics you already have. This is a trap I would fall into too often; I don’t need a bunch of Footworks (great card, essential for most runs) if I’ve already established a Nightmare/Wraith Form combo. Maybe another Noxious Fumes isn’t better than a cloak and dagger when I have Shuriken and not enough block or blade dance when I have kunai and not enough damage, etc.
Again, this is by no means the end all of guides, and I’m certainly no expert at this game. Furthermore, every run will be unique and there is no absolute “right way” or “perfect deck.” In fact, once you stop “fighting” the game, you will start winning more; the path of least resistance here is key. All that said, through sheer determination and a lot of help and study from Jorbs, I was able to succeed, which means I know you can too!
5 Comments
My biggest tip - try to hit 2 elites per floor. I avoided them through A15 or so before realizing that they both force you to build decks that deal more damage early on (really important even for hall fights in the 2nd & 3rd acts), but they also give you the chance for major improvements via artifacts. Or they give you some crap and mostly kill you, but those runs probably would have lost anyway ;). And agree that Jorbs is at another level & watching him is super beneficial.
By JORAX on 19 Feb 2020 17:28
Agreed^^ about the necessity of fighting elites. This was so ingrained in me by Jorbs early on in watching his videos that I didn’t even think to mention it. You’re absolutely right, fighting elites in Acts 1 and 2 is absolutely necessary for making it through even hall fights in Act 3.
By Armstrong x360a on 10 Mar 2020 03:30
I focused on having fun and on learning about the game, so I only started climbing ascension levels towards the goal of reaching 20 after I knew all 4 characters and decided to go with the Watcher (the mantra lady, 4th and last character to be unlocked).
So, so far I've played the game for 171 hours, again, because I enjoyed it (not that much at first, of course, because it first feels too hard, unbalanced, until you get the hang of it).
I'd also like to point out that I don't watch Youtube channels nor have I looked up any guides, so I'm proud to have come up with my own method, which also helped me unlock at least 2 other tough achievements in this game using what I'm gonna describe right now.
You only need 3 cards (and two of them you already start with since the very beginning of the game) plus a relic called Violet Lotus, which gives you an additional energy point whenever you exit Calm.
The cards you are gonna need are:
- Eruption ("Deal 9 damage. Enter Wrath")
- Vigilance ("Enter Calm. Gain 8 Block")
- Rushdown ("Whenever you enter Wrath, draw 2 cards")
From the above, Rushdown is the one you are going to have to acquire along the way.
Using the three of them in the right order will make you enter an infinite loop of attacks until any enemy is dead. It works not only on bosses but it might help you defeat any foe such as the Transient or any other high HP enemy as well. The downside per se is that the damage done with each attack is small, so it will take many hits to end the fight, but it works great and that's what matters in the end. Here's the step by step:
1- First, play Rushdown to apply its effects on this turn/fight. 2- Then play Vigilance to enter Calm and 3- finally use Eruption to enter Wrath and attack. That's it. Rinse and repeat steps 2 and 3 to keep attacking.
Having those cards upgraded is a plus (or even a necessity in case you only have 3 total energy to spend, since Vigilance costs 2 and upgraded Eruption costs 1). When you exit Calm you earn 3 more energy, which is essencial for the loop since you will keep spending those earned energy points on Vigilance and Eruption, respectively, over and over.
You are also gonna need to have a hand of about 7 cards in total, because when the Rushdown effect happens you need it to bring back those 2 other cards that you are using to keep the loop and attack, that is, Vigilance and Eruption. If you have more than 7 cards total you risk breaking the loop in case one of those 2 doesn't return to your hand when redrawing.
In order to achieve only 7 cards or less in your hand, simply take advantage from the beginning of the game to get rid of the other ones you don't need. There are plenty of opportunities between some of the ? (question mark) events and also the removal services found in shops. For me it seems almost like the game notices that I'm playing this way (minimalist deck) from start and throw a lot of such opportunities.
About the Violet Lotus relic:
Although much on this game is random, there are certain patterns you can learn by experience or you could, for instance, read the wiki dedicated to this game. I've noticed thru experience that the Violet Lotus can appear at least from these 3 different events:
- At the beginning of the climb, (IF you have reached a boss on your previous attempt and) if you decide to swap your original relic (Pure Water) for it;
- Before the first boss (although I believe it could also appear after him, since the relic's order as a reward or acquirable item tend to change every time). I'm adding this just for reference, for it has happen to me multiple times and it could help a player trying the achievement for defeating a boss on turn 1.
