OVEREXPLAINED! | Ascension 20 Defect Run | Slay the Spire

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that's awesome for you and effect is great you Jake oh you rat bound right let's jump at defect so I'm not gonna be reading chat quite as much because I'm going to be going into egregious detail talking about the character that I'm playing we got three pieces of information to break down before we start the run the first ones always the same but it's worth talking about an over explained video we got to talk about the defects a starter deck the defect starter deck has actually only got as much defense as the ironclad starter deck he's got the four basic defends in 11 cards which is exactly the same ratio and amount of defense as the ironclad starter deck has but defect does not have a sustain relic and so defect more than either of the other two characters is quite susceptible to taking damage early on in runs in your first three easy hallway fights even you'll often have turns or defects just gonna take like 10 damage because the enemies attack you can kill them yet and you didn't throw enough defense you fight against like two lights you could get unlucky and have a turn like that so because of that one of the priorities for defect as you go through act 1 is picking up probably one good block guard and your dream is like Glee share but something like equilibriums great also and something like charge battery or leap will do in a pinch if that's what you're offered getting that stuff added to the stack makes it much more capable of sustaining itself through fights in terms of damage though defect has better damage than either of the other started characters so you do get to end fights faster than the other characters do and that means that the effects quite good at act 1 elites because I can say gremlin AAB for example defensive cards don't really matter it's all about dealing the right amount of damage and you've already got a good start toward dealing that amount of damage it also means that you have a bit more damage than the other character which means you don't have to invest quite so heavily into damage cards to get you through act 1 which means that with defect you can sort of ride the line of not quite having enough damage to survive act 1 but keeping your deck thin enough that once you get into act 2 when scaling cards become a big deal and block cards become a big deal you don't have such a large deck that heading one card - it doesn't make a very big difference so if I'm playing silent and I start with a 13 card deck and I have to add like three damage Cummins to my deck to be gremlin op reliably by the time that I get to act - that's already 15 pretty bad cards that are in the way of me drawing my good cards like crippling cloud or footwork or noxious fumes or whatever with defects it's much more possible to get through Act one without having such a large amount of crappy cards in my deck so the dream defect Act one is like grab an equilibrium or a glacier grab a do and gloom and or a ball lightning and then actually start building for late-game already because Act one largely asks you to block an attack and once we get a little bit better at blocking we don't need that much help with attacking we're already just about them so that's defect starter deck alright I have to look at the map and the Whale bonuses doesn't really matter which order we do it in this map looks atrocious so far so we're being forced into an elite fight very early and then we're going to get one campfire and then another elite vital looks like our goal in any act one is to spend our current HP to get our deck as strong as possible for act 2 without dying so at the end of the act we heal 3/4 of our missing health so if I could end the act with 30 HP and sort of Abbey strength deck that would be a significantly worse than ending the act with 5 HP and an a strength deck so I want to make sure that I'm like taking that one extra leap fight so that I can get my deck a little bit stronger so that when I go into Act two and get the three-quarters missing health heal I'm set up to win the run from there that said you do have to not die and this act looks terrifying absolutely terrifying unless we get a good block coming taking this path is not really an option because these hallway fights will kill us even if we survive the elite taking the super elite without a campfire first is not really an option and taking this path with two elites in a row with no campfires is also a common option so I think the only way that we can expect to survive this act is this path which means at least three hallway fights two events then we're fighting elites already with a campfire to rest and another elite fight and then what we want to have happen from there is for us to get to go this way because this extra elite fights a lot of extra strength but realistically we might die so we might have to just take this path out of the act left and make a judgement call at this relic whether we're strong enough or not I'm gonna meet your thing thank you for the donation though alright so let's look at this whale bonus and this act the main thing that we're caring about from the whale bonus is getting strong enough to not die so depending on what the act looks like we could care about a lot of different things from the whale one thing about the effects starter relic is that it's very strong in act one but it becomes a little bit less strong later in the run it does two main things for us it gives us a lot of damage in act 1 it's very important that we channel a lightning orb so that dual cast can evoke the lightning work twice for example that turns dual cast into a car that builds sixteen damage from one energy which is great in early fights but if we trade this away all of a sudden that doesn't happen a card like compiled driver doesn't work anymore yeah so crack or those two things it gives us front loader damage early in a run and it turns on our or Picard's and makes them actually do stuff as we play them and a lot of late game defect decks are about making your orbs stronger and stronger as the fight goes on so starting with the Lightning or can actually be sort of relevant because you're getting your multiplicative scaling kick-started straight away if we were in an act where that front loaded damage didn't matter so much we could consider trading our boss relic if none of the other three wael options were great this is an act where the front loaded damage really matters because we have to survive this fight so we can't be doing that I'm removing two cards is not super incredibly important on defect but I'd rather do this than not do it I think that max HP end defect isn't so important because several reasons one you've got cards like self repair so you don't have to rest at campfires as much as silent does so what not having max HP one of the things that max HP does is make a campfire rust heal you for more but you don't have to worry so much about that the effects very good at using apparitions out of act 2 and that's something that ironclad doesn't get to do ironclad is usually quite poor at using operations but defect has echo form and C can a decent amount of card manipulation and so defect can often take out versions in act 2 and if you have apparitions out of act 2 you don't care quite as much about max HP because you're gonna be intangible against the heart on the dangerous attacks decent mile all the time and defect also has a genetic algorithm so defect has an uncommon which can get picked up in act 1 2 or even the early parts of act 3 which give it gives it a huge amount of block for the dangerous turns in act 4 so defect does need max HP quite as much as ironclad does I'd say that silent often needs 70 max HP if silent doesn't have the right stuff to set up but sometimes Allen can get away with not much check max HP ironclad usually really needs quite a bit of max HP you know in a normal run but defect doesn't so we could take this I'd rather take it and not take it obtaining three running potions or choosing a card both of these are gonna help us out significantly more with fighting the elites I think because I'm guaranteed three hallway fights coming up and then I'm going to have to fight an elite if I take the potion I'm putting myself in a if I take the potions I'm putting myself in a situation where I probably wants to use the potions in the hallway fights they're gonna keep me a little bit healthier and then I'm going to die to the elite something like that I choose the card I start getting benefits from that card straightaway I get through the hallway fights healthier the way that potion chance works there's a 40% chance in this fight if I miss there's a 50% chance there and a 60% chance here so I should get at least one potion by the time I'm fighting in alley fight and hopefully I won't get a hallway fight from either of these events because if I do all of a sudden I'm fighting a hard hallway fight before the elite fight and that's gonna be terrifying the first three holy fights of each actor easy fights and then after that you start drawing enemies from a hard pool but hopefully we'll be alright so we're looking at a card our options are tempest beam Cell storm these options are not good I might just skip the wail bonus here so the problem with him cell is effects early game damage is quite good it's also based largely on orbs and so we're looking to supplement it cuz not good enough yet if if good is seven out of ten right now we're probably out of or five out of ten right now and we could benefit from going beyond good and having great early game damage to that would help us in the elite fight so we're taking later so getting some more damage into the deck is great but um cells just not very good at doing that something I don't think I mentioned is um the effect doesn't have a to cost card like ironclad does and defect also doesn't have a very good upgrade like both ironclad and silent do zap is usually your starting upgrade but it only makes SAP cost zero and you're already playing it back that doesn't have much to do with its energy really like zap costing zero right now is gonna let us play another defend on the turn that we play zap so if we're not getting attacked that actually literally does nothing and the rest of the time it's five-block that's not so incredible so adding another zero cost card to the X is just pretty awkward especially when this doesn't combo with anything except for our strikes storm doesn't do anything right now tempest is just quite bad if we got some sort of energy stuff going on some sort of synergy with lightning or something like that tempest could be a good card if we recycle it we get back however much energy that we have right now so that can double our energy in a pinch if we have recycle later in the game but right now we don't have any of that stuff