Getting one of Fossilized Helix, Cloak Clasp, Girya, Old Coin, Prayer Wheel, Thread and Needle, Du-Vu Doll, Tungsten Rod (~30%) is also great. I rated Battle Hymn as usually bad (1/5) because it's slow, ruins Signature Move and can clog up the hand (especially with Collect that I rate more highly) but potentially another great one-card damage engine (4/5). Also, note that the Overall rating in the card guide is not too meaningful as it's based on context. Prioritize cards like Flurry of Blows, a 0-cost attack that returns to your hand when you change Stances, or Mental Fortress, a 1 … It also procs your retain and other start of turn effects (like Battle Hymn and Cultist Potion). Choose a rare card to obtain (with a drawback) - The card you're really looking for is Lesson Learned, which is game-winning when obtained from Neow. 389 70 2. We are currently testing cards and builds and we will update this page as we start to get a feel for the new cards. Getting to 9 plasma might be slightly RNG favoured, however you can look for ways to re-use Fusion , which channels plasma, or you can get the Nuclear Battery relic. Successfully hunting elites rewards you with relics which can be game-winning or be the missing late-game damage source necessary through Shuriken, Pen Nib, Girya or Du-Vu Doll. Infinite combos are powerful as they allow you to keep attacking until you win the battle, keep gaining Block until nothing can harm you, or keep gaining energy to spend it all at once on a cost X card. Any thoughts would be greatly appreciated, one love. You want to end your turn with at most 3 cards from retain or cards added at the start of the turn (like from Collect or Battle Hymn) to avoid overdrawing the Miracles. Always plan your path at the start of the Act. So many of the cards seem to be traps and I've come to the realization that only about 1 in 3 encounters give you actually good card rewards. It gives 3 Miracles in exchange for one card drawn. The second hurdle: To take advantage of the triple damage, you need to proc Divinity on the correct turn where you have attacks and card draw in hand, and the enemy needs to die in that turn or not be attacking for a lot of damage. However in spite of my incompetence I have wins with the other 3 characters that were not as … Watcher. Slay the Spire The Watcher is the game's 4th character, and she's made a home for herself in Mega Crit Games' deckbuilder. Your full guard guide also underrates cards like Establishment and Battle Hymn (this is especially bad, it's one of the best cards the Watcher has IMO) and overrates Signature Move which is a more awkward and underwhelming build-around. Watcher Archetype Guide. TYPE TO FOCUS & SEARCH. His pattern before splitting is: do nothing - give you 3 Slimed (Question Mark) - big attack, so you just need to split him when he is doing the big attack. Slay the Spire – Watcher Archetype Guide. Against the Lagavulin, he only wakes up after your third turn unless you deal damage to his HP before then. View discussions in 2 other communities. Like the other classes, you want to draft attacks in Act 1, in order to have enough damage against Gremlin Nob, The Guardian and Hexaghost. Slay the Spire - Complete Watcher Cards & Archetypes Review. 50+ unique combat encounters. Elites in Act 2 and 3 are more dangerous and it can make sense to dodge them in your pathing. I think A20 and A0 consistency are really different beasts. So my recent experience is more at A20, but a bunch of this advice seems off to me. This was probably the most interesting thread since the Watcher reveal and it got totally ignored Thanks for sharing Last edited by Khor ; Jul 27, 2020 @ 3:02am The Act 1 elites are usually pretty manageable with the Watcher. Try not to add Skills to your deck before the elite fights, as you don't want to play skills against the Gremlin Nob. Only 134 hours total, not sure how much of that is in the beta/with Watcher. Fandom Apps Take your favorite fandoms with you and never miss a beat.