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Best Cards for the Ironclad
The Ironclad is a warrior-type character targeted on buffing power and dealing harm. He begins with the very best HP at 80 and comes with the Burning Blood Relic, which permits him to recuperate six HP on the finish of a battle.
Card Name | Energy Cost | Card Type | Rarity | Effect Details |
Anger | 0 | Attack | Common | Deal 6 harm. Add a duplicate of this card into your discard pile. |
Feed | 1 | Attack | Rare | Deal 10 harm. If this kills the enemy, achieve 3 everlasting Max HP. Exhaust.. |
Immolate | 2 | Skill | Rare | Deal 21 harm to ALL enemies. Shuffle a Burn into your discard pile. |
Armaments | 1 | Skill | Common | Gain 5 Block. Upgrade a card in your hand for the remainder of fight. |
Iron Wave | 1 | Attack | Common | Gain 5 Block. Deal 5 harm. |
Thunderclap | 1 | Attack | Common | Deal 4 harm and apply 1 Vulnerable to ALL enemies. |
Flame Barrier | 2 | Skill | Uncommon | Gain 12 Block. Whenever you might be attacked this flip, deal 4 harm again. |
Inflame | 1 | Power | Uncommon | Gain 2 Strength. |
Rage | 0 | Skill | Uncommon | Whenever you play an Attack this flip, achieve 3 Block. |
Demon Form | 3 | Power | Rare | At the beginning of your flip, achieve 2 Strength. |
Juggernaut | 2 | Power | Rare | Whenever you achieve Block, deal 5 harm to a random enemy. |
Double Tap | 1 | Skill | Rare | This flip, your subsequent Attack is performed twice. |
Anger is a really helpful card to have as it is a free assault. It will be upgraded to do extra harm and is boosted by buffs and debuffs. It additionally provides a duplicate so you will doubtless draw it once more for future assaults.
Flame Barrier is a strong defensive card. Not solely is it cost-effective, nevertheless it provides a major protection enhance in addition to a counterattack. It can be upgraded to be much more environment friendly and deal greater harm.
Demon Form is an influence that offers you a recurring buff. As the battle continues, having boosted harm will actually begin to repay the longer the combat drags on.
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Best Cards for the Silent
The Silent is a hunter-type character targeted on a number of strikes and poisoning targets. She solely begins with 70 HP however has the Ring of the Snake Relic, which lets you draw two further playing cards once you enter battle.
Card Name | Energy Cost | Card Type | Rarity | Effect Details |
Bane | 1 | Attack | Common | Deal 7 harm. If the enemy has Poison, deal 7 harm once more. |
Dagger Spray | 1 | Attack | Common | Deal 4 harm to ALL enemies twice. |
Deadly Poison | 1 | Skill | Common | Apply 5 Poison. |
Flying Knee | 1 | Attack | Common | Deal 8 harm. Next flip, achieve 1 Energy. |
All-Out Attack | 1 | Attack | Uncommon | Deal 10 harm to ALL enemies. Discard 1 card at random. |
Choke | 2 | Attack | Uncommon | Deal 12 harm. Whenever you play a card this flip, the enemy loses 3 HP. |
Noxious Fumes | 1 | Power | Uncommon | At the beginning of your flip, apply 2 Poison to ALL enemies. |
Phantasmal Killer | 1 | Skill | Rare | Next flip, your assaults deal double harm. |
Grand Finale | 0 | Attack | Rare | Can solely be performed if there aren’t any playing cards in your draw pile. Deal 50 harm to ALL enemies. |
Envenom | 2 | Power | Rare | Whenever an Attack offers unblocked harm, apply 1 poison. |
Deadly Poison is easy and efficient. It’s low cost and instantly applies recurring harm to an enemy of your selection. It will be upgraded to use extra stacks and is extraordinarily helpful for carrying down protected enemies.
Choke is a stacking harm assault that hits arduous. When confronted with an elite or a boss enemy, this card is ideal for dealing repeated harm. Start your flip with this card to profit from it and enhance any harm sources you’ve.
Grand Finale is a ending transfer that’s dangerous however value it. It’s essentially the most highly effective card within the sport that may get rid of many enemies and severely injure elites and managers.
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Best Cards for the Defect
The Defect is a mage-like character targeted on harnessing components and establishing assaults. It begins out with 75 HP and has the Cracked Core Relic which Channels one Lightning once you enter battle.
Card Name | Energy Cost | Card Type | Rarity | Effect Details |
Charge Battery | 1 | Skill | Common | Gain 7 Block. Next flip, achieve 1 Energy. |
Rebound | 1 | Attack | Common | Deal 9 harm. Put the following card you play this activate prime of your draw pile. |
Streamline | 2 | Attack | Common | Deal 15 harm. Reduce this card’s value by 1 this fight. |
Sweeping Beam | 1 | Attack | Common | Deal 6 harm to ALL enemies. Draw 1 card. |
Doom and Gloom | 2 | Attack | Uncommon | Deal 10 harm to all enemies. Channel 1 Dark. |
Equilibrium | 2 | Skill | Uncommon | Gain 13 Block. Retain your hand this flip. |
Melter | 1 | Attack | Uncommon | Remove all Block from an enemy. Deal 10 harm. |
All for One | 2 | Attack | Rare | Deal 10 harm. Put all value 0 playing cards out of your discard pile into your hand. |
Echo Form | 3 | Power | Rare | Ethereal. The first card you play every flip is performed twice. |
Electrodynamics | 2 | Power | Rare | Lightning now hits ALL enemies. Channel 2 Lightning. |
Charge Battery is a helpful card for this sort of technique. Not solely does it apply some safety to offer you time to place issues in place, but additionally to arrange future performs. Upgrade it to make it even higher.
