slay the spire ironclad strategy reddit
The reapers made sure I always had high health so I could keep upgrading cards like metalicize. Consider whether you have the health to survive one before you take a route, and try to calculate how much health you’ll have to spend getting there.

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Really helpful advice. If it will save you enough HP, you can consider using a potion (Energy, Block) to help defend on the turn you play the card, or you can even avoid playing it if the encounter is easy enough. A few things help in my experience.

Not to mention that the card has good versatility in general, allowing you to get extra copies of whatever card you might want/need. Crow does has some null turns that make it fairly easy, was even soaking the 40 dmg hits. If you're stuck with 3 energy you may need to find time to tank hits. Let's discuss strategy. Dedicated to all discussion on the roguelike deckbuilding game Slay the Spire by Mega Crit Games. Prioritize energy because free cards makes energy the bottleneck. There are some other win conditions as well, but these are probably the most consistent for winning. Barricade/Entrench Take all the high block cards you can and then double it as often as possible with Entrench. My overall record is 39-34 and my Ironclad win% feels higher than my Silent. Level two and three bosses can do insane damage, especially in higher Ascension levels, so being able to stack up your defense, and use up your hand to do so, is always welcome. My highest win streak on Ironclad is 10: https://imgur.com/a/ggF5P, so my strategy wins fairly consistently. I'm new to the game, but I'm getting the idea that Corruption is one of the best strategies.

But consider getting rid of cards that don’t really fit your build or cards that you rarely use. I didn't like the idea of running out of cards so I paired exhaust cards with anger to ensure there was always something to burn. text.

Is Apotheosis still among the strongest buys after the nerfs? I find True Grit also fits into this category, but your mileage may vary - A lot of people dislike this card for some reason. Page Generated in 0.065s. However, you want to make sure to look for powerful cards early that can push you towards a certain build. Elites are generally tougher with the ironclad imo. Most enemies start with debuffs so consider lowering deck size by taking less cards so you can play it at the start. Don't actually do this too often, since it's actually a heavy gamble but it's a free card to play every time it's drawn. New comments cannot be posted and votes cannot be cast, More posts from the slaythespire community. It’s not terribly difficult to take both and some card draw and concoct something reasonable.

5) I don't try to force synergies - I think the ironclad does fine without every card in your deck synergising, and often 5-6 cards out of a 15-20 card deck is all you need to be synergistic. Ironclad Card Drafting in Slay The Spire.

More options are almost always better, and Battle Trance is one of the best ways to give yourself those options. True Grit is a common exhaust card that you want 2-3 of in every deck. Mill deck. Double Tap basically does the same job better, though it is rare.

Early on, after you collect your first few cards and relics, determine what your strengths are and the builds you want to go for. I think this is probably my issue. Slay the Spire. All trademarks are property of their respective owners in the US and other countries. I tried to update my guide a bit to reflect that. I played my first 20+ hours as Silent and have 5 victroies and 23 deaths(learning the game took some time).

Do you want to brute force enemies? I don't think I've ever passed up an Offering and I rarely pass up Metallicize. Dedicated to all discussion on the roguelike deckbuilding game Slay the Spire by Mega Crit Games. Español - Latinoamérica (Spanish - Latin America). Some different kinds of decks the Ironclad can try to build Other Slay the Spire Guides: Beginners Guide. Damage dealers - Pommel, Sword Boomerang, Heavy Blade - Win condition is double tapping a heavy hit usually. Keep a cycle card or Double Tap in your win-con hand to let you play Rampage multiple times a turn. Most, but not all, of the effective Ironclad builds are designed to weather the storm before bursting down your enemies with extremely powerful attacks. Mind sharing your build? That's surprising considering ironclad regens 6 hp per fight. Grab a few copies early if you can — it will make your decisions much easier throughout the rest of your run. That’s great! Success, though, is extremely satisfying. But hopefully these tips should set you up nicely before diving in for yourself. After about 25 consecutive failed runs with the Ironclad, the only reason I even believe the game is winnable with him is because people here have done it. Upgraded double top+headbutt was a pretty nice combo to to keep recycling the dmg.

