Slay the Spire has been well-received by the gaming community since its official release in 2019.
In order to get the greatest time possible, players must replay their runs over and over again because of its unique combination of roguelike and deck-building aspects Synergies, which are combinations of cards that can be used together, allow for further optimization.
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Because of this, we’ve put together a list that ranks all cards available from best to worst. Lists for each of the four main characters in the game will be created.
Ironclad Tier List
The Ironclad’s primary objectives are to deliver devastating blows and maintain a strong line of defense.
At the start of the run, it has the most HP of all characters and the Burning Blood relic, which restores 6 HP every time it is attacked.
S-Tier
Name | Type | Energy | Description | Rarity |
---|---|---|---|---|
Corruption | Power | 3 | Skills cost 0. Whenever you play a Skill, Exhaust it. | Rare |
Entrench | Skill | 2 | Double your current Block. | Uncommon |
Reaper | Attack | 2 | Deal 4(5) damage to ALL enemies. Heal for unblocked damage dealt. Exhaust. | Rare |
Exhume | Skill | 1(0) | Place a card from your Exhaust pile into your hand. Exhaust | Rare |
Havoc | Skill | 1(0) | Play the top card of your draw pile and Exhaust it. | Common |
Sentinel | Skill | 1 | Gain 5(8) Block. If this card is Exhausted, gain 2(3) energy. | Uncommon |
Burning Pact | Skill | 1 | Exhaust 1 card. Draw 2(3) cards. | Uncommon |
Seeing Red | Skill | 1(0) | Gain 2 energy. Exhaust. | Uncommon |
Bludgeon | Attack | 3 | Deal 32(42) damage. | Rare |
Feel No Pain | Power | 1 | Whenever a card is Exhausted, gain 3(4) Block. | Uncommon |
A-Tier
Name | Type | Energy | Description | Rarity |
---|---|---|---|---|
Uppercut | Attack | 2 | Deal 13 damage. Apply 1(2) Weak. Apply 1(2) Vulnerable. | Uncommon |
Shockwave | Skill | 2 | Apply 3(5) Weak and Vulnerable to ALL enemies. Exhaust. | Uncommon |
Second Wind | Skill | 1 | Exhaust all non-attack cards in your hand and gain 5(7) Block for each. | Uncommon |
Demon Form | Power | 3 | At the start of each turn, gain 2(3) Strength. | Rare |
Ghostly Armor | Skill | 1 | Ethereal. Gain 10(13) Block. | Uncommon |
Battle Trance | Skill | 0 | Draw 3(4) cards. You cannot draw additional cards this turn. | Uncommon |
Flame Barrier | Skill | 2 | Gain 12(16) Block. Whenever you are attacked this turn, deal 4(6) damage to the attacker. | Uncommon |
Spot Weakness | Skill | 1 | If an enemy intends to attack, gain 3(4) Strength. | Uncommon |
Armaments | Skill | 1 | Gain 5 Block. Upgrade a(ALL) card(s) in your hand for the rest of combat. | Uncommon |
Offering | Skill | 0 | Lose 6 HP. Gain 2 energy. Draw 3(5) cards. Exhaust. | Rare |
Shrug It Off | Skill | 1 | Gain 8(11) Block. Draw 1 card. | Common |
Pummel | Attack | 1 | Deal 2 damage 4(5) times. Exhaust. | Uncommon |
Carnage | Attack | 2 | Ethereal. Deal 20(28) damage. | Uncommon |
Dual Wield | Skill | 1 | Create (2) copy(s) of an Attack or Power card in your hand. | Uncommon |
Infernal Blade | Skill | 1(0) | Add a random Attack to your hand. It costs 0 this turn. Exhaust. | Uncommon |
Barricade | Power | 3(2) | Block no longer expires at the start of your turn. | Rare |
Power Through | Skill | 1 | Deal 2 damage 4(5) times. Exhaust. | Uncommon |
B-Tier
Name | Type | Energy | Description | Rarity |
---|---|---|---|---|
Intimidate | Skill | 0 | Apply 1(2) Weak to ALL enemies. Exhaust. | Uncommon |
Disarm | Skill | 1 | Enemy loses 2(3) Strength. Exhaust. | Uncommon |
Clothesline | Attack | 2 | Deal 12(14) damage. Apply 2(3) Weak. | Common |
Perfected Strike | Attack | 2 | Deal 6 damage. Deals an additional 2(3) damage for ALL your cards containing “Strike”. | Common |
Fiend Fire | Attack | 2 | Exhaust your hand. Deal 7(10) damage for each Exhausted card. Exhaust. | Rare |
Feed | Attack | 1 | Deal 10(12) damage. If this kills a non-minion enemy, gain 3(4) permanent Max HP. Exhaust. | Rare |