- As a reward for defeating the 1st boss on chapter 1. This was what happened to me when I beated ascension level 20, although it might be worth to remember that it is NOT always shown as one of the 3 possible rewards, it doesn't happen often or at least every time.
Extra info from original solution (other achievement):
I first discovered this method while working my way towards the final boss (before the Heart), on act 3, and I used this same technique that had worked on the Transient for these other 2 achievements. Because I was learning as I went (used no guides), I had a few cards over the 7 total in my hand but I also had a Blasphemy card ("Retain. Enter Divinity. Die next turn. Exhaust.") and a potion which allowed me to enter either Calm or Wrath as backups. Those extras helped me get the loop started. So I first entered Divinity, then used the Rushdown card, then a potion to enter Wrath. By doing that, I was finally able to have Eruption and Vigilance in my hand to start the proper loop as explained. I was unlucky to get the toughest boss (in my opinion) as the enemy, the Awaked One, but as soon as I killed him the first time that other achievement unlocked.
EDIT: Qwanimal suggests, in case you can't find the Violet Lotus relic, players can use the Inner Peace ("If you are in Calm, draw 3 cards, otherwise Enter Calm") card instead of Vigilance since it allows players to enter Calm costing only 1 energy.
So, so far I've played the game for 171 hours, again, because I enjoyed it (not that much at first, of course, because it first feels too hard, unbalanced, until you get the hang of it).
I'd also like to point out that I don't watch Youtube channels nor have I looked up any guides, so I'm proud to have come up with my own method, which also helped me unlock at least 2 other tough achievements in this game using what I'm gonna describe right now.
You only need 3 cards (and two of them you already start with since the very beginning of the game) plus a relic called Violet Lotus, which gives you an additional energy point whenever you exit Calm.
The cards you are gonna need are:
- Eruption ("Deal 9 damage. Enter Wrath")
- Vigilance ("Enter Calm. Gain 8 Block")
- Rushdown ("Whenever you enter Wrath, draw 2 cards")
From the above, Rushdown is the one you are going to have to acquire along the way.
Using the three of them in the right order will make you enter an infinite loop of attacks until any enemy is dead. It works not only on bosses but it might help you defeat any foe such as the Transient or any other high HP enemy as well. The downside per se is that the damage done with each attack is small, so it will take many hits to end the fight, but it works great and that's what matters in the end. Here's the step by step:
1- First, play Rushdown to apply its effects on this turn/fight. 2- Then play Vigilance to enter Calm and 3- finally use Eruption to enter Wrath and attack. That's it. Rinse and repeat steps 2 and 3 to keep attacking.
Having those cards upgraded is a plus (or even a necessity in case you only have 3 total energy to spend, since Vigilance costs 2 and upgraded Eruption costs 1). When you exit Calm you earn 3 more energy, which is essencial for the loop since you will keep spending those earned energy points on Vigilance and Eruption, respectively, over and over.
You are also gonna need to have a hand of about 7 cards in total, because when the Rushdown effect happens you need it to bring back those 2 other cards that you are using to keep the loop and attack, that is, Vigilance and Eruption. If you have more than 7 cards total you risk breaking the loop in case one of those 2 doesn't return to your hand when redrawing.
In order to achieve only 7 cards or less in your hand, simply take advantage from the beginning of the game to get rid of the other ones you don't need. There are plenty of opportunities between some of the ? (question mark) events and also the removal services found in shops. For me it seems almost like the game notices that I'm playing this way (minimalist deck) from start and throw a lot of such opportunities.
About the Violet Lotus relic:
Although much on this game is random, there are certain patterns you can learn by experience or you could, for instance, read the wiki dedicated to this game. I've noticed thru experience that the Violet Lotus can appear at least from these 3 different events:
- At the beginning of the climb, (IF you have reached a boss on your previous attempt and) if you decide to swap your original relic (Pure Water) for it;
- Before the first boss (although I believe it could also appear after him, since the relic's order as a reward or acquirable item tend to change every time). I'm adding this just for reference, for it has happen to me multiple times and it could help a player trying the achievement for defeating a boss on turn 1.
- As a reward for defeating the 1st boss on chapter 1. This was what happened to me when I beated ascension level 20, although it might be worth to remember that it is NOT always shown as one of the 3 possible rewards, it doesn't happen often or at least every time.
