Can Defect beat Slay the Spire WITHOUT ORBS?
686 segments
Can you beat Slay the Spire without
using orbs? Greetings, gentlemen and
ladies. Welcome back. Today, the defect
claws back the spotlight, making history
in our first ever Ascension 20
challenge. The rules are simple. We must
complete a full Ascension 20 run without
using a single orb. That means no
lightning, no frost, no darkness, and
the other one, too. You better be ready
because we are taking this all the way
to the corrupt heart as well. Both off
and on stream. We have over 52 attempts.
It's been wounding. Yeah. With 13
transcendent astronomical and
intergalactic challenges behind us. This
one really is going to take absolutely
everything we've got. So sit back, get
yourself comfortable for it's time to
climb. Climb time. I am doing another
slow the spy 2 giveaway. Details at the
end of the video. Let's do this guys.
Today we are presented with only one
option that we can select. Swapping our
starter relic for a random boss one,
black star. This causes elites to drop
an additional relic when we defeat them.
I check the map and select the left path
with these elite encounters in mind.
Greeting us to the challenge was a
couple of lice. I split our strikes
first, taking seven damage in return,
then fully defend their next 15 attack.
After a few more strikes, the lice eye
go down. They drop us 16 gold. And for
the cards, a choice, rip and tear or
rebound. With the future combos it could
create, I choose rebound. An early
merchant opens his doors for us next.
And whilst his wares were slightly
underwhelming, a go for the eyes would
be a solid addition indeed. Back to
battles with an eager cultist this time.
I start with rebounding our strike, then
play it again with our go for the eyes
and defend. Turn three. I choose to play
aggressively with our strikes in hopes
of taking him down the following turn.
Ah, I defend for 10, finishing him off
shortly after. We get 12 gold, a fire
potion, and for the cards, one that I am
always happy to see. Equilibrium.
Walking into our first question mark
event, it was ran with. I reach into our
pockets and hand him the 53 gold he
needed. In exchange, we get mango, a
fantastic relic, increasing our max
health by 14. Let's go. The next
question mark event has us ambushed by a
couple of slimes. Our equilibrium allows
us a full defense on the opening attack.
Rebound defeating the front slime on
turn two. Then an amada of strikes
finish them off. For the rewards, 15
gold and three solid card options.
Another equilibrium charge battery or
FTL. After going back and forth, I
settle on the FTL, adding yet another
combo piece to the puzzle. For the rest
site, I utilized my smithing pastime on
our go for the eyes, adding an
additional week before it was time for
an elite. The gremlin knob. Not a fun
fight in the slightest. My game plan was
to get him within fire potion range as
soon as possible. I rebound the strike
first, then weaken and play it again.
Turn three, I play our FTL and strike 1
2 3, bringing him down to 41 health. We
take 18 damage. He now has a 24 attack
aimed at us. We have three strikes. And
unfortunately, it just wasn't enough. I
play two, then check the draw pile and
do some calculations. I decide to play a
defend and mitigate one damage. Still
being brought down to 6 HP. Thankfully,
rebound showed next. And with our fire
potion, we just managed to take him
down. That was brutal. If it wasn't for
Darwin's Mango, this run would be over.
He drops us 26 gold, bag of marbles for
vulnerable application, and the boot.
Okay, it's a usable relic, I guess. I
also pick up a self-repair for the card.
Now, two relic chests back to back.
Incense burner in the first one. This
gives us intangible every six turns.
Then the legendary cow aka Beco stops
by. A relic that synergizes very well
with our bag of marbles. Moving forward,
we make a quick stop by the rest site,
healing up to 31 health. Boy, it was
time for a blue slaver. The cow and
marbles enable our go for the eyes to
deal 18 damage. FTL draws a strike and
he's already down to 14 health. We
defend his attack. Then as quickly as we
entered the combat, we take our leave. I
pick up 14 gold and a beam cell in the
process. Now floor 12 had a scary
encounter for us. The five slimes. We
don't have AoE. Thanks to the marble
cow, FTL removes the middle slime.