Bloodletting | Skill | 0 | Lose 3 HP. Gain 1(2) Energy. | Uncommon |
Dark Embrace | Power | 2(1) | Whenever a card is Exhausted, draw 1 card. | Uncommon |
Juggernaut | Power | 2 | Whenever you gain Block, deal 5(7) damage to a random enemy. | Rare |
Impervious | Skill | 2 | Gain 30(40) Block. Exhaust. | Rare |
Rampage | Attack | 1 | Deal 8 damage. Every time this card is played, increase its damage by 5(8) for this combat. | Uncommon |
Metallicize | Power | 1 | At the end of your turn, gain 3(4) Block. | Uncommon |
Pommel Strike | Attack | 1 | Deal 9(10) damage. Draw 1(2) card(s). | Common |
Warcry | Skill | 0 | Draw 1(2) card(s). Place a card from your hand on top of your draw pile. Exhaust. | Common |
Body Slam | Attack | 1(0) | Deal damage equal to your current Block. | Common |
Heavy Blade | Attack | 2 | Deal 14 damage. Strength affects Heavy Blade 3(5) times. | Common |
Dropkick | Attack | 1 | Deal 5(8) damage. If the enemy is Vulnerable, gain 1 energy and draw 1 card. | Uncommon |
C-Tier
Name | Type | Energy | Description | Rarity |
---|---|---|---|---|
True Grit | Skill | 1 | Gain 7(9) Block. Exhaust a random card from your hand. | Common |
Immolate | Attack | 2 | Deal 21(28) damage to ALL enemies. Add a Burn to your discard pile. | Rare |
Blood For Blood | Attack | 4(3) | Cost 1 less energy for each time you lose HP in combat. Deal 18(22) damage. | Uncommon |
Evolve | Power | 1 | Whenever you draw a Status, draw 1(2) card(s). | Uncommon |
Whirlwind | Attack | X | Deal 5(8) damage to ALL enemies X times. | Uncommon |
Limit Break | Skill | 1 | Double your Strength. Exhaust. | Rare |
Sword Boomerang | Attack | 1 | Deal 3 damage to a random enemy 3(4) times. | Common |
Reckless Charge | Attack | 0 | Deal 7(10) damage. Shuffle a Dazed into your draw pile. | Uncommon |
Sever Soul | Attack | 2 | Exhaust all non-attack cards in your hand. Deal 16(20) damage. | Uncommon |
Inflame | Power | 1 | Gain 2(3) Strength. | Uncommon |
Double Tap | Skill | 1 | This turn, your next (2) Attack(s) is(are) played twice. | Rare |
D-Tier
Name | Type | Energy | Description | Rarity |
---|---|---|---|---|
Headbutt | Attack | 1 | Deal 9(12) damage. Place a card from your discard pile on top of your draw pile. | Common |
Iron Wave | Attack | 1 | Gain 5(7) Block. Deal 5(7) damage. | Common |
Twin Strike | Attack | 1 | Deal 5(7) damage twice. | Common |
Rage | Skill | 0 | Whenever you play an Attack this turn, gain 3(5) Block. | Uncommon |
Fire Breathing | Power | 1 | Whenever you draw a Status or Curse card, deal 6(10) damage to all enemies. | Uncommon |
Brutality | Power | 0 | (Innate). At the start of your turn, lose 1 HP and draw 1 card. | Rare |
Anger | Attack | 0 | Deal 6(8) damage. Add a copy of this card to your discard pile. | Common |
Searing Blow | Attack | 2 | Deal 12(16) damage. Can be upgraded any number of times. | Uncommon |
Rupture | Power | 1(0) | Whenever you lose HP from a card, gain 1 Strength. | Uncommon |
Thunderclap | Attack | 1 | Deal 4(7) damage and apply 1 Vulnerable to ALL enemies. | Common |
Wild Strike | Attack | 1 | Deal 12(17) damage. Shuffle a Wound into your draw pile. | Common |
F-Tier
Name | Type | Energy | Description | Rarity |
---|---|---|---|---|
Combust | Power | 1 | At the end of your turn, lose 1 HP and deal 5(7) damage to ALL enemies. | Uncommon |
Hemokinesis | Attack | 1 | Lose 3(2) HP. Deal 14(18) damage. | Uncommon |
Flex | Skill | 0 | Gain 2(4) Strength. At the end of your turn, lose 2(4) Strength. | Common |
Cleave | Attack | 1 | Deal 8(11) damage to ALL enemies. | Common |
Berserk | Power | 0 | Gain 2(1) Vulnerable. Gain 1 Energy at the start of your turn. | Rare |
Clash | Attack | 0 | Can only be played if every card in your hand is an Attack. Deal 14(18) damage. | Common |
The Silent Tier List
The rogue/assassin archetype in fantasy is very similar to that of the Silent. It uses poison, traps, and repeated card draws to wreak havoc on its foes.
It has just 70 HP to begin with, but it has a relic item that allows it to draw an extra two cards at the start of battle.