Extra info from original solution (other achievement):
I first discovered this method while working my way towards the final boss (before the Heart), on act 3, and I used this same technique that had worked on the Transient for these other 2 achievements. Because I was learning as I went (used no guides), I had a few cards over the 7 total in my hand but I also had a Blasphemy card ("Retain. Enter Divinity. Die next turn. Exhaust.") and a potion which allowed me to enter either Calm or Wrath as backups. Those extras helped me get the loop started. So I first entered Divinity, then used the Rushdown card, then a potion to enter Wrath. By doing that, I was finally able to have Eruption and Vigilance in my hand to start the proper loop as explained. I was unlucky to get the toughest boss (in my opinion) as the enemy, the Awaked One, but as soon as I killed him the first time that other achievement unlocked.
EDIT: Qwanimal suggests, in case you can't find the Violet Lotus relic, players can use the Inner Peace ("If you are in Calm, draw 3 cards, otherwise Enter Calm") card instead of Vigilance since it allows players to enter Calm costing only 1 energy.
2 Comments
I went with Fear no Evil+Eruption+Rushdown without the lotus on my last run, you can do a loop whenever an enemy is attacking
By Rafael D Arroyo on 07 Mar 2021 19:44
Probably too much overlap to warrant an additional solution, so adding my notes on getting to A20 with Watcher as a comment.
Using Rushdown and a small deck for an infinite combo is a solid plan, but adding some flexibility will greatly increase win rate without needing Violet Lotus all the time.
Take every opportunity to remove cards. Transforming is OK, but removal is better. When Watcher runs fail its often from losing health while trapped in the wrong stance. Deck control, and therefore stance control, is everything. A small deck makes it so much easier. 80% of the time or more, skipping a new card is the preferred option. The best advice i ever got is "the best way to remove cards is to not take them". The starter cards alone have a strong chance of getting you through Act I.
Ideally we want to infinite combo. We won't always be able to, but aiming for two things heads us in that direction and helps us greatly even if we don't hit infinite. These are card draw, and cheap ways to change stance.
In Act I you want to be aggressive. Playing the same way you would against Gremlin Nob works well. Strongly prioritise removing Defends. The first upgrade should always be Eruption. We want to fight 2 Elites in this act. To that end, the best Neow blessing is probably "first 3 enemies have 1HP" as you can often use it to defeat an elite.
I found the best boss relics to be Violet Lotus and Runic Pyramid, with the exception of if you get Pandora's Box after Act I. The box puts you out of your comfort zone, but generally results in a much stronger deck after a couple of judicious card removals. Its a great way to open your eyes to previously underappreciated cards too.
Cards I (almost) always take
Tantrum - like a stronger Eruption. An extra 1 cost card to get into Wrath is always good.
Rushdown - The easiest way to go infinite, but equally useful in a bigger deck.
Fear No Evil - 1 cost Calm and good damage.
Scrawl - great for the card draw when you need a stance change, but truly becomes top tier when paired with runic pyramid.
Mental Fortress - more essential for a heart run but often the difference maker when a deck falls short of the infinite combo. Sometimes I'll take two.
Talk to the Hand - great on boss fights, synergy with Tantrum.
Cards I usually but don't always take
Flurry of Blows
Deus Ex Machina
Empty mind (if no early Rushdown)
Other ways to go infinite
Watcher has several, as you progress through the ascensions you'll get adept at spotting them
Meditate and Establishment
Madness
Sundial and Inner Peace
Using Rushdown and a small deck for an infinite combo is a solid plan, but adding some flexibility will greatly increase win rate without needing Violet Lotus all the time.
Take every opportunity to remove cards. Transforming is OK, but removal is better. When Watcher runs fail its often from losing health while trapped in the wrong stance. Deck control, and therefore stance control, is everything. A small deck makes it so much easier. 80% of the time or more, skipping a new card is the preferred option. The best advice i ever got is "the best way to remove cards is to not take them". The starter cards alone have a strong chance of getting you through Act I.
Ideally we want to infinite combo. We won't always be able to, but aiming for two things heads us in that direction and helps us greatly even if we don't hit infinite. These are card draw, and cheap ways to change stance.
In Act I you want to be aggressive. Playing the same way you would against Gremlin Nob works well. Strongly prioritise removing Defends. The first upgrade should always be Eruption. We want to fight 2 Elites in this act. To that end, the best Neow blessing is probably "first 3 enemies have 1HP" as you can often use it to defeat an elite.
I found the best boss relics to be Violet Lotus and Runic Pyramid, with the exception of if you get Pandora's Box after Act I. The box puts you out of your comfort zone, but generally results in a much stronger deck after a couple of judicious card removals. Its a great way to open your eyes to previously underappreciated cards too.
Cards I (almost) always take
Tantrum - like a stronger Eruption. An extra 1 cost card to get into Wrath is always good.