so tempest is just sort of bad right now and storm obviously doesn't do anything the thing about powers which sort of multiplying strengths together is that it's really hard to take the first one because it doesn't do anything yet I think this is just askin all right so in terrible shape we're in absolutely atrocious shape and we're playing the turn against the two place where we take ten damage so there you go otherwise the fight one fight and we got a focus potion which is awesome that's gonna make any cards the channel orbs a higher priority right now something to be aware of is that the potions you have change with the value of the cards that you're picking right now so I have to get through this a weak fight and I have to you know not die and that'll be fight and I'm gonna be using all of the resources made available to me in the next few floors and that I currently have to do that that means that if I just picked up a steroid pollution all of a sudden rip and tear is about our card because rip and tear is gonna get twice as much benefit from the steroid potion if I become a solution if I pick up a focus potion all of my lightning orb sort of stuff becomes way better all my frost orb stuff begins would be way better to and so looking at this I'm gonna go ahead and grab a static discharge which was already the pick but becomes even more so that big because of the focus potion making the orbs more beneficial okay so out of these three cards go for the eyes is a very interesting defect card in my opinion zero cost cards in this game sometimes become terrible at the end of Act one because at the end of Act one you may take a snack away or you might take choker and both of those things make zero cost cards significantly worse so taking zero cost cards in Act one is a little bit dissing card because of that often zero cost cards get put in your deck and act two instead of Act one because you've already seen the boss relic and know that you're not going to be screwing them over zero cost cards get a lot better as you get more card draw or as you struggle with energy the two main resources in the game are card drawn energy and you want to sort of line them up so that you're playing about so that it for every like five cards you draw you actually get decent output so if you only have three energy you need in your five cards that you're drawing maybe one or two zero cost cards that you can actually play cards if you have four or five energy but only draw five cards per turn you really don't want zero cost cards in your deck at all because you want to be able to turn your energy into something useful and the zero cost card just doesn't really let you do that so go for the eyes is a card that is sometimes good in defect and sometimes really not good and you have to just judge that based on what's going on with your resources another thing about go for the eyes is that in act for the act for elites have two artifact charges the heart gets two artifact charges on turn four and defect doesn't have a ton of ways to deal with artifact charges so go for the eye is become somewhat binary in Act four where either you commit to enough copies of cards like go for the eyes and beam so and maybe a poison potion stuff like that so you can get through the artifact charges if you have a bag of marbles or a red mask that helps a lot to get through the artifact charges in the elite fight or the cards just atrocious one of those two things is going to happen and so there's a lot of stuff to think about what go for the eyes and whether or not to pick it up at all points in the wrong and sometimes even though this is like a mediocre looking common sometimes go for the eyes is a better pick in act 3 than it is an act 1 because you happen to have enough card draw you already have one or two other go for the eyes and you're like huh I'm getting to a point where I can actually remove the artifact charge as an active form recycle is another card that's either great or terrible recycles or anywhere in between recycle gets much stronger as you get more card drawn to your deck so if your deck has some compile drivers which are drawing two or three cards each recycle can be quite good the ability to exhaust towards certain cards for a boss fights very powerful in this game so getting rid of all your strikes and some of your two funds or something like that as you go through a fight leaves you with only strong cards left is the idea indie flick has a few infinite things that can do especially with the card fusion which fusion plus costs one energy to make an orb which evokes four to energy so that can end up putting you in a loop where you're generating energy or at least not losing energy as you generate block or damage so recycle can especially be good for hacked to boss fights because to boss fights the enemies do not put statuses in your deck which makes them more more able to be attacked by infinite combos and just about any other fight in the game they're long fights or enemies don't put statuses in your deck so trying to exhaust word in the infinite combo can be really good an active right now our cycles trash so we're not taking a recycle right now but it's a card you want to be thinking about when you see it static discharge is awesome I think that sometimes it takes a while to evaluate how strong a card is when the card requires you to take damage I'm sort of interesting to see the ways that people judge those things like offering I think most people think is really great but a lot of people think chemo can ease this is bad and combust is bad and it's unclear why late as a new player to the game maybe it's just really difficult to judge how big a deal it is to lose life at ascension 20 trying to kill the heart you're going to lose health in fights and only fights and events and boss fights so that's an expectation rather than something that you're afraid of and something to work out is how to lose health and get value out of it so for example if you're going through ektu and you have max HP you want to fight elite fights and you don't want to try to spend all of your energy every turn on blocking because you have to actually kill the elite fights the next two before they out scale you and kill you and so you want to make sure that you have damage cards in your deck and playing in doom-and-gloom on turn two of an actually fight probably means that you're not full blocking on that fight but it's okay you're gonna have to take some damage to deal damage to enemies and regularly in this game you're trading some of your health to be able to end to fight static discharge makes you way way way better at that so now every time that you take damage you're channeling or take attack damage rather you're channeling one lightning orb and that's gonna deal a bunch of damage for you as the fight goes on defect has a lot of multiplicative scaling with orbs so as you get more focused that deals even more damage as you get capacitors you're able to channel more of them at once and you'll all the passive damage with them if you get electrodynamics they hit every enemy at once another thing that's very very strong about static discharge which is an immediately obvious is that it can evoke orbs during the enemy's turn which means that if you have a frost or channeled and you're full on orbs and you get hit that frost orbs gonna with oak so if something's attacking me for five and next things attacking me for seven I can block for four it will attack me for five it will channel a lightning or for me evoke my frost orb now I have five block and the next thing attacks me for seven but only actually does to the so static discharge is a block card this is probably on the chaotic neutral perhaps of block card alignment but static discharge is definitely a block card and it's a very relevant block card for the times fifteen attacks by the heart which is like the turn of the game where you have to block for the most in the entire game so the fact that it's a block card there is a really big deal for making you win runs very cool so took a static discharge quite happy to have one of those act one is very heavily about trading your health for deck strength and a lot of the events in act 1 actually match up with that matically this is an event where we can trade 21 health to upgrade to random cards there is a point where you have to recognize that you don't have enough health to do this anymore and I think we're probably in that point I don't really think that we can trade 21 health go to 33 right now I think against gremlin knob we always take at least 32 damage pretty much and sometimes take more like if d damage which is unfortunate because that's how much health we have so I can scramble nobly probably die quite a lot right now against sentries if we were to get a frost orb from the next three floors we probably only take something like 15 to 20 damage against lega villain if we were to get a frost over the next few floors we probably only take something like 10 to 15 damage if we can take this and survive this fight I would like to take it whose two random upgrades for defect right now are more valuable than one regular upgrade so getting the two random upgrades is going to be better than getting an upgrade instead of a rest at a later campfire the defect has quite a lot of Commons which create frost orbs that the focus potion defect has a good number of decent bloc Commons I think that I meant to take this there's no hard and fast rule with this it's just the overarching decision-making and Act one is how do I spend my health to make my deck as strong as possible without dying and I think that and we die sometimes by taking this but overall on average we get stronger than we do by not taking it even counting the times where we die where you're not usually very strong when you're dead but yeah all right double strike Plus strike loss is not a bad card at all early in the game and in the game you sort of are trying to add strike pluses to your deck without making your deck as terrible as possible like ball lightnings like a strike plus plus plus boom piledriver is a strike plus plus you're generally very happy to have cards which basically do the same thing as strike but better in your deck and that's essentially what strike busses so upgrading a strike is almost comparable to removing a card and a heading new mediocre card to your deck because the new mediocre cards that you're adding to your deck right now basically our strike losses that's basically what you're looking for so that's fine we're still very low on defensive cards though that's something that we're not currently gonna I think that if we do not hit the front slime with dual cast here we probably just straight-up lose the Russ immediately okay so we only take a seven that turn that's great I wouldn't have minded defend upgrades given the situation that we find