S-Tier
Name | Type | Energy | Description | Rarity |
---|---|---|---|---|
Adrenaline | Skill | 1 | Gain 1(2) Energy. Draw 2 cards. Exhaust. | Rare |
Backflip | Skill | 1 | Gain 5(8) block. Draw 2 cards. | Common |
After Image | Power | 1 | (Innate). Whenever you play a card, gain 1 Block. | Rare |
Leg Sweep | Skill | 2 | Apply 2(3) Weak. Gain 11(14) Block. | Uncommon |
Predator | Attack | 2 | Deal 15(20) damage. Draw 2 more cards next turn. | Uncommon |
Cloak And Dagger | Skill | 1 | Gain 6 Block. Add 1(2) Shiv(s) to your hand. | Common |
Bouncing Flask | Skill | 2 | Apply 3 poison to a random enemy 3(4) times. | Uncommon |
Malaise | Skill | X | Enemy loses X(+1) Strength. Apply X(+1) Weak. Exhaust. | Rare |
Calculated Gamble | Skill | 0 | Discard your hand, then draw that many cards. Exhaust. | Uncommon |
Envenom | Power | 2(1) | Whenever an attack deals unblocked damage, apply 1 Poison. | Rare |
Piercing Wail | Skill | 1 | ALL enemies lose 6(8) Strength for 1 turn. Exhaust. | Common |
Infinite Blades | Power | 1 | (Innate). At the start of your turn, add a Shiv to your hand. | Uncommon |
Slice | Attack | 0 | Deal 5(8) damage. | Common |
A-Tier
Name | Type | Energy | Description | Rarity |
---|---|---|---|---|
Reflex | Skill | Unplayable. If this card is discarded from your hand, draw 1(2) cards. | Uncommon | |
Tools Of The Trade | Power | 1(0) | At the start of your turn, draw 1 card and discard 1 card. | Rare |
Endless Agony | Attack | 0 | Whenever you draw this card, add a copy of it to your hand. Deal 4(6) damage. Exhaust. | Uncommon |
Dash | Attack | 2 | Gain 10(13) Block. Deal 10(13) damage. | Uncommon |
Bane | Attack | 1 | Deal 7(10) damage. If the enemy is Poisoned, deal 7(10) damage again. | Common |
Burst | Skill | 1 | This turn your next 1(2) Skill(s) is(are) played twice. | Rare |
Deflect | Skill | 0 | Gain 4(7) Block. | Common |
Choke | Attack | 2 | Deal 12 damage. Whenever you play a card this turn, targeted enemy loses 3(5) HP. | Uncommon |
Doppelganger | Skill | X | Next turn, draw X(+1) cards and gain X(+1) Energy. | Rare |
Accuracy | Power | 1 | Shivs deal 3(5) additional damage. | Uncommon |
Tactician | Skill | Unplayable. If this card is discarded from your hand, gain 1(2) Energy. | Uncommon | |
Escape Plan | Skill | 0 | Draw 1 card. If the card is a Skill, gain 3(5) Block. | Uncommon |
Alchemize | Skill | 1(0) | Obtain a random potion. Exhaust. | Rare |
Well-Laid Plans | Power | 1 | At the end of your turn, Retain up to 1(2) card(s). | Uncommon |
B-Tier
Name | Type | Energy | Description | Rarity |
---|---|---|---|---|
Eviscerate | Attack | 3 | Costs 1 less Energy for each card discarded this turn. Deal 6(8) damage three times. | Uncommon |
Dagger Throw | Attack | 1 | Deal 9(12) damage. Draw 1 card. Discard 1 card. | Common |
Terror | Skill | 1(0) | Apply 99 Vulnerable. Exhaust. | Uncommon |
Blur | Skill | 1 | Gain 5(8) Block. Block is not removed at the start of your next turn. | Uncommon |
Glass Knife | Attack | 1 | Deal 8(12) damage twice. Glass Knife’s damage is lowered by 2 this combat. | Rare |
Expertise | Skill | 1 | Draw cards until you have 6(7) in your hand. | Uncommon |
Poisoned Stab | Attack | 1 | Deal 6(8) damage. Apply 3(4) Poison. | Common |
Acrobatics | Skill | 1 | Draw 3(4) cards. Discard 1 card. | Common |
Skewer | Attack | X | Deal 7(10) damage X times. | Uncommon |
Dodge And Roll | Skill | 1 | Gain 4(6) Block. Next turn, gain 4(6) Block. | Common |
Die Die Die | Attack | 1 | Deal 13(17) damage to ALL enemies. Exhaust. | Rare |
Flechettes | Attack | 1 | Deal 4(6) damage for each Skill in your hand. | Uncommon |
Catalyst | Skill | 1 | Deal 12 damage. Whenever you play a card this turn, the targeted enemy loses 3(5) HP. | Uncommon |
C-Tier
Name | Type | Energy | Description | Rarity |
---|---|---|---|---|
Dagger Spray | Attack | 1 | Deal 4(6) damage to ALL enemies twice. | Common |
Nightmare | Skill | 3(2) | Choose a card. Next turn, add 3 copies of that card into your hand. Exhaust. | Rare |
Sucker Punch | Attack | 1 | Deal 7(9) damage. Apply 1(2) Weak. | Common |
A Thousand Cuts | Power | 2 | Whenever you play a card, deal 1(2) damage to ALL enemies. | Rare |
Backstab | Attack | 0 | Deal 11(15) damage. Innate. Exhaust. | Uncommon |
Caltrops | Power | 1 | Whenever you are attacked, deal 3(5) damage to the attacker. | Uncommon |