Equilibrium defends the attack. And even
though we were weakened strikes doing
four damage, this beam still only doing
two. Well, the boot enters the chat and
boy does it shine, helping us take all
of them down while only losing four
health ourselves. Great job, boot for
the rewards. We get 11 gold, a cultist
potion, and out of these three card
choices. I really wanted the hologram.
The red slaver was up next. And just
like his blue counterpart, thanks to
equilibrium and hologram working
together, it goes down without issue. 13
gold, a potion we couldn't play, and
another hologram gets added to the deck.
The final enemy encounter of the act was
against an assortment of gremlins.
Incense burner activated intangible. I
got to work removing the back gremlin.
Turn two showed our hologram, allowing
us to take care of the front gremlin
next. And for the rest of the turns, we
played them slowly. You see, we want our
incense burner to activate on Hexag's
big attack. With this in mind, I
controlled my fiery rage and finished
the fight with the incense stack on
four. Reward-wise, 12 gold, an explosive
potion, and for the cuts, we get given
another chance at streamline, which I
don't let slip away. With our defense
somewhat guaranteed, I choose to upgrade
our streamline at the rest site before
it was time for the boss of act one,
Hexagost. I kick things off with
drinking our cultist potion. Come on.
then get to work with our attacks,
keeping its vulnerable application
active. Next, Pier's big 30 multiattack
was brought down to just six thanks to
our earlier prep. A play hologram for
FTL, then rebound it back for the
following turn. Streamline and weak get
played next. Then more weak and even
more with two strikes to boot.
Equilibrium continues to defend us. We
continue to core and just before its
second big attack, send this floating
rock back to whence it came. The spoils
are 77 gold, a block potion, and for the
cards, one that's spanning every single
attempt so far we hadn't come across.
All for one, a brilliant card for the
combos I was eyeing up here. Now for the
relics, Slaver's Collar, Busted Crown,
and Sacred Bark. Busted Crown was
completely off the table as we needed
guards. Sacred Bark held a rather soft
spot in my heart, but with Blackar and
our energy needs, I think Slaver's
Collar would be just the right fit for
us. Woof. Act two into the city. I check
the map, looking out for crossroads,
merchants, and elites before we get
welcomed by the Spheric Guardian. We
start simple with FTL and equilibrium.
Then clear its artifact with beam cell
and go for the eyes. I follow with
hologramming it back to get our weak
application on to fully defend the
incoming attack. Turn three. 16 damage
was aimed at us. I hologram back the
equilibrium for defense. And with all
for one in full swing, our victory was
all but a short here. It leaves us 13
gold, an explosive potion we don't
acquire. And for the cards, another beam
cell. Don't mind if we do. Next up was a
lonely chosen. And thanks to beautiful
hands like these and equilibrium putting
in some heavy lifting, we only take
three damage. 17 gold. And another
imperative piece of the puzzle showed
up. Reprogram. This card gives us
scaling strength and dexterity. And
talking of scaling, we are now presented
the risky offer jacks. Normally I
wouldn't consider it as we have
reprogrammed now. But all for one
bringing it back. Incense burner
blocking the damage. Yeah, let's do
this. With 239 gold in hand, a friendly
merchant welcomed us next. Whilst the
cards and relics here left much to be
desired, it was in the corner of my eye
where I saw it. A berry in a bottle.
This is an absolute blessing to see an
extra life. To finish, I remove our zap.
Floor 22's question mark event gave us
an opportunity to upgrade. I scan
through our cards and identify two that
I wanted. Hologram and reprogram, which
thanks to the rest site immediately
after, we get to fulfill. Now was time
for the centurion and his tax return
officer. We get self-repair activated.
Two beam cells on the knights for
vulnerable continuation and a couple of
defense to mitigate the strike. Turn two
was their buff time. I strike cancel the
second one and instead equilibrium to
keep go for the eyes for turn three. I
then FTL Jax and hologram the
equilibrium to fully defend the attack.