ourselves and health-wise but hey here we are all right cool so a second static discharge is really not necessary at any stage in the game I don't think a problem with having too many stacks of static discharge is that it will evoke all of your frost orbs at once in the heart fight and then you don't have any frost orbs anymore and unless you have very very good frost or veneration in your deck you will just die like a turn or two later so building for late-game we actually sort of don't want to have more than one or two stacks of static discharge in our deck compiled driver is fine a little bit of damage sweeping beam is fine a little bit of AoE damage in fact doesn't have any a OE damage at the start of a run and your only great AoE options are doom and gloom which is an uncommon and electrodynamics which is rare so pretty often you just have to make do with the sweeping beam or two in order to get yourself through act 2 elite fights where a damage starts to become very very relevant if I was fighting against slime boss right now it's definitely a sweeping beam if I was fighting I dentist hmm I think probably the fact that we're fighting in sexy ghosts makes it a compile driver this is a situation where you can sort of think about what fights are coming up and why you struggle with and stuff like that compile drivers better against gremlin knob significantly two centuries are one of these the early fights and that's where Susan B was good so I think this comes down to being a compile driver overall relate probably got a six out of ten for dealing damage right now when I said I wanted to be at a seven out of ten so not the best but we're doing okay in this spot it looks sort of appealing to take one damage but usually you're not meant to usually just playing to defends gets you through the fight okay we'll see maybe I shouldn't have played static discharge them so I've talked about beams L already beam cells gotten significantly better with the addition of compile driver and two copies of strike plus it is a better card than it was the first time that we saw it I don't think it's making the cut yet but it's a much better car than it was the first time we saw it in fact the fact that like compiled driver draws cards and zap hasn't been upgraded yet makes a zero cost card that you'll damage pretty appealing I would take it over skipping right now the question here is largely whether or not we can take genetic algorithm genetic algorithms one of the Keystone cards or winning defect runs it just sort of like picking up feed the early enact one with ironclad it gives you so much more room to work with later on in the game because you have this immense pool of defensive resources to give it around and if we don't take genetic algorithm I do think that compiled driver is going to be better than beam cell still double compiled driver with only lightning orbs it's also a hexagon stacked against hex a ghost we have to deal 240 damage or whatever before turn 8 and having a big genetic algorithm doesn't really help in any way so I think we do not get to take genetic algorithm here unfortunately and I think we just have to take the compiled driver X a little bit better at dealing damage than it used to be okay okay I have to compile drivers so warp songs is a very very very strong special relic what warp tongs does is at the start of every turn we upgrade a random card in our hand that is not yet upgraded or that can be upgraded rather so you can actually upgrade searing blow over and over again with it in theory if your ironclad enough searing blow or if you're a different class and I'm searing blow I guess the problem of course being that pain is not a very good curse to have when you're at 26 HP and about to fight elites against Langevin and sentries I think it's definitely correct to take the curse and against gremlin knob I think we might just be done so I think we just take the curse this is something where you just have to spend a lot of time playing with pain to get an idea of how bad it actually is to have it centuries should be okay with any luck we'll be all right here taking 15 yeah sort of a big deal that's not the best turn so I believe it ends up being corrects hmm I definitely want to defend in my we're about to reshuffle the discard pile into a draw pile so which cards we have in hand matters a lot because they don't go into our new draw pile and I definitely want to have a defend in my neutral file given that I'm going to be a three very soon the question then is do I like compiled driver this putter at nineteen to try to kill it and the back sentry next turn and the days is that way don't matter because we don't have we don't have our discard pile about to be toppled into our draw pile if I play strike right now I get six days --is unless I kill this one which case I get three days and then all of that goes into a new draw pile with the compiled drivers and the strike or I can compile driver right now and that way the days is are going into a discard pile in and never receive them I think that's better and I think I will go for this too and drawing the pain is so good because now I have 18 cards without a pain okay we missed the back century unfortunately we have to kill both the front century and the back century the stern beautiful beautiful beautiful beautiful when the fight we got some gold always important to remember the gold from elite fights cuz that's actually a significant chunk of the reward you got like five to ten percent of the world Ward formerly fights as the gold so when you're evaluating what you're getting out of this for that in mind calipers is a relic that's actually really good with the genetic algorithm that we just didn't take although I think I'm okay with not having taken the genetic algorithm calipers is a relic which can be very strong on defect if you build a deck that abuses it but unfortunately the ways that you can abuse calipers and defects are either you get genetic algorithm early in the run in which case like good for you that's something that you wanted to happen anyway and it gets way better with calipers but it's not like you didn't already want that to happen or you get a ton of focus and a ton of frost orbs in which case again good for you that's what you want to tap in anyway so calipers is a very strong relic on defect but it's a very strong relic index that we're already going to win probably anyway and it makes those decks more capable of winning but it's not a not a relic that really helps us get to the point where you have a deck that's going to win it's a relic that if we get lucky and go in that direction it will help us win even more it's not a relic that currently helps us is maybe one way of phrasing what I'm trying to say because we're currently playing a deck that is not looking like it's going to win and callipers is just not the relic that this deck needed we needed like a mercury hourglass or a symbiotic virus or a data disc or something like that so we now have a 50% chance of the next wave light being gremlin um if we're fine against Lagavulin we're probably okay maybe against like a villain the thing we have to do is survive two attacks and then we will be able to kill Lagavulin before the third attack hits us almost certainly with static discharge and our lightning orbs and all of our strike pluses and compiled drivers and stuff I can slag a villain I would say they'd go for the eyes is probably the best card here because I think that surviving the first two attacks is more difficult for us against Lagavulin than it is to kill like a villain before the third attack it's awesome sort of unless I'm largely miss evaluating how much damage we have but I don't think I am I think go for the eyes is what we want to gets like a villain against gremlin of I'm pretty sure that we want go for the eyes too against gremlin knob the tricky things here is working out how to survive the attack on turn 3 when we're gonna be vulnerable and hit 424 after taking 8 the previous turn and one sensible answer is use go for the eyes to weaken gremlin love that turn so we do get to rest in between now and then so I'll have a bit more health and then if we draw go for the eyes on the right turn against a gremlin table all of a sudden we're doing okay we've got to compile drivers to try to do that that's awesome I don't think that bullseye is terrible here but I think that we already have a bunch of straight plusses in our deck 1 2 3 4 basically and adding another card that's effectively strike plus to our deck is probably not doing all that much for us right now I guess there are two two halves of this one is like both of these cards help us kill both Lagavulin and gremlin knob although I think of it as a significantly better against like a villain bullseye might be a bit better against crumbling up actually but another half of it is that with bullseye we now have five copies of Strike Plus on our deck that's just too many copies of strike plus we just don't really need that many copies of strike plus just starts to get in the way whereas go for the eyes start surrounding out our ability to block and things like that white noise white noise becomes a good card if you have a lot of power synergies but we currently do that's the main reason that white noise would be good I could try to upgrade static discharge before I played it it seemed sort of insane it seemed sort of insane I can slag a villain we one have a decent chance of surviving because we're not fighting grumbling mobs that's nice too we get three turns to set up before it's actually time to fight and with warps tongues we have good incentive to wait until turn three before we start dealing damage if I strike Plus right now the spite start straightaway but we miss out on two upgrades with warped tongues I would probably survive but I think it's better to last twice or at least once okay go for the eyes upgrade is great not drawing go for the eyes two turns from now is awkward although we will reshuffle the draw pile so maybe we just will draw it again that's good I'm not gonna play cards with pain in my hand this is a very interesting turn so I can choose whether or not to reshuffle here we're definitely playing this compiled driver if I reshuffle with the other compiled driver right now I can reshuffle a draw pile that doesn't have all of these strikes in it it does have pain in it but it also has go for the eyes Plus and it has three defends I could play defend and then compile driver I don't think the damage lines up properly for that so this is just a judgment call on exactly what the draw pile should look like and how much output we're willing to sacrifice to make it look that way I'm going to go straight Plus compiled driver so I'm putting a strike plus in my deck but not these basic cards and I'm gonna assume that that's probably all right right now if I just play this