Grand Finale | Attack | 0 | Can only be played if there are no cards in your draw pile. Deal 50(60) damage to ALL enemies. | Rare |
Outmaneuver | Skill | 1 | Next turn gain 2(3) Energy. | Common |
Bullet Time | Skill | 3(2) | You cannot draw additional cards this turn. Reduce the cost of cards in your hand to 0 this turn. | Rare |
Masterful Stab | Attack | 0 | Costs 1 additional Energy for each time you lose HP this combat. Deal 12(16) damage. | Uncommon |
Riddle With Holes | Attack | 2 | Deal 3(4) damage 5 times. | Uncommon |
D-Tier
Name | Type | Energy | Description | Rarity |
---|---|---|---|---|
Footwork | Power | 1 | Gain 2(3) Dexterity. | Uncommon |
Concentrate | Skill | 0 | Discard 3(2) cards. Gain 2 Energy. | Uncommon |
Quick Slash | Attack | 1 | Deal 8(12) damage. Draw 1 card. | Common |
Finisher | Attack | 1 | Deal 6(8) damage for each Attack played this turn. | Uncommon |
Crippling Cloud | Skill | 2 | Apply 4(7) Poison and 2 Weak to ALL enemies. Exhaust. | Uncommon |
Setup | Skill | 1(0) | Place a card in your hand on top of your draw pile. It costs 0 until it is played. | Uncommon |
Storm Of Steel | Skill | 2 | Discard your hand. Add 1 Shiv(+) to your hand for each card discarded. | Rare |
Corpse Explosion | Skill | 2 | Apply 6(9) Poison. When the enemy dies, deal damage equal to its max HP to ALL enemies. | Rare |
Blade Dance | Skill | 1 | Add 2(3) Shivs to your hand. | Common |
Unload | Attack | 1 | Deal 14(18) damage. Discard all non-Attack cards. | Rare |
Noxious Fumes | Power | 1 | At the start of your turn, apply 2(3) Poison to ALL enemies. | Uncommon |
Distraction | Skill | 1(0) | Add a random Skill to your hand. It costs 0 this turn. Exhaust. | Uncommon |
Flying Knee | Attack | 1 | Deal 8(11) damage. Next turn, gain 1 Energy. | Common |
F-Tier
Name | Type | Energy | Description | Rarity |
---|---|---|---|---|
All Out Attack | Attack | 1 | Deal 10(14) damage to ALL enemies. Discard 1 card at random. | Uncommon |
Heel Hook | Attack | 1 | Deal 5(8) damage. If the enemy is Weak, gain 1 Energy and draw 1 card. | Uncommon |
Prepared | Skill | 0 | Draw 1(2) card(s). Discard 1(2) card(s). | Common |
Phantasmal Killer | Skill | 2(1) | On your next turn, your Attack damage is doubled. | Rare |
Deadly Poison | Skill | 1 | Apply 5(7) Poison. | Common |
Sneaky Strike | Attack | 2 | Deal 10(14) damage. If you have discarded a card this turn, gain 2 Energy. | Common |
The Defect Tier List
The Defect uses a wide variety of abilities and elemental evocations to deal damage to his opponents. The Orbs are a unique mechanic in this game. Each turn, the Defect can either activate their passive effects or Evoke them for a one-time burst by using cards and relics to channel these elemental spheres into an orb slot set.
Cards and relics can increase or remove orb slots from the Defect’s starting three. It has 75 health at the start of fight and a relic that channels 1 Lightning.
S-Tier
Name | Type | Energy | Description | Rarity |
---|---|---|---|---|
Glacier | Skill | 2 | Gain 7(10) Block. Channel 2 Frost. | Uncommon |
Chill | Skill | 0 | (Innate). Channel 1 Frost for each enemy in combat (per enemy in combat). Exhaust. | Uncommon |
Defragment | Power | 1 | Gain 1(2) Focus. | Uncommon |
Biased Cognition | Power | 1 | Gain 4(5) Focus. At the start of each turn, lose 1 Focus. | Rare |
Hologram | Skill | 1 | Gain 3(5) Block. Return a card from your discard pile to your hand. Exhaust. | Common |
All For One | Attack | 2 | Deal 10(14) damage. Put all Cost 0 cards from your discard pile into your hand. | Rare |
White Noise | Skill | 1(0) | Add a random Power to your hand. It costs 0 this turn. Exhaust. | Uncommon |
Cold Snap | Attack | 1 | Deal 6(9) damage. Channel 1 Frost. | Common |
Electrodynamics | Power | 2 | Lightning now hits ALL enemies. Channel 2(3) Lightning. | Rare |
A-Tier
Name | Type | Energy | Description | Rarity |
---|---|---|---|---|
Reinforced Body | Skill | X | Gain 7(9) Block X times. | Uncommon |
Heatsinks | Power | 1 | Whenever you play a Power card, draw 1(2) card(s). | Uncommon |
Force Field | Skill | 4 | Costs 1 less Energy for each Power card played this combat. Gain 12(16) Block. | Uncommon |
Seek | Skill | 0 | Choose a (2) card(s) from your draw pile and place it (them) into your hand. Exhaust. | Rare |
Coolheaded | Skill | 1 | Channel 1 Frost. Draw 1(2) card(s). | Common |
Skim | Skill | 1 | Draw 3(4) cards. | Uncommon |