Equilibrium is a good card to have for those who do not wish to depart something to likelihood. If you find yourself with hand, use Equilibrium to maintain it and apply some robust safety on the similar time.
Echo Form is an fascinating energy card that adjustments the character’s properties. Namely, it makes your first play every flip twice as efficient.
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Best Cards for the Watcher
The Watcher is a martial arts-like character specializing in stances and fluid fight. She begins out with 72 HP and the Pure Water Relic, which provides a Miracle card to your hand once you enter battle.
Card Name | Energy Cost | Card Type | Rarity | Effect Details |
Bowling Bash | 1 | Attack | Common | Deal 7 harm for every enemy in fight. |
Cut by way of Fate | 1 | Attack | Common | Deal 7 harm. Scry 2. Draw 1 card. |
Follow-Up | 1 | Attack | Common | Deal 7 harm. If the final card performed this fight was an Attack, achieve 1 Energy. |
Pressure Points | 1 | Skill | Common | Apply 8 Mark. ALL enemies lose HP equal to their Mark. |
Battle Hymn | 1 | Power | Uncommon | At the beginning of every flip add a Smite into your hand. |
Conclude | 1 | Attack | Uncommon | Deal 12 harm to ALL enemies. End your flip. |
Swivel | 2 | Skill | Uncommon | Gain 8 Block. The subsequent Attack you play prices 0. |
Blasphemy | 1 | Skill | Rare | Enter Divinity. Die subsequent flip. Exhaust. |
Deva Form | 3 | Power | Rare | Ethereal. At the beginning of your flip, achieve 1 Energy and enhance this achieve by 1. |
Judgment | 1 | Skill | Rare | If the enemy has 30 or much less HP, set their HP to 0. |
Pressure Points is an fascinating however highly effective sort of debuff. Somewhat like Poison, it ignores any blocking and is added to targets immediately. Keep taking part in the cardboard to maximise its impact and improve when you’ll be able to.
Conclude is a robust assault card to have in your deck. When it seems in your hand, you need to play it final to negate the adverse aspect whereas additionally doing good harm. Since it is low cost to make use of, it is value upgrading.
Blasphemy is the definition of a Hail Mary transfer. This is supposed as a final resort however that makes it good to make use of towards bosses, particularly for those who’re operating low on well being and armor.
5
Best Colorless Cards
These playing cards can be found for any character to make use of in a wide range of methods. They’re the one sort that may’t be gained on the finish of battles and as a substitute must be discovered, purchased, or added to your deck by way of the usage of different playing cards.
Card Name | Energy Cost | Card Type | Rarity | Effect Details |
Enlightenment | 0 | Skill | Uncommon | Reduce the price of all playing cards in your hand to 1 this flip. |
Impatience | 0 | Skill | Uncommon | If you don’t have any Attacks in your hand, draw 2 playing cards. |
Trip | 0 | Skill | Uncommon | Apply 2 Vulnerable |
Panacea | 0 | Skill | Uncommon | Gain 1 Artifact. Exhaust. |
Mayhem | 2 | Power | Rare | At the beginning of your flip, play the highest card of your draw pile. |
Hand of Greed | 2 | Attack | Rare | Deal 20 harm. If Fatal, achieve 20 Gold. |
Panache | 0 | Power | Rare | Every time you play 5 playing cards in a single flip, deal 10 harm to ALL enemies. |
Sadistic Nature | 0 | Power | Rare | Whenever you apply a debuff to an enemy, they take 5 harm. |
The Bomb | 2 | Skill | Rare | At the top of three turns, deal 40 harm to ALL enemies. |
Apotheosis | 2 | Skill | Rare | Upgrade ALL your playing cards for the remainder of fight. Exhaust. |
Enlightenment is a really helpful card that may maintain your vitality prices low till you discover the correct Relics or playing cards. Since it prices nothing, there is no draw back to utilizing it, and needs to be stored in rotation.
Sadistic Nature is ideal because you’re prone to accumulate a variety of debuff playing cards. It’s simple to stack debuffs on enemies since they ignore blocking. Once that is completed, this card proves to be fairly highly effective.
Apotheosis is a one-time per battle use card, nevertheless it’s value it. It immediately buffs each single one among your playing cards for the remainder of the combat and takes itself out of rotation to create space.
With this, we’re closing down Slay the Spire tier record. Note that we are going to replace this tier record with new playing cards and at any time when a rebalance patch is out, so keep tuned.
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