defendant next turn I'm fine if I play compiled driver and draw defend I'm also fine because I can play that defend this turn right I think I have to play defend over strike plus to guarantee that I don't die next turn though it was good that we draw drew uh go for adds they're very good that we drew go for the eyes they're okay so pain is in our draw pile so we don't want to compile driver before playing other guards in this case often you want to be playing your draw cards first but not here I'll wait I'm playing the straight plus in case I draw another defend off the compiled driver no reason to play any cards here and like I said our duck beats Lagavulin pretty comfortably before like a villain attacks again all right some other thirty gold we got a ginger which means we can no longer become weakened not being able to become weakened isn't the most exciting thing on defect because a lot of our damages from orbs which don't have their damage reduced by weakened one thing to think about is that collector gives you 3d buffs at the end of Act two and the weakened is the first debuff that's applied so having ginger means that an artifact spot can stop you from getting one of the defensive debuff supplied to you mostly though this is not not incredibly relevant but will be surprisingly useful over the next like act and a half probably and hallway fights and stuff like that because we just have a bunch of strike bosses so even though we're trying to deal damage with orbs realistically we're regularly spending in energy to try to deal nine damage to something our options are cool-headed go for the eyes and steam barrier so steam barriers the closest card we've seen to that block card that I alluded to us wanting at the start of the act when I said that we wanted a block common d barriers okay here we do have to compile drivers so the value of zero cost cards goes up we haven't been to the end of Act one yet and made sure that we're not taking a velvet choker or a stack away from it though so trying to avoid those zero cost cards for a while longer would be sort of nice the rest of the act is mainly about surviving these two hallway fights we have to go to the store remove pain buy another potion and try to get through these two fights and then we rest and then with static discharge we should be finding instance a ghost I hope yeah but steam barrier and go for the eyes are both probably not the best cards here and cool-headed is arguably the best defect come on so we're probably just gonna take collided being able to channel frost orbs is a very very big deal maybe eighty to ninety percent of defects winning runs that I play most of my block comes from frost orbs so getting those going now with the assumption that that's what's gonna happen this time to makes a lot of sense this is one of the few runs where it's pretty reasonable with callipers early that we end up with genetic algorithms and we actually don't need frost orbs quite as much but right now there's no reason to think that cool-headed is an excellent late game card at the start of the game you only are asked to attack and walk and you have a fairly small deck so you know all of your cards do one of those two things basically and there's that much trouble drawing a hand that can do the stuff you're being asked to do later on in the game though you're being asked to attack block attack for AoE damage block AoE damage debuff enemies scale your deck with like more powers and focus and things like that you're at being asked to do a lot more stuff to win fights and so drawing more cards later on in the game becomes a much bigger deal because your deck is full of cards which do different things and on each turn you may need to do one of those things or two of those things but you might draw cards which do three other things which aren't the things that you were looking to do and so being able to draw cards becomes much much more important as runs go on typically being able to match the right card to the right situation is dependent on being able to draw that card on the turn where you want to play it so cool heads a card that is very very good later on in the game it's okay now it's nice with static discharge we got ourselves a kettle ball we can now gain strength at rest sites by lifting up to three times so this is not a very useful relic at the moment I'm definitely resting at this campsite I might be able to lift here I guess but in terms of surviving these two hallway fights that doesn't do anything obviously typically speaking if I want to kill the heart obviously I have to take a sapphire key out of a chest at some point in the run but typically speaking even a poor relic if the poor relic gets to give you output for act 1 act 2 act 3 and act 4 is going to add up to doing more than a pretty decent relic that only gets to give you output for the latter half of act 3 and act 4 so it's pretty uncommon to want to be a skipping one of the relics early just because if you look at the sum of their output over the course of a run they end up doing enough even though they're not the best relics because you have them for longer sapphire key obviously doesn't do anything until we use it to unlock a door at the end of act 3 so taking it now it doesn't make it any better than it would be if we took it in act 3 we're taking terrible now makes it a much better relic than it would have been if we took it in act 3 because we have next two acts to get value out of it I think we probably can lift at some point getting +1 strength is fine on defect barrage is a card on defect which fairly commonly becomes a major damage source so plus strength actually can do something multiplicative way the effect has lots and lots and lots and lots of ways to get enough damage to when the run and enough block to win the run and enough scaling to win the run so being open to the idea that you might do something unusual that you don't usually do on defect is a pretty big deal I think so I think that actually happens quite often all stores are stores of the hardest part of the game we could sit here for a very long time just which Chad doing let's see oh gosh I haven't talked to a chat for a while it's been 40 minutes oh no mr. B C Mon thank you very much for the $3 ship post appreciate that empty thinks the five months will touch prime yummy I thinks the five months roads the car links the three months at [ __ ] thanks to the stream on snap oh thanks for the seven months Frederick thanks to the four months and dad's Cooling's the prime it was with Uzis thinks eighteen months in the Eric six to nine months to buildings with seventeen months zero gray thanks to the prime in next six of primer princess pretty thanks for the three months Cavalier thinks the four months and I only thinks the eight months hope you're doing well you're bangin great oh there's a prismatic orb in the store I'm sorry that I'm not able to afford that okay so we're turning to oh talking a lot the big thing here is that we have to and these are hard pool hallway fights so this can be like gremlin gang or slime gang or it can be two pretty tough enemies at the same time we have to survive these to play the rest of the run so probably we just want to buy the thing that helps us survive those two play the rest of the run removing pain is I think I think it's probably obvious to most people watching why that's really important and we can just go ahead and do it I guess okay card draw is one of the most vital resources in the game and so curses are really bad because of that because you have to draw them and they don't do anything I guess that points worth making because some people might be thinking hole pains bad because it deals us to damage when we draw it or something like that and yeah that is one of the reasons it's bad but also the fact that it isn't a better card that can actually do something is very very very significant and so very often when you go to a store you want to remove the strike so that you can draw better cards and if you have curses in your deck very commonly you want to just get rid of that curse so that you can draw better cards instead and you typically don't want curses in your deck so now we have to work out how exactly we are beating too difficult holy fights in a row I think one of the potions is called for we only have four defendants so it decks pots not really that great so I think I'm gonna splurge on an essence of steel potions are pretty nice because you don't have to draw them or play them you just like click on them and then they go into play so they let you keep the rules that came a little bit for one fight and then the only card that we have enough gold left for is FTL at this point and I feels pretty good with bus strength which we may be ending up having I think it's okay to take FTL here it's pretty bad with choker pretty bad with us not going right now our deck is actually getting close to not one thing it's not go i which is pretty unusual maybe that will change by the end of the act but I think right now because we need strength to survive these two hallway fights we should be taking the FTL it's just an above average card okay this fights not too bad I think even though cool-headed upgraded the play here is static discharge defend his app and don't play the cool-headed that gets a bunch of damage into play and we can hopefully kill this one next turn before it kills us these enemies I think are something like two-thirds of the time they attack and one-third of the time they buff but they can't buff twice in a row and can't attack more than two times in a row I think there's something like that so it's somewhat likely that the Scent of me buffs itself next time in which case if we poison pot the back enemy now we should have enough damage to kill that next turn and then this one's buffing and we don't die and not dying seems nice I'm gonna go ahead we did end up getting attacked again let's see this one has to die then we can weaken this we should be able to draw defend maybe we might have to my hafta essence of steel as well after me saying that this was an easy fight okay this one has to die right yeah so it is dead when it dies we become vulnerable unfortunate I think we actually have draws that let us just end the fight this turn okay that's fine now we can go go for the eyes defend and wrongly actually taking one more damage so we're at six we got one more fight to get three room tempest of darkness loopy leap is the block guard that I was talking about I think with two compiled drivers in the deck already though sort of have to take darkness to compile drivers and to zero-cost cards so getting compiled drivers that draw three seems like a really big deal darkness is very good damage against hexa goes to it's just generally a pretty good damage card leap is more likely to let us survive the next fight and darknesses it's just darkness is