Capacitor | Power | 1 | Gain 2(3) Orb slots. | Uncommon |
Echo Form | Power | 3 | The first card you play each turn is played twice. Ethereal. | Rare |
Barrage | Attack | 1 | Deal 4(6) damage for each Channeled Orb. | Common |
Genetic Algorithm | Skill | 1 | Gain 1 Block. When played, permanently increase this card’s Block by 2(3). | Uncommon |
Loop | Power | 1 | At the start of your turn, trigger the passive ability of your next Orb (2 times). | Uncommon |
Claw | Attack | 0 | Deal 3(5) damage. All Claw cards deal 2 additional damage this combat. | Common |
Go For The Eyes | Attack | 0 | Deal 3(4) damage. If the enemy intends to attack, apply 1(2) Weak. | Common |
Consume | Skill | 2 | Gain 2(3) Focus. Lose 1 Orb Slot. | Uncommon |
Self Repair | Power | 1 | At the end of combat, heal 7(10) HP. | Uncommon |
FTL | Attack | 0 | Deal 5(6) damage. If you have played less than 3(4) cards this turn, draw 1 card. | Uncommon |
Blizzard | Attack | 1 | Deal damage equal to 2(3) times the Frost Channeled this combat to ALL enemies. | Uncommon |
Sunder | Attack | 3 | Deal 24(32) damage. If this kills the enemy, gain 3 Energy. | Uncommon |
Hyperbeam | Attack | 2 | Deal 26(34) damage to ALL enemies. Lose 3 Focus. | Rare |
B-Tier
Name | Type | Energy | Description | Rarity |
---|---|---|---|---|
Core Surge | Attack | 1 | Deal 11(15) damage. Gain 1 Artifact. Exhaust. | Rare |
Hello World | Power | 1 | (Innate). At the start of your turn, add a random Common card into your hand. | Uncommon |
Ball Lightning | Attack | 1 | Deal 7(10) damage. Channel 1 Lightning. | Uncommon |
Rainbow | Skill | 2 | Channel 1 Lightning, 1 Frost, and 1 Dark. Exhaust. | Rare |
Storm | Power | 1 | (Innate). Whenever you play a Power, Channel 1 Lightning. | Uncommon |
Buffer | Power | 2 | Prevent the next (1(2)) time(s) you would lose HP. | Rare |
Compile Driver | Attack | 1 | Deal 7(10) damage. Draw 1 card for each unique Orb you have. | Common |
Double Energy | Skill | 1(0) | Double your Energy. Exhaust. | Uncommon |
Machine Learning | Power | 1 | (Innate). At the start of your turn, draw 1 additional card. | Rare |
Meteor Strike | Attack | 5 | Deal 24(30) damage. Channel 3 Plasma. | Rare |
TURBO | Skill | 0 | Gain 2(3) Energy. Add a Void into your discard pile. | Common |
Multi-Cast | Skill | X | Evoke your next Orb X (X+1) times. | Rare |
Creative AI | Power | 3(2) | At the start of each turn, add a random Power card to your hand. | Rare |
Melter | Attack | 1 | Remove all Block from an enemy. Deal 10(14) damage. | Uncommon |
Charge Battery | Skill | 1 | Gain 7(10) Block. Next turn, gain 1 Energy. | Common |
Darkness | Skill | 1 | Channel 1 Dark. (Trigger the passive ability of all Dark orbs.) | Uncommon |
Bullseye | Attack | 1 | Deal 8(11) damage. Apply 2(3) Lock-On. | Uncommon |
Fission | Skill | 0 | Remove (Evoke) ALL your Orbs, gain 1 Energy and draw 1 card for each Orb removed(evoked). Exhaust. | Rare |
C-Tier
Name | Type | Energy | Description | Rarity |
---|---|---|---|---|
Sweeping Beam | Attack | 1 | Deal 6(9) damage to ALL enemies. Draw 1 card. | Common |
Scrape | Attack | 1 | Deal 7(9) damage. Draw 3(4) cards. Discard all cards drawn this way that do not cost 0. | Uncommon |
Boot Sequence | Skill | 0 | Gain 10(13) Block. Innate. Exhaust. | Uncommon |
Leap | Skill | 1 | Gain 9(12) Block. | Common |
Recycle | Skill | 1(0) | Exhaust a card. Gain Energy equal to its cost. | Uncommon |
Overclock | Skill | 0 | Draw 2(3) cards. Add a Burn into your discard pile. | Uncommon |
Reprogram | Skill | 1 | Lose 2(1) Focus. Gain 1 Strength. Gain 1 Dexterity. | Uncommon |
Streamline | Attack | 2 | Deal 15(20) damage. Whenever you play this card, reduce its cost by 1 for this combat. | Common |
Amplify | Skill | 1 | This turn, your next (1(2)) Power(s) is (are) played twice. | Rare |
Auto-Shields | Skill | 1 | If you have 0 Block, gain 11(15) Block. | Uncommon |
Rip And Tear | Attack | 1 | Deal 7(9) damage to a random enemy 2 times. | Uncommon |
Doom And Gloom | Attack | 2 | Deal 10(14) damage to ALL enemies. Channel 1 Dark. | Uncommon |
D-Tier
Name | Type | Energy | Description | Rarity |
---|---|---|---|---|
Reboot | Skill | 0 | Shuffle all your cards into your draw pile, then draw 4(6) cards. Exhaust. | Rare |
Stack | Skill | 1 | Gain Block equal to the number of cards in your discard pile (+3). | Common |
Recursion | Skill | 1(0) | Evoke your next Orb. Channel the Orb that was just Evoked. | Common |