Next, our goal is to have them both
buffing again before we send our
attacks. So, I repeat the hologram
defense. The buffs then start. Our
damage now begins. I play rebound into
streamline. Then, thanks to a lucky
rebuff, we get to play it again.
Reprogram gives us just enough to end
the tin man before we send the tax
return officer on her merry way.
Reward-wise, we get 15 gold and a
fantastic card, Steam Barrier. This
injects defense into our all for one
cycle. Okay, it was time for the act two
elite. Stabby McStavverson turn one. I
play Streamline, then hologram to play
it again, taking him down to 94 health.
Next, we gain strength with Jax. Play
all for one, then beam cell, streamline,
steam barrier, defend, and drink our
block potion to fully mitigate his
multiple stabs. We do take 10 damage
here as 28 is very difficult to
organically defend. Then instead of
taking the win here, I choose to
self-repair and pass for an extra stack
of our incense burner. Our patience was
rewarded with an incredible relic.
Nunchaku. Talk about synergy with all
for one. Not you, emotion chip. We also
get an energy potion and no cards to
note. For the guaranteed relic chest of
the act, we pick up my grandfather's
centennial puzzle. A wellrespected relic
indeed. But just when things were going
well, this question mark event would
prove troublesome with us ambushed by a
trio of cultists. The first couple of
turns I cycle our all for one the best I
can, but their scaling was a problem and
we take 14 damage here. I have to drink
our energy potion to secure the fight
and I wasn't even able to play our
self-repair here. A reminder that this
difficulty is not messing around. The
birds leave behind 14 gold and I pass
again on the cards. Moving forward, we
have a cultist and chosen combo. Not
much to note here. A few turns of
cycling, we take nine damage. managed to
defeat them with relative ease. The
rewards though, 20 gold, an essence of
steel potion, and a hyperbeam. Do we
need it? Maybe not, but it is fun, so I
pick it up. A crackling of wood and
warmth welcome us next, bandaging our
wounds up nicely. Floor 30 had the
transmog fire event in which I transform
our jewel cast into another self-repair.
A great result. Then the final question
mark event which we get ambushed once
again. I start with playing our jacks to
proc our puzzle relic. Then take down
the sentry with streamline. I follow it
up with removing an artifact from the
sphere and smartly hold off on striking
to keep unending chaku stacks. It pays
off with a beautiful combo next
hologramming into streamline making it
zero. Then all for one to bring it back.
We take eight damage in the meantime.
Finally, I choose to delay our victory
by two more turns, bringing up anaku to
nine. Outside of the gold, we get no
rewards to note. Moving into the final
rest site, I don't hesitate in healing
before it was time for the boss of act
two, the collector. Our opening hand was
solid. I play our hyperbeam first, then
thanks to our smart naku management,
hologram to play it again, dealing 90
damage straight off the bat. Turn two,
her minions join the fry. I weaken her
with go for the eyes, defend, steam
barrier, and use our streamline on a
minion, making sure to drink our essence
of steel before we end. Turn three
wasn't looking good. Knowing damage was
coming anyway, I rebound our reprogram
jacks and defeat the middle torch,
taking 19 damage in return. I then make
a massive mistake. Instead of getting
back the streamline to make it zero, I
decide instead to hold on to hyperbeam.
Okay, new hand. I play our beam cell and
FTL. Then barrier hyperbeam rebound our
all for one and get our defense up to a
measly 12. That's not close to being
enough. The big attack, leaving us at
death's door. Another 31 damage was now
incoming. A fairy in a bottle. No, not
yet. I all for one FTL and find go for
the eyes weakening her attack down to
23. Steam barrier gives us five defense.
Equilibrium puts us to 17, saving our
fairy in a bottle. And thanks to our
streamline showing up next, we managed
to hold on another turn for incense and
two extra stacks of nunchaku. Then take
her down. This ascension 20 challenge
was no joke. One small mistake can
literally cost us the run. Here we pick
up 77 gold, a strength potion, and I
decline the additional hyperbeam offer.