probably the slightly better card is interesting if I had more health right now I would definitely be taking darkness but maybe I'm in such a dire situation that I have to go for the slightly weaker deck which is slightly more able to get through fights without taking damage Tempest is not really a consideration right now just not a very good card not a very good card usually with three energy had no focus and nothing really synergizing with lightning orbs that's especially not a very good card at the moment do you have to beat hexaco still I don't have focus I don't have many blog cards I think I'm actually gonna take the leap here it's just a card that the deck needs we need to be able to block better on a lot of turns and we can do that for us maybe okay so we got 13 damaged incoming not gonna die this turn that's always fun not exactly what I wanted that to do but that's okay our compiled drivers are really bad at the moment if we draw them both next then I have to decide whether this is an essence of Steel or not we go to three lie sir fairly unlikely to attack us again next turn if they do attack us next turn thirteen damage is quite blockable I think I do not use the essence of Steel and we try to use that for hex a ghost this turns like whatever yeah whatever I think the fight ended when we didn't get attacked by two of them at the same time on that previous turn okay yeah equilibrium genetic algorithm in equilibriums a very good block guard retaining your hand for a turn is a very powerful effect one of the most difficult things to do in this game is to take your strong cards and line them up with the turns where they're strongest and this is one way to help you do that that's really sweet genetic algorithm though is a card which is already one of the most important cards in defect and with calipers it becomes actually insane also with warped tongues cuz warped tongues means that even without upgrading it we're gonna have quite a few fights probably where it upgrades automatically and stacks itself faster we can get a genetic algorithm up to like 60 at the end of the game with calipers that's like having two turns of invincibility almost it's it's very very very strong there was a card that you often want one of later on in a run the larger that your deck gets the better turbo gets because you don't want to like play turbo and then draw it again that turn because you'll draw the void that you put in your scar pile what you want to do is you want to play turbo and then hologram it back and then like spend another three turns going through your draw pile and harlow gramming and back over and over again you want to be able to seek for it on turn one to set up your echo form early stuff like that so turbo is a great card to have access to but not occurred that we need right now I think I will just go ahead and take the genetic algorithm I'm gonna trust that goes strong enough to survive with that sort of have to rest here I would love to go for AXA ghost fight with a three HP but this could be a hallway fight and I actually think that's scarier than Lexie goes fight a little bit well yeah there you go all right cool all right cool what is this game called again I'm never gonna play this game again yeah okay cool so we got a pretty rough gremlin gang it's not the worst gremlin gang ever it doesn't have a bat gremlin with bat gremlin this would be way worse but what we're able to do against this gremlin gang is just killed a sneaky gremlin and then killed the gremlin wizard and we should be able to block for close to 10 of return for the mad gremlins and killed Oh a gremlin wizard before it attacks so this fight actually should be completely fine I think sort of wish that I left it despite the fact that the fight looks like we've we could take five damage to channel an orb I don't believe there's any good reason to this turn I'm going to take two damage to channel two lightning orbs definitely next turn I'm gonna draw one block genetic algorithm and die it's gonna be great oh no we're okay we're just barely got there so the most lock is playing a defend I don't think it's worth it to give up or health right now to stack that genetic algorithm especially given that there's a decent chance I just draw it again so deliberately not ending the fight to try to draw a genetic algorithm next time and we get to play it cool I think it took seven it's not so bad is my deck good I think with a glacier and my deck might be good it's bad at scaling it's bad at dealing damage but it's good at blocking all of a sudden having a deck that's good at blocking is you go into Act two is not what you want because you have health so you always can be good at blocking for a fight or two because you can just rest and have a lot of health and standing there getting hit in the face is pretty effective blocking you wanna have a deck that's good at dealing damage going into Act two because then you can turn that ability into relics and into taking aggressive paths through the act and stuff so having a deck that's good at blocking going to Act II was actually sort of awkward we should be able to deal pretty well with holy fights with a glazier we're much more able than before to stall hallway fight so that genetic algorithm can upgrade before we play it which is a big deal for late in the game it should be fine glacier is just a very very very premium defect card the only reason I wouldn't take place sure would be if I thought that I already was so good at blocking and was already getting so many frost orbs that I thought it was just sort of in the way so if these two compiled drivers will cool heads and I had a defrag I might legitimately think this deck already blocks for enough bleachers just a card that gets in the way of our ability to deal damage and maybe I wouldn't take it we're not in the situation where our decks good enough of blocking to not be taking the glacier them the other cards are like equilibriums great I already talked about that I would have taken it over skipping by a long way both of the times that it's been offered but the other card was better and multicast if I had a darkness which I was thinking about multicast maybe becomes good but with only frost and lightning and they'll focus this is not a very good card right now multicast is one of those cards which can become very good in a run but you just have to sort of pay attention to what's going on and make a judgment call when you see it it's a rare cards you can't really like build toward it expecting it to be good you just have to be in the situation where it's good and see it and then sometimes it will show up in a run for you often there a deck would use recursion with dark orbs and multicast can be good in those but you were probably already doing something with recursion and dark orbs since those are much more common to see taking one strength I think is by far the best option for AXA ghosts our problem with hexa ghost isn't dying because we have 17 HP it's dying because on turn eight they're going to be seven burn pluses in our deck and burn plus is a pretty bad card so accelerating our damage is what we want to be doing and reading one strength is probably the best way to do that upgrading static discharge invite of being better arguably the site it's heavily about just playing our damage cards when we draw them I think what I'm gonna do here is I think I'm not gonna play leap or use this as since I've still to channel some lightning to play the static discharge getting attacked 4:12 the way that guy goes to fight works is that this first attack is based on your current HP so we're not going to attack for much because we start the fight with low HP then these turns we get attacked for six or twelve this turn we get attacked this time this turn we get attacked for eighteen this turn we get attacked from nine so having enough to survive especially the 18 attack is a pretty big deal just wondering if I need to make sure I have slightly more block than this I think I'm gonna die attacks I guess and right now I'd have five blocks starting I would take one then I'd take three and I'll take five and out of oak the frost Arbonne stop taking damage so I'm taking five damage to evoke three lightning orbs I'm also getting genetic algorithm out of the duck so I don't have to draw it again which is sort of a relevant thing and I'm not using the plated armor because yeah I think that's fine not using the plated armor because it would be repaired the plan is to use plated armor like now [Music] I'm not playing glacier I don't think his dual cast better than compiled a driver this is gonna evoke this turn so it deals next or five basically you know so just go ahead and take two damage with the essence of Steel and keep damaging hexa goes trying to win this late okay sort of have to full block that turn [Music] another one the stern [Music] it's getting scary this is the first very difficult turn of the fight this turn is very difficult I think I am always playing compiled drivers let's start with that [Music] [Music] [Music] next time we're getting attacked for nine and then the turn after that we're getting attacked for 36 and we'll die so we want to kill the hexa ghost before we had attacked for 36 if I don't play any block cards here at all I end up taking for the first time then one the second time I go to four but I channeled to lightning words killing two lightning orbs yields 8 damage plus 6 plus 9 next turns 23 30 there's another 9 39 49 56 67 I think it's actually slightly more damage than is needed the problem would just be drawing the attack cards at a pace that I could actually play them while blocking 4 9 next turn my calipers me too I can't quite get any calipers stuff guy I think it might be strike pass and then the danger is just if I die next turn but I do have a speed potion and a guarantee of drawing at least one block card so I shouldn't die next time and then I can always win the fight if I block I have six damage and six damage again and six damage again twenty eight thirty five forty to fifty three sixty so if I block there's a pretty real chance that I'd die to the overcharge I believe this is strike house except to play the damaged cards we draw and block once Oh No don't draw the strike I can keep the speed potion even 18 and do whatever we want is fine right just early maintenance so to beat that fight the main thing about beating hexaco siz working out how you're gonna deal enough damage to kill hexa goes to before it kills you and there's a usually a pretty set time when hexa Coast kills you the second overcharge or the turn after or the turn after that is usually when you're gonna die so it's mostly just a matter of working on how you're gonna deal that much damage in that little time and I don't know a way to get good at that other than just doing it a lot I'm sure that upgraded static would have done