Tempest | Skill | X | Channel X(+1) Lightning. Exhaust. | Uncommon |
Fusion | Skill | 2(1) | Channel 1 Plasma. | Uncommon |
Chaos | Skill | 1 | Channel 1(2) random Orb(s). | Uncommon |
Beam Cell | Attack | 0 | Deal 3(4) damage and apply 1(2) Vulnerable. | Common |
Static Discharge | Power | 1 | Whenever you take attack damage, Channel 1(2) Lightning. | Uncommon |
F-Tier
Name | Type | Energy | Description | Rarity |
---|---|---|---|---|
Steam Barrier | Skill | 0 | Gain 6(8) Block. Decrease this card’s Block by 1 this combat. | Common |
Rebound | Attack | 1 | Deal 9(12) damage. Put the next card you play this turn on top of your draw pile. | Common |
Aggregate | Skill | 1 | Gain 1 Energy for every 6(5) cards in your draw pile. | Uncommon |
Thunder Strike | Attack | 3 | Deal 7(9) damage to a random enemy for each Lightning Channeled this combat. | Rare |
The Watcher Tier List
Slay the Spire’s newest character, The Watcher, has been released. She’s a monk who gets the most out of her various positions.
Xem thêm : Magia Record Pve Tier List Update 12/2024
Scrying and/or retaining, she has a unique capacity to generate cards. Each time she fights, the Pure Water relic gives her an extra Miracle, increasing her health to 72.
S-Tier
Name | Type | Energy | Description | Rarity |
---|---|---|---|---|
Blasphemy | Skill | 1 | (Retain.) Enter Divinity. Die next turn. Exhaust. | Rare |
Spirit Shield | Skill | 2 | Gain 3(4) Block for each card in your hand. | Rare |
Lesson Learned | Attack | 2 | Deal 10(12) damage. If this kills an enemy, Upgrade a random card in your deck. Exhaust. | Rare |
Foresight | Power | 1 | At the start of your turn, Scry 3(4). | Uncommon |
Vault | Skill | 3(2) | Skip the next enemy turn. End your turn. Exhaust. | Rare |
Cut Through Fate | Attack | 1 | Deal 7(9) damage. Scry 2(3). Draw 1 card. | Common |
Establishment | Power | 1 | (Innate.) Whenever a card is Retained, lower its cost by 1. | Rare |
A-Tier
Name | Type | Energy | Description | Rarity |
---|---|---|---|---|
Protect | Skill | 2 | Retain. Gain 12(16) Block. | Common |
Ragnarok | Attack | 3 | Deal 5(6) damage to a random enemy 5(6) times. | Rare |
Scrawl | Skill | 1(0) | Draw cards until your hand is full. Exhaust. | Rare |
Talk to the Hand | Attack | 1 | Deal 5(7) damage. Whenever you attack this enemy, gain 2(3) Block. Exhaust. | Uncommon |
Tantrum | Attack | 1 | Deal 3 damage 3(4) times. Enter Wrath. Shuffle this card into your draw pile. | Uncommon |
Windmill Strike | Attack | 2 | Retain. Deal 7(10) damage. Whenever this card is Retained, increase its damage by 4(5). | Uncommon |
Conclude | Attack | 1 | Deal 12(16) damage to ALL enemies. End your turn. | Uncommon |
Fear No Evil | Attack | 1 | Deal 8(11) damage. If the enemy intends to Attack, enter Calm. | Uncommon |
Flurry of Blows | Attack | 0 | Deal 4(6) damage. On Stance change, returns from the Discard Pile into your hand. | Common |
Inner Peace | Skill | 1 | If you are in Calm, draw 3(4) cards, otherwise Enter Calm. | Uncommon |
Meditate | Skill | 1 | Put 1(2) card(s) from your discard pile into your hand and Retain it. Enter Calm. End your turn. | Uncommon |
Sands of Time | Attack | 4 | Retain. Deal 20(26) damage. Whenever this card is Retained, lower its cost by 1. | Uncommon |
Deceive Reality | Skill | 1 | Gain 4(7) Block. Add a Safety to your hand. | Uncommon |
Devotion | Power | 1 | At the start of your turn, gain 2(3) Mantra. | Rare |
Empty Mind | Skill | 1 | Exit your Stance. Draw 2(3) cards. | Uncommon |
Fasting | Power | 2 | Gain 3(4) Strength. Gain 3(4) Dexterity. Gain 1 less Energy at the start of each turn. | Uncommon |
Judgement | Skill | 1 | If the enemy has 30(40) or less HP, set their HP to 0. | Rare |
Like Water | Power | 1 | At the end of your turn, if you are in Calm, gain 5(7) Block. | Uncommon |
Mental Fortress | Power | 1 | Whenever you switch Stances, gain 4(6) Block. | Uncommon |
Nirvana | Power | 1 | Whenever you Scry, gain 3(4) Block. | Uncommon |
Reach Heaven | Attack | 2 | Deal 10(15) damage. Shuffle a Through Violence into your draw pile. | Uncommon |
B-Tier
Name | Type | Energy | Description | Rarity |
---|---|---|---|---|
Tranquility | Skill | 1(0) | Retain. Enter Calm. Exhaust. | Common |
Wallop | Attack | 2 | Deal 9(12) damage. Gain Block equal to unblocked damage dealt. | Uncommon |
Wheel Kick | Attack | 2 | Deal 15(20) damage. Draw 2 cards. | Uncommon |
