Slay The Spire guide: tips for topping the tower (2024)

Slay The Spire guide: tips for topping the tower (1)

If you're reading this Slay the Spire guide, you no doubt know that Mega Crit Games' roguelike card battler is absorbing, addictive and annoying in equal measure. Although easy to learn, it's deceptively deep and difficult to win. The random elements can make it seem like a crapshoot. Most runs are beatable, though, if you make the right choices. Here's a primer on the wisest picks.

Think on your feet

Slay The Spire guide: tips for topping the tower (2)

One of the best yet most frustrating things about Slay the Spire is that there's no guaranteed strategy for success. Each run offers different cards, potions and encounters, so you must work with what you're given. Early on, watch for cards or relics that you can start to build a strategy around, and adapt accordingly. Until your build begins to take shape, avoid cards that only deliver value as part of a combo: Body Slam, for example. However, the game also discourages too much specialisation. Almost every build has a monster tailored to find its weak spot.

Read the map

Slay The Spire guide: tips for topping the tower (3)

The first three levels of the game have the weakest monsters. It's a good idea to fight these opening encounters to build up your gold and card options. After that, things change. Higher up, look for paths that avoid standard monsters as the rewards aren't worth the risk. Pick question marks and campfires instead. Miniboss fights can be hard, but they net you a relic which is often a worthwhile payoff. On acts two and three, scroll up and check the icon at the top of the map, as it indicates which boss lies in wait. These fights are hard and demand specific strategies, so start tailoring your card and shop choices to prepare for them.

Don't get greedy

Slay The Spire guide: tips for topping the tower (4)

Every time you get offered something, there's a "skip" option. It's there for a reason: you want to maintain a small deck. Adding in every half-decent card you see will make your deck bloated, so it's less likely you'll draw key combos. Ditching the weak Strike and Defend cards you start with is therefore very useful. Unless you're running a lot of card draw effects, aim for the smallest deck you can, ideally under 15 cards, full of mutually supporting effects. Once it's working, skip even rare or powerful cards if they don't benefit your build.

It's less common that you won't want a relic, but if the effect will hurt your play style, leave it behind. Some boss relics, such as the Snecko Eye and the Runic Dome, have downsides that make them rarely worthwhile. If your potion slots are full, and you're offered a better option, you can discard one to grab the new elixir.

Nothing is free

Most choices have a downside. Zero energy cards might seem an automatic boon, but they still clog up your deck, making it harder to draw more critical cards. The only exception is if the effect also draws a new card, or your deck already has a lot of card draw. At bonfires, it's usually best to upgrade a card unless you're under half health or about to face the boss. However, some card upgrades barely improve on the original. If you run out of worthwhile upgrades, it's okay to rest unless your health is very high.

Watch the whale

Slay The Spire guide: tips for topping the tower (5)

If you reach the act one boss, which you will on most runs, the next attempt starts with a choice of bonuses offered by a talking whale. All except the first have an associated degree of increasing risk and reward associated. Never take that first choice: the benefits are too meagre. Same for the last choice as it's always too risky: starting relics are very powerful. Judge the positives and negatives of the middle two options and select accordingly. The best bonuses are those that net you a relic, or remove cards from your deck.

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Shop wisely

Slay The Spire guide: tips for topping the tower (6)

Gold is in short supply, so you spend it with care. You should only buy cards if they're critical to the deck you're trying to create. Instead, save up for relics. Those that give a boost to strength or dexterity are particularly good value for money. Most of the time the relics on offer won't be worthwhile, in which case use the card removal service. Ditch curses first, then your starting Strike and Defend cards. Potions are never worth it: you'll find plenty for free.

Learn the encounters

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All the creatures in the game have particular attack patterns. You'll get a lot further in your runs once you can learn to anticipate their actions and plan ahead. This is very important for monsters like Slimes and Byrds whose actions you can interrupt, earning you a respite from a planned attack. It's also critical for those like the Gremlin Wizard that cycle up to powerful attacks, so you can try to kill them before they get off a big blow. It's especially useful to learn the patterns of miniboss fights. Once you can navigate them in relative safety, they earn you a powerful relic as a reward. You can also learn the question mark encounters, whose choices will play out the same each time. Some selections are much better than others.