more damage there but it's not going to be better for like all of the other fights an act to you probably so we get some gold from the hexa goes to fight and we're picking between creative a I echo form and all for one all for one can be a very powerful defect card it's good with snake oh I actually because a quarter of your cards in your discard pile are gonna cost zero on average and then they come back to your hand when you play all for one which is super super super strong it's okay in this deck right now they go for the eyes and FTL and +1 strength on all of our attacks it's a pretty good attack at the moment creative AI is a card that scales your deck very slowly so if you don't get good scaling over the course of run if you don't actually just get scaling cards that get you to a point where you beat the heart on their own creative AI is like your backup plan basically it's a card that you can add one of to your deck and you can have scaling for whatever fight you end up relying on it for or fights if you end up doing that plural for example if you're playing a duck that goes for some sort of infinite combo with compiled drivers in Fusion but you see that you have to fight time eater putting one creative AI and your deck can just be enough to win that fight it can give you an entirely separate game plan from the one that you had where you're scaling with powers instead and all of a sudden the fact time eater hurts you for playing lots of cards a turn doesn't matter because you're just playing a power or two every time and some block cards may be creative VI similarly does that fracked you bosses sometimes like it will be champ by itself if you don't have scaling to be champ with but creatively I think is typically a back-up plan or a secondary plan it's something that goes in your deck to help you beat a fight that you can't beat with your primary plan but I don't remember when he many runs where I won with creative AI as my primary plan basically it's something that works in some fights but it's very very very poor in other fights and so it's like a single card that can be in your deck for the fights where it's good but otherwise not very excited about it Ecco forms one of the strongest defect cards I think maybe 2/3 of my defect wins have an echo form anthem or something like that we have genetic algorithm and calipers so there's just no world where we can possibly not take echo form I don't think when you play an echo form genetic algorithm it levels up twice also when we have calipers already if this gets to 60 and then we play it twice I believe we're just invincible until next week I think is how the rules work I don't think you can take damage anymore so looking at our deck we actually ended up with a decent snack oh hi doc adding echo form and glacier to the deck and mate snuck away oh really good pick up all of a sudden I think we can probably still take Joker not very excited about ectoplasm in terms of necessity of a fourth energy I wouldn't say this deck has to have a fourth energy it's certainly once won the double compiled driver and echo form it get a little bit better to have the fourth energy but I'd certainly be taking a runic pyramid over an energy relic static discharge means that we are capable of winning fights without spending much energy on damage just by using health to get through the fights so assuming that we got an OK act to path we should be able to win act - okay on three energy I would take astrolabe over the worst energy relics I think not sure about Pandora's Box so I'm not sure how good our block really is and we sort of need the defense and we have a speed potion yeah all of the boss relics seem like relatively reasonable for these cards there's no there's no boss relic that is sometimes good that seems terrible right now because the cards that we have basically okay okay I got you game I understand these are not the most powerful boss relics in the game these are not the most powerful boss relics in the game so calling Bella is worse than skipping this deck doesn't have enough card draw to be okay with putting three curses into it also this is a deck that has very powerful like hard synergies and stuff already so making our cards terrible in order to look for relic synergies just doesn't really make any sense there's no reason whatsoever to think that might make the deck better when calling Bell is good is when you have a deck that has very poor synergy like it doesn't have any connections between cards that really make it able to win Act two and you have a decent amount of card draw already or some way to get rid of the curses like you have a bunch of gold and a smiling mask or something like that calling ball actually can be okay in that spot it can be sort of a sort of leaning in two variants looking for something to rescue a run that's going pretty poorly but has a couple of characteristics which made calling Bell a little bit less bad than usual that would be typically why I was taking calling Bell but that's not going on here tiny house is definitely better than skipping we get a potion of fifty gold five max HP a card choice and upgrade one random guard that is definitely better than skipping I think probably because of static discharge and the fact that static discharge can just win fights on its own as long as we're resting a lot we can just take Blackstar and get some extra relics from an elite fight or two in act two I'll have to use potions we'll have to use rest sites but there's a decent chance that we survive this act okay so act 2 has el campeon the champ the champ is a fight that is sort of designed to be made unfair both in terms of it tries to be unfair to you and the main way that you win it is by being unfair back is the fact where creative a guy is really good Kemp does very little to you before he's below half health so the idea is that you make your deck really strong before you make champ go below half health and just kill him dark or could be really good a creative AI could be really good just taking the echo form and adding some other scaling could be enough as well you think so much for the read filthier about we're over explaining some slave aspire right now so I'm not looking at chat a ton mostly just talking nonstop about slave aspire but if you don't know filthy and are looking for an excellent strategy gamer with a touch of salt and we recommend checking out his channel so if we get the champ with a reasonable path there's a there's a very reasonable possibility that we are able to kill champ at the end of this act this were already like having an echo for means that any card that scales us is all of a sudden doing a lot more than it would otherwise the trick is going to be getting to champ on a path that isn't just so bad that we you know don't even get our deck stronger at all because our deck does have to get a little bit stronger probably the most exciting card in the entire game right now would be self repair because with self repair all of a sudden we can play our EKKO form take a bunch of damage in the hall we fight but EKKO form the self repair get our health back double player genetic algorithm if we did that in like five hallway fights all of a sudden our genetic algorithms now blocking for 50 or 60 when we echo format and we're starting to have a deck but we're a little way away from that right now and did the game on a crash after beating the biggest fight yes games which crash to desktop rest in peace that sucks typically speaking in act 2 it's very hard to have a deck that's good at all of the fights in act 2 because they're just too hard they're just difficult fights and you just don't have long enough your deck good enough had everything on Ascension 20 so typically what happens in act 2 is that you build decks specifically to be good for the elite fights my deck is specifically built for the elite fights already my priority on static discharge was very much about elite fights because of the book of stabbing and honestly basically just static discharge by itself makes the stack very good early fights but not so great at hallway fights the general mode of giving up health to win a fight using static discharge is great if you get two relics and increased chance of rare cards as a fight reward but it's terrible if you're just fighting a mediocre hallway fight and you get offered 3 attacked Commons as your reward so with static discharge what we really want to do is we want to like go to campfires and rest and then go to elite fights and put static discharge in play and that's basically what we're trying to do with how this is turned out I think that the static discharge upgrade would actually have been better than plus strength probably but I don't think that things turn out like this all that often like missing the energy and and everything we're just very heavily dependent on putting static discharge and play right now so because you usually cannot fight Holly fights all that great and act - usually this is not always the case if we had a self-repairing for energy right now I would actually really love Holly fights because they'd be letting me double cast genetic algorithm and self-repair would probably be keeping me afloat no problem but because usually Holly fights not great usually you're going for events and act to you and act to you has some pretty good events apparitions or very good bites can be very good and I would take bites in this situation if you have a way to make bites better than they are to begin with they start to be ridiculously good and this deck has genetic algorithm so giving up some max HP 4 bytes doesn't matter as much because of the genetic algorithm calipers thing that's happening later on in the game and it also has plus strength and it also has tongs and it also has echo form so this deck has tons of ways to take advantage of bytes if your deck can only like to draw a bytes and play them as unupgraded bytes with no strength gain or whatever then bytes are not so exciting but this is a deck that would love the bytes of them so operations are great whites are great upgrading all of our strikes and defends would be great and probably the biggest thing about events is that they're not hallway fights so that's great team so I'm looking at this path once we get to this store we'll have to make a decision about what we're doing for the rest of the act going campfire store campfire or maybe campfire fight campfire probably going to a dead floor like even if I had no gold I'd probably rather go to the store than the fight here just based on how the deck looks and then probably we take it one a leap fight and rest then taking more events and rest again and then try to fight champ somehow that looks like a path where we can survive despite having completely whiffed on our boss relic and maybe we can get strong enough for the champ fight too maybe despite some themes these