Battle Hymn | Power | 1 | (Innate.) At the start of each turn add a Smite into your hand. | Uncommon |
Consecrate | Attack | 0 | Deal 5(8) damage to ALL enemies. | Common |
Crescendo | Skill | 1(0) | Retain. Enter Wrath. Exhaust. | Common |
Crush Joints | Attack | 1 | Deal 8(11) damage. If the previous card played was a skill, apply 1(2) Vulnerable. | Common |
Deus Ex Machina | Skill | Unplayable. When you draw this card, add 2(3) Miracles into your hand. Exhaust. | Rare | |
Empty Fist | Attack | 1 | Deal 9(14) damage. Exit your Stance. | Common |
Evaluate | Skill | 1 | Gain 6(10) Block. Shuffle an Insight into your draw pile. | Common |
Master Reality | Power | 1(0) | Whenever a card is created during combat, Upgrade it. | Rare |
Sash Whip | Attack | 1 | Deal 8(10) damage. If the last card played this combat was an Attack, apply 1(2) Weak. | Common |
Simmering Fury | Skill | 1 | At the start of your next turn, enter Wrath and draw 2(3) cards. | Uncommon |
Third Eye | Skill | 1 | Gain 7(9) Block. Scry 3(5). | Common |
Wish | Skill | 3 | Choose one: Gain 6(8) Plated Armor, 3(4) Strength, or 25(30) Gold. Exhaust. | Rare |
Bowling Bash | Attack | 1 | Deal 7(10) damage for each enemy in combat. | Common |
Flying Sleeves | Attack | 1 | Retain. Deal 4(6) damage twice. | Common |
Halt | Skill | 0 | Gain 3(4) Block. Wrath: Gain 9(14) additional block. | Common |
Omniscience | Skill | 4(3) | Choose a card in your draw pile. Play the chosen card twice and Exhaust it. Exhaust. | Rare |
Prostrate | Skill | 0 | Gain 2(3) Mantra. Gain 4 Block. | Common |
Study | Power | 2(1) | At the end of your turn, shuffle an Insight into your draw pile. | Uncommon |
Swivel | Skill | 2 | Gain 8(11) Block. The next Attack you play costs 0. | Uncommon |
Weave | Attack | 0 | Deal 4(6) damage. Whenever you Scry and would discard this card, add it into your hand instead. | Uncommon |
Carve Reality | Attack | 1 | Deal 6(10) damage. Add a Smite into your hand. | Uncommon |
Deva Form | Power | 3 | Ethereal. At the start of your turn, gain Energy and increase this gain by 1. | Rare |
C-Tier
Name | Type | Energy | Description | Rarity |
---|---|---|---|---|
Empty Body | Skill | 1 | Gain 7(10) Block. Exit your Stance. | Common |
Eruption | Attack | 2(1) | Deal 9 damage. Enter Wrath. | Starter |
Rushdown | Power | 1(0) | Whenever you enter Wrath, draw 2 cards. | Uncommon |
Sanctity | Skill | 1 | Gain 6(9) Block. If the previous card played was a Skill, draw 2 cards. | Uncommon |
Vigilance | Skill | 2 | Enter Calm. Gain 8(12) Block. | Starter |
Brilliance | Attack | 1 | Deal 12(16) damage. Deals additional damage for all Mantra gained this combat. | Rare |
Follow-Up | Attack | 1 | Deal 7(11) damage. If the previous card played was an Attack, gain Energy. | Common |
Just Lucky | Attack | 0 | Scry 1(2). Gain 2(3) Block. Deal 3(4) damage. | Common |
Wave of the Hand | Skill | 1 | Whenever you gain Block this turn, apply 1(2) Weak to ALL enemies. | Uncommon |
D-Tier
Name | Type | Energy | Description | Rarity |
---|---|---|---|---|
Worship | Skill | 2 | (Retain). Gain 5 Mantra. | Uncommon |
Wreath of Flame | Skill | 1 | Your next Attack deals 5(8) additional damage. | Uncommon |
Collect | Skill | X | Put an Upgraded Miracle into your hand at the start of your next X(+1) turns. Exhaust. | Uncommon |
Conjure Blade | Skill | X | Shuffle an Expunger with X(+1) into your draw pile. Exhaust. | Rare |
Foreign Influence | Skill | 0 | Choose 1 of 3 Attacks of any color to add to your hand. (It costs 0 this turn.) Exhaust. | Uncommon |
Pray | Skill | Gain 3(4) Mantra. Shuffle an Insight into your draw pile. | Uncommon | |
Alpha | Skill | 1 | (Innate.) Shuffle a Beta into your draw pile. Exhaust. | Rare |
Indignation | Skill | 1 | If you are in Wrath, apply 3(5) Vulnerable to ALL enemies. Otherwise, enter Wrath. | Uncommon |
Perseverance | Skill | 1 | Retain. Gain 5(7) Block. Whenever this card is Retained, increase its Block by 2(3). | Uncommon |
Pressure Points | Skill | 1 | Apply 8(11) Mark. ALL enemies lose HP equal to their Mark. | Common |
F-Tier
Name | Type | Energy | Description | Rarity |
---|---|---|---|---|
Signature Move | Attack | 2 | Can only be played if this is the only attack in your hand. Deal 30(40) damage. | Uncommon |
Defend | Skill | 1 | Gain 5(8) Block. | Starter |
Strike | Attack | 1 | Deal 6(9) damage. | Starter |