This is exactly what it sounds like: going infinite with Dropkick. Calipers is also a suitable alternative, though it isn't as effective. Finding necronomicon is pretty amazing for warrior since he has a lot of strong 2/3 mana cost cards, so thats a free double dmg every time. Sever Soul, Second Wind, and Fiend Fire are uncommon/rare exhaust cards that you want to prioritize taking 1-2 of. Try to stay away from filling the deck with needless attacks since your main goal is to get couple huge heavy blades off. For one, it can stumble against enemies that use thorns or build up defense in response to you attacking them. The cycle/exhaust cards are the engine to help you reach your "win condition" cards quickly and constitently. They may grant you a guaranteed relic, but they can also end a perfect run. Self damage archetype is largely a subset of the heavy strength build imo due to its supporting power. Exhaust is really interesting, though imo it's fairly reliant on its synergistic powers for greatest effect. For this strategy, I don't recommend ever any offensive cards on Act 1 that are not on these lists (it is strong to, for example, pick Searing Blow on the first floor and pursue a Searing Blow strategy, but that is not covered by this guide). It’s all calculated risk, so look ahead before you make a decision that could doom you later. Meat on the bone and needle and thread are very helpful for sustaining any high ascension run. There are a lot of choices to make, and the class's adaptability makes some of those decisions agonizing on higher Ascensions. That shouldn't happen if it should be 3-4 turns between inflames. Pommel Strike, Shrug It Off and Warcry (mostly upgraded) are all commons, Battle Trance, Burning Pact (Which it and Warcry can combat curses/wounds) as uncommons and if you are lucky you can top that off with Offering. I realized my problem here. With this build you want to get your hand as big as you can, and then use Fiend Fire to burst down dangerous enemies and mop up the rest. From there, simply build up your block as high as you can, grabbing Entrenches to double it up.

Your best bet is either stacking block or stacking strength. Your experience may be different but I find the above to be useful for consistently winning. Statistics by Class: Ironclad Silent Defect Watcher. Unless I have reaper to regain health, it feels like I take too much dmg.

| Creator | ignoreme | deletthis. If you can obtain an early Barricade, this is generally the build to drive for. By choosing I Accept, you consent to our use of cookies and other tracking technologies. What got you this high on the Spire? It's a very fun build imo.

This is, arguably, the most consistent build for the Ironclad. This is a highly offense-based deck, and you should look for energy boosting cards, card draw, and powerful defensive options that can help you to survive for one more turn.

BETA . Nice post but I disagree that the ironclad is easier to win with. I beat asc.

In general, the best approach isn't to just get a few good cards, but to build around a strategy. We can’t count the number of times a double damage relic has saved our runs. It will stop most early enemies in their tracks, help you set up combos, and get you to your heavy hitters as quickly as possible. Barricade + block cards + entrench + body slam, Spot weakness/demon form + duel wield + boomerang/Pummel, Exhaust deck leaving Sever soul + Power through + shrug it off.

Dual Wield is powerful in this deck, making all your Perfected Strike cards more effective. I get very caught up in synergies and combos which is probably why I find the silent so easy to play with. I like that you mention in your guide that if you follow your guide, you shouldn't pick searing blow, but that it's a viable early pick nonetheless. I'm still working on perfecting how to build silent consistently and ranking card choices for my own guide but this is really good considering unlike silent the ironclad has so many adequate cards it's easy to flood your deck with meh cards and not key killers. The Silent Ascension Mode Build. Press question mark to learn the rest of the keyboard shortcuts. Searing blow is great if you can thin out your deck and keep upgrading it. i don't think you can find anything consistant about it at all. I never take more than one, but i'm usually happy to have the first one. You may need to tank a hit to play it, unfortunately, especially if you are limited to 3 energy. You are right. Press J to jump to the feed. New comments cannot be posted and votes cannot be cast, More posts from the slaythespire community. Rampage Rampage will just scale out of control by itself.

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