For that reason tell me what you know is wrong because I think that this is the perfect guide and well, if you've got a drop of friendly competition, that has got to piss you off that I think that lol. For instance, Inflame goes from 2 Strength to 3 Strength, making it a 50 increase. honestly yeah, the best use of barricade and demon form in some decks is just power relics lol. Prioritize upgrading cards that gain more than just damage or block on upgrade.
Slay the spire barricade upgrade#
Generally: Upgrade cards if you can afford to on campsites (Bash, Neutralize and Zap are all great upgrades). A wise man knows that he knows nothing at all. Slay the Spire has become my go-to game lately so I feel I can share some advice. *Exhume -> semi useful to correct Exhaust mistakesĪnd that is the quick and easy of it.
Slay the spire barricade full#
*Juggernaut -> needs full core!!! AND spare energy! AND its not strong! But Hilarious Fireworks combo with (Mass Wound exhaust cards)! (The Fools Dream Or is the one who does not dream a fool?) Though you unlock most of the cast in quick succession, I decided to focus my efforts on beating the game with the games starting character: The Ironclad. *must upgrade pummel strike and barricade no matter whatīest avoided but maybe need to pickup to survive: /metallicize/shrug/ghostly armor/true grit/impervious/īest avoided but maybe needed if you have expensive cards (ex Barricade/Juggernaut/General armors/impervious): /Bloodletting/seeing red/Sentinel/offering/ Each character in Slay the Spire is controlled with a deck of cards that constitutes their attacks, defensive maneuvers, and other status effects. *must upgrade evolve and body slam no matter what.ġ or 2 from these: /pummel strike/burning pact/battle trance/brutality/offering/ (Level 2 and 3 Damage threshold requirement)
Also the Dream is among these cards (Juggernaut).Ģ or 4 of these as long as you have enough wounds: /power through/ wild strike/ġ of either from these: /evolve/ dark embrace/Ģ or 3 of these: /Second wind/Sever Soul/Fiend fire/ (Strikes/Defends/Non Exhaust deck archetype cards/Fringe Cards/Curses/ETC)įringe Core: Cards that you might need to survive while you collect the Core pieces (armor) or utility cards (Exhume and Energy if you get no relics that give energy and need it). Semi Core: Not necessarily required but might need them if your deck is too full of Non core cards that you haven't been able to get rid of. Even better with 1 (energy surplus if no Relics) and 1 Barricade card if you manage to pick these up easily.
Adding Body Slam to this combo lets you use your Block. When combined with Entrench, Barricade allows you to increase your Block to incredibly high levels, up to the maximum of 999 Block. This makes it an integral card in block decks. Using it stops block from expiring for the rest of the combat encounter. Core cards: The perfect deck if you have exactly these 7 - 9 cards Only. Barricade is a Rare Power card for the Ironclad.