For the relics, we get philosopher
stone, runic dome, and coffee dripper.
Extra strength on enemies was not going
to happen. And though go for the eyes
would help with runic dome intentions, I
simply wasn't confident enough to risk
it. So, coffee dripper, did you see your
health just now? Jokes aside, we do have
two self-repairs, so this extra energy
might just end up being a smart idea. As
we move into act three, the beyond.
Checking through the map, one thing we
had to take on was the flaming elite.
Thankfully, the path had a load of
question mark events for our safety.
Giving us a warm reception to the act
was the shapes. We start strong with our
bag marbles in full effect, helping us
take down the explos. We then dance
around with all for one before finishing
them off. They drop 15 gold and another
beam cell gets offered. If we had more
card drop, I would consider it, but our
hand space was too important right now.
The next combat encounter had us face
the Darklings. Our opening hand here was
beautiful. After drinking our strength
potion, I play Streamline into hologram
into Streamline again. Turn two. The
Darklings have 59 damage aimed straight
at us. But thanks to All for One
bringing back our zerocost cards, we
take down the multi-attackers, reducing
the incoming damage to 10. Then although
we could gamble for self-repairs, that
was a little too risky. So we get 19
gold, a gambler's brew, and for the
cards, a yet again decline. A tasty
offering. The first question mark event
of the act has us ambushed again by a
group of shapes. Outside of this
spiker's first attack, we absolutely
demolish them, fully utilizing our
incense banner before taking down the
final shape. Another 11 gold gets
pocketed and for the cards, we get an
upgraded steam barrier. A fantastic
defensive addition to our deck. Coming
off of a couple of strong winds, my
confidence started to grow, which
coincided with the double orb walkers.
Oh boy. Right, this opening hand was not
good. Thankfully, we have a gamblers's
brew, which I drink, keeping the
hyperbeam and discarding the rest. We're
still going to take some damage here.
Well, at the very least, let's deal some
back. I reprogram, then rebound the
Hyperbeam, hitting them for 42 each. We
take 22 in return. Next, we had no
block. Come on, FTL. A defend. Hyperbeam
clears the back one and go for the ice
weakens the one who remained. I then
defend and double self-repair, taking
five damage. Next, we beam cell check
the map and decide to delay another turn
for incense because I was feeling
frisky.
Hologram shows and if it didn't, we
would have lost here. I take a moment to
reconstruct my ego and collect the
rewards. The rare relic we get is thread
and needle. This gives us four-plated
armor every combat. A good relic to have
in our pocket. Moving forward, we begin
to fool. The options of removal here
weren't great. Defend, go for the eyes,
or a self-repair. The fact we couldn't
heal at a rest site had me worried, so I
choose to remove the defend instead. I
then choose the warmth of a rest site
over an elite, upgrading our hologram to
give us consistent options. As we get
closer to the flames of death, a welcome
sensory stone acknowledged our presence.
Cuddless cards had a very high value
with orbs not allowed. For that reason,
I'm in. Noting down the offerings for
the first two selections, I contemplate
our choices on the third. It was tough,
but ultimately I decide on Master of
Strategy for draw, Apotheiois for
upgrades, then purity for reducing the
deck. Three solid cards, but could we
really finish act three off with 44
health? I don't think we can. So, I
couldn't believe the event we were about
to see. The bonfire spirits. I make one
of the smartest decisions in all my
challenge history. I choose to donate
our hyperbeam. This not only gives us a
full heal, but an additional 10 max
health, too. I'll raise a waffle to
that. Next, we had to refuse the
preserved insect for our heart key.
Absolutely destroy this spy growth,
picking up a completely useless potion
before once again we get ambushed this
time by a half-cooked ramen monster.