are not a great first enemy to be fighting in the sack I think I'm just gonna try to kill the front one since that is where damage has gone so far not really expect to get anything else out of it the front thief blocks for less and his third attack is less as well so it's a little bit easier to tell the front from the back thief usually also usually has lower health at the start of the fight and that looks like it's fine we got pretty lucky that the back decided to just attack twice and then leave us alone steam barrier claw rebound so steam barrier is one of those block cards this deck doesn't have focus for frost orbs yet but it does have a lot of frost orbs so trying to work out how many block Commons we want is a little bit tough we don't want tons of them but we probably don't want zero of them either because we don't have focus for the frost orbs yet and with his zero energy and our relics having a zero energy block card is pretty nice especially with the two compiled drivers meaning that we're drawing extra cards and the cool-headed plus if we have a draw steam barrier with EKKO form that's gonna be really nice lets us actually play echo form without dying potentially so steam barrier is definitely a high priority here law is not terrible here claw would be too slow by itself to be gem probably but it's like one card toward a strategy for scaling to be champ and rebound seems terrible there's no card in our deck that's so strong that we want to play it two turns in a row and rebounds just like a strike plus and we're done playing strike pluses I think we don't want to put more strike buses in the deck anymore ever if possible so it's between steam barrier and claw I think I'll just take the steam barrier and we'll hope that we find some sort of scaling for champ later on somehow ma'am I was gonna go to two stores and I'm gonna go to them with zero gold that's unfortunate I do think that it's correct to be spending 85 gold on a relic here though for sure I'd rather lose my 85 gold than take a curse currently target removes cost a hundred gold so most likely I'd just go into this shop and remove the curse or a hundred gold and I'd have to take these two floors with the curse in my deck these two floors can have fights in them we got ourselves a singing bowl so if we are looking at a card reward screen now all of a sudden we have the option of taking two max HP instead of one of the cards so we're gonna end up doing that a decent amount probably will see good plays bad phase 50 gold buys us a potion at a store a potions gonna be worth more than 7 HP so I'm definitely happy to lose 7 HP for 50 gold right now the question is would it maybe be even better to trade faces trade faces gives us a 20% chance of being weak on turn 1 but we have ginger so we actually can't be weakened so that face doesn't actually have a downside for us 20% chance of losing the relic in the next chests that would suck 40% chance of good faces we got the face that gives us max HP that would be handy the face that gives us 50 gold per event room would actually be insane so I'm going to a lot of event rooms this act would be 200 gold and just this act I think the strength of that face alone is probably enough to make this a trade and then 20% chance of bird mask which is whatever okay so we got face up cleric so plus-one max HP at the end of combats singing Bowl gives us plus to you max HP at the end of some combats too so we get some max HP doesn't do a ton right now but it's the thing yes my calipers know Malkina calipers 1321 now this looks like a miserable miserable fight I'm probably gonna play glacier but not cool-headed this time let's play compiled driver first then FTL and does dual cast strike kill 16 23 26 not quite or display glacier that didn't take a bit of damage not much reason to put echo form in play already played genetic algorithm don't have a self repair this should just be lethal damage all right didn't die these plus max HP things giving you plus current HP too and it's a really big deal it's sort of weird that the game doesn't like tell you that that happens like it doesn't say anywhere that your current HP goes up by one either right no no it syncs charge battery overclocked charge battery seems sweet charge batteries a good card with echo form cuz it's doing more than just blocking it's also giving you energy next turn it's a good card when you're stuck on three energy it's a good card with echo form because it gives you four energy on the turn which means that maybe you can get an echo form into play if you draw it on the for energy turn it's an okay block come in it's a good card with speed potion it's an okay card and deck where we're trying to just static discharge and block for the right amount channel to lightning orbs when we get hit lots of reasons why it's okay here overclock is a card that is usually not great the place where it is great is if you have a deck that's trying to set something very very strong up and then it doesn't matter what's happening anymore because you've set up something very very strong that's actually the sort of defect deck that wins a lot of runs so overclock can be a really good card and a lot of winning defect decks the thing is if you don't have the really strong thing that you're setting up in place yet overclock is just not very good so overclock is one of those cards where most of the time when you're suffering through an ascension 20 defect or on overclock just doesn't do what you want it to do at all but occasionally you'll have that run where things going really well and an overclock helps you out to make things go even better than that sort of takes a deck which is probably gonna win and moves it more and more towards a deck that's almost certainly going to win and so it's valuable to recognize that sometimes a card can do that heat sinks is one of those cards that gets multiplicatively stronger with powers but we're playing a deck that just doesn't have that many powers so that's not what we want so it becomes charged battery or +2 max HP it's a question about which of those is better plus G max HP helps our resting which is nice and this act we're probably doing a lot of resting charger battery helps our ability to just sort of smooth the entire experience of playing the deck out in a really nice line charge battery something that you're going to want to hologram a decent around the time even if you have much better block guards like even if there's a glacier and your discard pile there are often going to be turns where you want to hologram charge batteries so that you have energy on the next turn as well this effect where next turns you gain 1 an energy is quite nice when it's attached to a card which is already giving you you know average output so I think I plucked myself into a charged battery we're going to probably skip this store unless there's something on ridiculous amounts of sale it's worth it to look at the store and see what isn't available to you for the rest of the runs so mercury hourglass vajra and hand drill not being available isn't that relevant but sometimes if a relic that you might have played toward becomes unavailable you'll know not to bother playing toward it anymore if I didn't have calipers yet for example I might be thinking all the only one of the only ways that I could possibly win would be that go form genetic algorithm and then find a calipers later and then seeing calipers in this store would reduce the number of relics that are left in the game and the reducible of relics wouldn't have calipers in them anymore and I know okay like playing that strategy is pretty dumb because I can't ever get calipers so getting this information is valuable and useful and in this case it doesn't really doesn't really affect anything because the relics that we're seeing just don't do very much the remaining relics for the rest of the run are slightly less likely to be so so damaged relics though so I guess we know that definitely not taking an elite fight right now I think what I like doing is I think I like lifting once going through the store resting and then taking this elite fight I think with the two strengths from lifting the other option is like the rest go through the whole a fight about lift go through the hallway the hallway fight gives us potions sometimes it gives us genetic algorithm upgrades it gives us card choices which are sometimes helping us kill champ I talk to myself until I let's take the hallway fight let's lift against the hallway 13 actually get calipers here for four block so definitely a moment for static discharge that means that I want to block for exactly 15 guess I'll block for not quite if team and this turn I'm just taking a billion damage that's awesome that's awesome great work Act two I don't believe I want to play zap because I want this to passively block for two and evoke for five I wanted to do both which means I want it to evoke on the end of each turn so charge batteries strike strike should be fine focus potion and the core search horse urge with the speed potion that we have already is one way definitely that we could beat the champ so core surge gives us an artifact charge which stops a debuff being applied to us and lose five dexterity at the end of your turn is a debuff so we can use coarse urge to get five dexterity for the entirety of the champ fight I think that that alone makes this a pretty easy courser telegrams okay there are maybe like two things that it does that are cool in the stack getting charged battery back in and go for the eyes back maybe getting steamed barrier backs okay for the most part like getting glacier back is just that's three energy and we don't have that much energy so probably that play doesn't happen all that often leap is another block comment at some point we're gonna have to stop taking block Commons I think so I think just taking core surge for the value against champ seems great and definitely have to rest so we have some health for the elite fight coming up we need to do a decade or so weirding Kentuckians okay if we get the bytes event and probably atrocious in every other run that we play the the way that runic dodecahedron would be good it would be if we got bytes event we have three events left and neck to you it's like a 50% chance or something probably to get bites I don't know that's for sure I just sort of made it up maybe higher than I already saw face trader I haven't seen arena or apparitions or upgrade strikes defense it's just so good if we get bites that I think I meant to take it it's plausible we could got bird face turn from the elite fight and then get some powers and have runic dodecahedron going off a lot it's plausible we could get pantograph and having going off and boss fights a decent amount possible we could bottle a genetic algorithm with like 60 block on it and have it going off with a majority of act 