Plan your turn

It's tempting to get stuck in and kill stuff, but it's better to consider your options first. Maximise the effects you're planning to use: apply Vulnerable before any other attack cards, for example. As a rule, your priority is to avoid damage, since that will end your run, especially if you're confident you can deal with the encounter. But there are often better ways to do this than accumulating Block. If you can kill or stun an attacking monster, for instance, you won't take its damage. Applying the Weak status likewise reduces incoming pain. If you've got card draw, remember to check what's in your draw pile in case you pull an important card but don't have the energy to play it. Consider all the variables in the situation and how they might work together, and do your best to balance offence and defence.

Matt Thrower

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Slay The Spire guide: tips for topping the tower (2024)

FAQs

How to beat Slay the Spire easily? ›

To truly "beat" the game, players will need to first get to the heart of the spire with the Ironclad, Silent, and Defect first. Until that happens, players should focus on one character, leveling them up until reaching the heart. Then, after getting to the heart, move on to the next. This only needs to happen one time.

How long does it take to 100% Slay the Spire? ›

If you're a gamer that strives to see all aspects of the game, you are likely to spend around 193 Hours to obtain 100% completion.

Is it worth fighting elites in Slay the Spire? ›

Act 2 elites are some of the harder fights in the game and there is no shame in skipping them in favor of getting a couple more card rewards or potions before attempting one. Act 2 bosses are a check to see if your deck can scale up damage through the course of a fight.

Is Slay the Spire beatable? ›

Yep, you need to understand the mechanics of the fight to the T in order to be able to beat it.

Which character is strongest in Slay the Spire? ›

Watcher is going to be a deck that you'll have to feel your way into, maybe look up a guide for. But once you get there, she's going to absolutely dominate.

Who is the best character to beat Slay the Spire? ›

The Watcher is one of Slay the Spire's most powerful characters, provided you learn how to master her kit. This stance build will get you familiar with her mechanics and card pool.

Is Slay the Spire infinitely replayable? ›

The normal game stops after you beat the final boss (currently). There is additional daily challenges and one of them had a infinite floor mode. Meaning, you are playing forever...

Is there a max HP in Slay the Spire? ›

The player has 45/60 HP. The player increases their max HP by 5. Their max HP is raised by 5, to 65. Their current HP is also healed by 5, to 50.

What happens when you beat all 3 Slay the Spire? ›

Once the Act 3 Boss has been defeated with all characters except the Watcher at least once in a normal run, three keys will begin to appear in subsequent normal runs. If all three keys are collected in the run, the run will not end after the Act 3 boss; instead, the player will enter Act 4.

How many elites should I fight in Slay the Spire? ›

Elites are the most reliable way to acquire artifacts, and you should fight every elite you can in these first couple of acts. Of course, sometimes it's not worth it, especially if it'll mean you won't be full or as close as possible to full health by the boss.

What are the best cards in Slay the Spire? ›

Some of the best cards for the Ironclad include Fiend Fire, Entrench, Corruption, Power Through, Disarm, Burning Pact, Shockwave, Impervious, Second Wind, and Offering. These cards offer powerful offensive or defensive abilities that can greatly aid the Ironclad in battles.

How many cards is too much in Slay the Spire? ›

it depends, you have to look at the deck and ask yourself that during every turn in combat, can i utilize my energy effectively with any combination of the cards in my deck? If the answer is yes, then you have the right amount of cards, if the answer is no, then you have too many cards.

Why is it good to remove cards in Slay the Spire? ›

Removing a card from your deck

Adding one great card could be huge if you draw it, but removing your worst cards will improve your consistency and statistically make every hand more likely to be good.

How big should a Slay the Spire deck be? ›

Well, if you're talking about DECK size, rather than hand size, it's supposedly around 25-40. You want more than 25 so that you aren't too crippled by large numbers of status effects and/or curses getting added to your deck, but you also want less than 40 so you can have some reliability and consistency in your draws.

How many endings does Slay the Spire have? ›

There are 3 possible ways a Slay the Spire run can end. In your sense, counting each character individually, there would be 6 possible 'endings'. Note: Details about this might spoil the ending for new players, so the answer is hidden behind spoiler tags.

What happens when you get all 3 keys in Slay the Spire? ›

Once the Act 3 Boss has been defeated with all characters except the Watcher at least once in a normal run, three keys will begin to appear in subsequent normal runs. If all three keys are collected in the run, the run will not end after the Act 3 boss; instead, the player will enter Act 4.

How to properly play Slay the Spire? ›

Tips and tricks
  1. Engage with other players to discover new and effective strategies.
  2. There is always a rest site before a boss.
  3. Spend gold at shops! ...
  4. Take a break every now and then.
  5. No enemy will use the same move 3 times in a row.
  6. Percentage-based calculations always round down at the end.

References

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