This fight is dangerous. Like really
dangerous. Not being able to know its
next attack, we would have to play
carefully. With this in mind, I start
with FTL to find equilibrium. Hologram
brings it back, fully defending its
first attack. Next, the triple 9 swing.
Our hand was full of options. Steam
barrier drops our hand size, so Jax can
draw three. Then, beam cell, streamline,
all for one, steam barrier, FTL, and
finally defend. Once again, fully
mitigating the attack. Next, our incense
propped. Then Apotheiois and Reprogram
gave us some luck. A few more turns of
being careful, then a flawless victory
gets awarded to us. The spoils were 15
gold, a colorless potion. And for the
cards, at this point, we really didn't
need any of them, so I pass. Now it was
the moment that I feared the most. The
act three, blaming elite. It's the head.
Phew. This is a good result. I start by
immediately drinking our colorless
potion, foreshadowing our next challenge
video. Ch shows us both rebound and
reprogram. Talk about a perfect turn
one. We then play every card in our
hand, rebounding the reprogram at the
end. Turn two. Apotheiois shows we're
all for one. Wow. I mix them together
with reprogram, then jacks and beams to
finish our turn. The head begins
preparing his attacks. We prepare the
stacks of snail. 1 2 3 4 5 6 7 8 and
nine stacks dealing a total of 201
damage. Then even with his 33 attack,
yeah, we had two holograms, which you
get the idea. All for one cycle purity
explosion, we get 30 gold, two pretty
useless relics, a dex potion, and I
avoid the bait from scrape. With 453
gold, it was the merchant that we would
meet up with next. The offerings were
not the greatest. At first, I remove a
strike and although it's very costly, I
pick up the master of strategy for
options. Then finally, an exchange of
potions with us acquiring the liquid
memories. One final question mark event.
One exchange for a relic that's red. A
recall at the rest site before it was
time. Time for time. Uh time. This
wasn't an ideal boss for our cycling
deck. And this wasn't an ideal opening
hand. At the very least, we upgrade the
deck, taking 14 damage from his weakened
attacks. Turn two, we are gifted
options. I play our jacks first to allow
master of strategy, then get to work
playing eight cards, ending with us
neutralizing his attack. With him
shielding next, we get to catch our
breath with a reprogram, but make a
small mistake with playing strike here.
Next, our instant spider reminded us it
was here to support. I smartly hold off
on FTL considering we have no draw pile.
Bringing back all for one first, then go
for the eyes. All for one. And oh my
cards. Beam cell. Beam cell. Go for the
eyes. Then jacks. Whoops. And
self-repair to finish the turn off.
Enough messing around. 27 damage was
coming our way. But even without a
discard pile, we defend for 10. Rebound
the hollow. Then another 10 defense
completely mitigates the snail strikes.
We defend one more turn. Then with our
18 strength, all for one finishes him
off. Well, next turn. With the slug
defeated, it was the weasel's turn next.
Our red mask weakens his entrance Jax
provides us opportunity. These cultists
need to go down first. I FTL the front
one, draw into reprogram, then all for
one, Jax, and take it down. We then
strike the middle one and play
equilibrium. Turn two. 38 damage is on
its way, but our shield is strong. I
rebound the hologram, reprogram and beam
cell, then block up with two steam
barriers and a defend, fully mitigating
the attack. Apotheiois and another
hologram now show. I send our beam cell
and all for one into the weasel, then
defeat the lone cultist. Master of
strategy draws our reprogram. Two
strikes deal 72 damage. Two self-repairs
remove the bloat. Incense protects us
from the dangerous multiattack. Next,
while Jax continues our scaling growth,
we knock him down with a double
streamline before all the puzzle pieces
finally come together. Beam cell, beam
cell, hologram, all for one. Oh my. Go
for the eyes. FTL, beam cell,
streamline, steam barrier, and again
rebound equilibrium. And on the
following turn, we take this weasel
down.