How to Play Ironclad in Slay the Spire
1. Barricade and Body Slam
Barricade and Body Slam are two of the most prevalent builds you’ll see. Obtaining a Barricade ability should be your first priority. If you’re unable to locate one, Calipers will do.
Next, you’ll want to make the most of the Entrenches ability by boosting your block as much as possible. Finally, you’ll need a sealer.
You can choose from one of two eligible finishes. It is generally advisable to use body slams. Heavy Blade and Whirlwind, on the other hand, provide useful assaults.
As long as you stick to this build, you’ll be able to clear out rooms in no time.
2. You Should Almost Never Take a Curse
Only Necronomicurse should ever be willingly taken, as it ensures the quality of a relic. Avoid uttering any unneeded profanity as well.
In the case of Omamori, it is acceptable to get a curse. You’ll need at least two Omamori charges if you want the Calling Bell.
3. Hold Onto Your Relic Early Game
In terms of healing, the initial relic, the Ironclad, is excellent. You will soon be able to exchange your relic for a random boss relic, which is a one-of-a-kind opportunity. Please refrain from doing so.
It’s possible to have fun with this choice, but it’s not as effective as utilizing your default relic for your build.
4. Save Your Dexterity Potions
The Ironclad character’s Dexterity Potions are game-changing. You should, however, keep your dex potion supply in reserve until the perfect time.
If you have at least three dex potions on hand when you encounter a particularly difficult boss, you can use them to your advantage. If you have potions, it’s preferable to keep them until you need them. As a result, you’ll be glad you have them on hand later.
5. Important Cards to Keep an Eye On
The Ironclad deck contains a number of powerful cards. As a result, you’ll want to get your hands on as many as possible. A couple of the most powerful cards in the game are listed here.
Demon Form
Playing in Demon Form is an excellent choice if you want a more passive style of play. To unleash a powerful attack on your foes, simply activate the ability and block any incoming damage. This card can be used in a variety of different builds.
Barricade
Early in the game, this card is really helpful. With this ability, you can reduce the massive damage outputs of early-level bosses. This one has a very low risk of failure.
Shrug It Off
If your build doesn’t profit from a large deck, you won’t need this card. However, this card can still be effective in most situations.
Combinations and control of your turns are made easier with the help of this card. You may want to consider this card in the event that you are in a pinch and need cash.
FAQS:
How many cards does each slay the spire character have?
Slay the Spire’s cards are much more difficult to obtain than those in comparable card games like Magic the Gathering or Hearthstone. Each character has 75 cards, but only three are shown after each fight.
Who is the strongest character in slay the spire?
Slay the Spire’s Watcher is a formidable foe if you can master her arsenal. This stance build will introduce you to the mechanics and card pool of this character’s play style.
What does Metallicize mean slay the spire?
The Ironclad’s Metallicize ability can be used as a card power. Every time it is used after the first, it grants 3 Block. Uncommon cards are more common rewards for combat, but appear less frequently than Common cards. It now grants 4 blocks per turn upon upgrading.
Conclusion:
A comprehensive tier list has finally been released for Slay the Spire. It’s understandable that limiting down a single card to a specific subpower can be a challenge. This, however, is not the how the game functions.. To succeed in this battle, you’ll need the help of your fellow students and friends. Have a good time playing games!
I know I sound like I’m on a power trip right about now, but I promise you I’m not. This is a guy that wants nothing more than to assist gamers get better. As far as I know, that’s the goal of everyone. To improve one’s skills or abilities. Getting better at Magic can be a goal for some people. For others, it means becoming a better Starcraft player. It’s Slay the Spire for me. Let us know what you think by reading up on Slay the Spire Relic Tier List Silent.
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