3 in form now the thing about sapphire key is that you know exactly what sapphire key does in act 2 which is nothing so I think you'd given that we're likely to die right now and there are worlds where Renuka decadron gets really good here should probably just take her nick dodecahedron we have the nest grab a ritual dagger cost us 6 HP the ritual dagger starts at 15 I am playing a deck where I have echo form so if I get an attack that deals like 40 damage I get to echo format and act for potentially I'm also playing a deck which has a genetic algorithm and some frost herbs and in echo forms the deck is trying to delay fights it can't right now it might get to a point where it can enact 3 and if if it gets to the point where can delay fights killing enemies with ritual dagger is going to be pretty easy for the easier holy fights so it should be fairly reasonable to stack it I think I'm gonna take it until 17 damage for one energy that's a good card for the elite fights all right gremlin leader hey turn one echo form is really good here I think so gram leader is my favorite fight in the game gremlin leaders AI is very very manipulate is possible to manipulate gremlin leaders AI gremlin leader will only buff minions or attack when he has two or more minions summoned and he won't do either of those things twice on her own so if I don't kill a minion this turn I know it is guaranteed that I will get attacked for 11 times 3 by gremlin leader next time which is quite a lot especially when I'm at 37 if I do kill him in yen gremlin leader when he has zero or one minions in play will off attack or someone with some proportional percentages and so if I'm worried about dying next turn what I have to do is go FTL strike and kill one of the gremlins if I'm worried about dying in general in the fight though which I think that better be what I wanted to do is play the echo form and a focus pod for this as well so using the speed potions very unappealing like it would do a lot this siren I'm going to get 20 block out of it if I use it this turn but I don't get to use it against the champ if I do it now the question is do I want a double stack genetic algorithm and get four more block or do I want to have an extra two energy next turn with a bunch of compiled drivers getting drawn 28:30 114 against 43 incoming I'm gonna go ahead and take the full block okay now gremlin leaders buffing again this is getting terrifying with echo farm and play ritual dagger wood plate twice to kill mad gremlin wonder if it's stacks I don't actually know oh it does I didn't know that I would not have actually expected that even hey no frost orbs so getting attacked for sixteen times three here would be bad it is happening we're dead 32 48 32 or EI we can survive with six health I'm not going to be using the speed potion I'm just gonna be surviving on six health we need the speed potion for champ just gonna buff yourself twice and then kill me huh that's what you're gonna do all right this turn looks pretty bad and I have any card Ross we have to work out some sort of solution from the cards in front of us I have a potential kill right probably not so double glacier zap dual cast and we have to kill the sneaky gremlin with lightning orbs how much does that block for this is 11 22 25 33 36 then we get hit for too much and die okay so I have to use this as well it's too bad in a 4246 means I'm still alive but I no longer have plus five ducks for the champ fight I wanted charge battery and my duck before Irish of all that how great I've just stronger again awesome right here hopefully we had something good from that shuriken and a happy flower I can probably play three attacks and in turn sometimes and the happy flower is great happy flower alleviate some of our energy issues not bad at all reinforced bodies pretty solid with echo farm and with calipers I can just take my three energy for the turn and make 42 block and then have calipers active actually I have worked tongs as well so it can upgrade some times for me which gets even better reinforced body is a block guard that it's a block card that's strong enough that if you're trying to block without frost orbs being great it actually can be a pretty big deal right now I could imagine this deck eating Act four by blocking with cards like reinforced body and genetic algorithm and just channeling a bunch of lightning with static discharge although it's hard to channel lightning with static discharge when you have 200 block in calipers you just you don't receive much attack damage in that situation I think taking reinforced body makes a lot of sense though let's do storm is one of those cards that gets good with other powers but we don't have them this grief it's just generally pretty terrible guard generally speaking you don't want to put your echo form into your discard pile you want to put it into play and generally speaking you're not that excited about drawing or go for the eyes like great congratulations but even in like a deck that's sent around playing a bunch of claws playing scrape and discarding your all-4-one is just not a very good thing to be doing okay I'll take the reinforced body that will rest okay so we are definitely taking apparitions here absolutely no question there we're not paying any current HP which makes it a lot more appealing apparitions help us get our caliper stuff online help us get echo formant to play all of that apparitions are very very strong on defect with echo form and that's exactly the world that we're in we also have a bunch of ways to get max HP back so we're losing 50% of our max HP but we'll probably end the run with significantly more than 50 max HP anyway which means that we're not in that much danger of just getting one-shot apparitions are I would say usually taken on defect it's sort of unusual for defect not to want these and this is certainly a situation where we do want them wonder with apparitions if we now want to take the hallway fight the hallway fight lets us stack genetic algorithm lets us get up to plus three max HP the fact that the question mark and no longer gives us apparitions is a pretty big deal all the bytes are so good now now that we're giving up significantly less max HP for them and we still have four strikes in our deck and we have the runic dodecahedron and the Sharik and bytes are so good it's a very good upgrade strikes defends are quite good too store doesn't really do anything if we fight the arena event I probably don't get to fight for the relics I think that bites and upgrade strikes defends are so good that we take the event though okay some sort of relic a regal pillow I don't have any sustain right now at all my sustain is like gaining max HP and getting current max HP out of it but if I rest at campfires I got what 10 HP or something so regal pillow turns on runic dodecahedron for us when we rest it probably gets us an extra 30 or 40 HP over the course of a run sure I guess we take regal pillow we're starting to get to the point where there isn't that much longer left in the run and so taking mediocre relics is starting to hurt a little bit in order to actually win this Champlain we sort of have to just survive and put that go form and play and then we stack chickens and hope that we win is basically the strategy upgrading an apparition is not terrible but I don't have an equilibrium or anything or a hologram so drawing it on the right turns gonna be difficult to do lifting is not terrible resting for the +1 energy at the start of the fight is definitely not terrible resting is the thing that we do if we think that gem fights particularly difficult lifting is the thing that we do or general deck strength in the deck I think smithing seems weird and got us left got actually kill champ somehow all right okay the turn one buff from champ is not very good I cannot play cool-headed right now it would just be very very bad to draw Ecco form and I'll be able to put it in play I think I probably spent long enough not putting Ecco form and play that I lose jeez [Music] nothing much they could have been done about that I could have played the two defensive cards for to block with calipers there jeez that's unfortunate so I don't think I can ever win unless I co form goes in play which means I have to go echo form justine barrier here i don't think that going like apparition charge batteries ever winning the fight [Music] [Music] let's play a couple bees just make sure that sure can keep stacking ooh puffing strength now champ champ champ champ champ please stop our damages sure can right static discharge doesn't deal damage anymore because we have to health so our damages shuriken let's try to keep that going and Kylie cool-headed looking for go for the eyes I think I like that's slightly more than charged battery or glacier [Music] [Music] if I put chat below half healthier I am NOT going to be debuff at all when the execute happens so let's do that it's not the greatest split in the world in terms of health we're not significantly below 220 but in terms of how many d buffs we have it's well worth it is 42 blog this is 20 plus 14 is 34 block but would have more energy next turn I think there's enough card draw on the duck to want the energy next turn probably one double compiled driver if I don't play cool-headed this turn I can double genetic algorithmic CERN does that do anything I don't think that does very much [Music] play this now probably won't draw it again that a relevant point in the site okay unfortunately we're getting D buffed that is a catastrophe champ doesn't always debuff you in this phase of the fight but when you do get debuff before you get executed man it is worse than when you don't maybe it'll be okay [Music] we'll see I have six energy next turn at least I'm not gonna play compiled driver because if I draw a reinforced body it's not good mmm this still didn't upgrade so if I play this it is 60 block it's a lot of block but we're out of callipers at this point and that's 51 well it's unfortunate but we didn't quite make it perhaps with an earlier echo form that fight Pitta gone better definitely with the speed potion still I think we would have been fine that was a good attempt
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Channel: Jorbs
Views: 201,879
Rating: undefined out of 5
Keywords: slay the spire, jorbs, slay the spire jorbs, slay the spire run, slay the spire ascension 20, ascension 20, slay the spire act 4, act 4 ascension 20, slay the spire win, slay the spire ascension 20 win, slay the spire act 4 win, slay the spire defect, slay the spire defect run, defect ascension 20, slay the spire defect win, slay the spire overexplained, slay the spire indeph, overexplained, slay the spire defect overexplained
Id: h6Pjl-ydx4g
Channel Id: undefined
Length: 119min 26sec (7166 seconds)
Published: Sat May 18 2019
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