Rushdown - The easiest way to go infinite, but equally useful in a bigger deck.
Fear No Evil - 1 cost Calm and good damage.
Scrawl - great for the card draw when you need a stance change, but truly becomes top tier when paired with runic pyramid.
Mental Fortress - more essential for a heart run but often the difference maker when a deck falls short of the infinite combo. Sometimes I'll take two.
Talk to the Hand - great on boss fights, synergy with Tantrum.
Cards I usually but don't always take
Flurry of Blows
Deus Ex Machina
Empty mind (if no early Rushdown)
Other ways to go infinite
Watcher has several, as you progress through the ascensions you'll get adept at spotting them
Meditate and Establishment
Madness
Sundial and Inner Peace
By wembleytor on 20 Mar 2023 12:54
Got this after 150 hours with 'the Defect'.
Screenshots + seed number here: https://imgur.com/a/O1P6Lif
The key success factor on this run was that I got 'Echo Form' off the start, which later combined very well with 3 'Glacier' cards, focus cards & 'Inserter' orb (I almost didn't pick the Inserter, as I had 2 other good options as shown in one of the screenshots).
The 2nd final boss was the real concern because during my last near-miss run on A20, I had 0 chance against the 2nd boss.
But this time I was able to easily ramp-up high focus & orb slots with the 2nd boss before getting any damage.
Was also the highest focus (21) I ever achieved.
TL;DR: I tried & tried to beat A20, I only managed to do it once I built a deck around 'Echo Form', which allows high amount of Glacier, focus cards to build up tough defense. Even with that defense I almost died 2 floors close to the final boss.
Bonus tip: be careful when using 'Static Discharge'. In some battles you rather not use it and keep those defense orbs, instead of lightning. Slow & steady is better than fast & dead
Screenshots + seed number here: https://imgur.com/a/O1P6Lif
The key success factor on this run was that I got 'Echo Form' off the start, which later combined very well with 3 'Glacier' cards, focus cards & 'Inserter' orb (I almost didn't pick the Inserter, as I had 2 other good options as shown in one of the screenshots).
The 2nd final boss was the real concern because during my last near-miss run on A20, I had 0 chance against the 2nd boss.
But this time I was able to easily ramp-up high focus & orb slots with the 2nd boss before getting any damage.
Was also the highest focus (21) I ever achieved.
TL;DR: I tried & tried to beat A20, I only managed to do it once I built a deck around 'Echo Form', which allows high amount of Glacier, focus cards to build up tough defense. Even with that defense I almost died 2 floors close to the final boss.
Bonus tip: be careful when using 'Static Discharge'. In some battles you rather not use it and keep those defense orbs, instead of lightning. Slow & steady is better than fast & dead
This guide was translated automatically.
Experience decides here, because I went through the first 10 longer than from 10 to 20. At first I tried for the armor-bearer, but it seemed to me that he was very dependent on certain cards. But the defect with its spheres drags, there are a lot of deck options that become an impossibility. I always started the path with the option that the first 3 opponents had 1hp and chose the path of 2 opponents to the first elite opponents, as a result, in 1 minute the first elite fighter was already killed and it was immediately clear what fell out, what cards and whether it was worth continuing at all, a good strat decides.
4 Comments
Passed behind the armor-bearer. The deck for him is either all attack and medium defense, or all barricade and powerful defense. A couple of Reaper cards and a powerful attack help a lot.
surprise at the 20th elevation! 2 final bosses in a row, health at 0; only heal between them.
surprise at the 20th elevation! 2 final bosses in a row, health at 0; only heal between them.
By sepultur on 30 May 2023 03:15
I played as a plate-bearer and tried to do a defense build with two Body Push cards (pumped up) every elevation, since you will be constantly in defense and immediately deal damage (necessarily cards to draw, for example Nonsense), it is advisable to find a barricade, and then you will be invincible. When playing with such cards, you will always be on defense and just wait for the body push card to one-shot enemies. I very often played through the eye of zmekko (the starting relic) and passed the 20th exaltation with it, very often cards worth 0-1 drop out .
By tvorojock on 25 Feb 2024 06:33
This guide was translated automatically.
As a plate-bearer, it’s quite easy to go through elevations 1-18 with an armor/barricade or attack deck. But I was stuck on the 19th elevation for a very long time. It was possible to pass 19th and 20th elevations at once only after changing tactics, when, as a reward for killing the first boss, I chose the eye of a zmekko and filled the deck with the “Weighty Blade” card (damage depends on strength), and had several cards in the deck to increase strength (better also have at least 1 improved card for doubling power to constantly multiply it)
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