Oh man, our deck's identity was here. We
just needed to execute it correctly. We
slot in all three keys, then walk
through the door into act four, the
finale. Upgrading was the first port of
call, reducing Apotheiois' cost to one.
Then we give a high five to the
traveling merchant with our final elite
being the shield and the spear. Both bag
of marbles and red mask remove their
artifacts with 39 damage already aimed
at us. I defend cycle the best we can
but still end up taking 17 damage. Two
burns were gifted to us. My master of
strategy for options and with hologram
in hand play out the all for one line
getting back purity to exhaust the
gifts. Our trusty boots continues to
lend a foot. The steam barrier and
master of strategy help to mitigate the
majority of their attack. Incense
protects us next. Then 40 damage shows.
Poiosis adds the whipped cream to our
hot chocolate. And with all of our cards
in the discard pile, it was time for
liquid memories. I bring back all for
one. Jacks, go for the eyes. Beam cell.
Beam cell again. FTL. No. Equilibrium.
Yes. Defend twice and end our turn. Two
unavoidable burns show up. But thanks to
our FTL, so does a streamline. Bye-bye
spear. And well, it becomes pretty
simple after that. Scaling for us. A fun
hologram cycle and a 14 heal from
self-repair finishes the encounter.
Thanks to Blackar, we get two relics
here. Art of war first, which was
unlikely to see value, but pair 10 more
health for the corrupt heart. Yes,
please. We get our liquid memories back
and a card that we actually decide to
add. Reinforced body. With all of our
failed attempts behind us, we could
definitely be proud of how far we've
come. It was now time for the final
boss, the corrupt heart. Our opening
hand was incredible. I see the rebound
streamline and hologram line, but I was
so nervous here and I mess it up. Not
only do I rebound the hologram before I
play the streamline, but I forget about
the beat of the drum procking our
puzzle. We could have cycled the
reprogram. I don't let it phase me.
Rebounding the reprogram to end our
turn. Another chance presented itself.
And thanks to our incense burner, we can
do it. We can scale. I reprogram, then
hologram, then reprogram, then hologram,
then reprogram one more time, bringing
our strength and dexterity up to eight.
Our protection was now gone. 45 damage
was coming our way. I play our steam
barriers first, then go for the eyes
brings the damage down to 30. I consider
my options with liquid memories. And
after removing the slime, I drink it.
Bringing back our awful one. Two more
weak. Two more barriers. Then three
draws and three more. Purity removes the
wound. Void and a strike. We take six
damage and lose our plated armor. Its
buffing turn was next. So was ours.
Apotheiois and vulnerable application. A
single defend now blocks 16, which was
great, but not if we only had one. I
play out damage here, but we lose 27
health. Another bad hand shows with two
status cards. Thankfully, our defend and
equilibrium brought us to 36 block
dropping that to 34, causing us to lose
11 more health. Buffing from the heart
and protection for us allows some damage
to be thrown its way. And even though 49
damage was incoming, our ham was strong.
I FTL lose three health. All for one,
lose three more. Why haven't I played
the reprogram yet? Steam barrier FTL
nonchaku steam barrier now reprogram
beam cell beam cell streamline hologram
steam barrier and defend
nice more buffs for the heart more buffs
and debuffs from us we can do this wait
what 8 * 15 what even is that number the
fairy was procking here there's nothing
we can do about it unless we draw into
pol
for one brings us back the hand go for
the eyes reduces the damage and thanks
to hologram now being here I return the
defend and equilibrium for 69 nice
defense we get brought down to 15 health
but that's okay I defend FTL for 31 beam
cell for 28 and again then with this
streamline we pierce the corrupt heart's
core and take it down
oh man what a challenge thank Thank you
so much for watching my very first
Ascension 20 challenge. Side note,
quickly, you might have seen a treadmill
in the thumbnail, and there'll be a
stream highlight video coming out soon
which explains that. Now, for the
giveaway, I am giving away two more
copies of Slay the Despire 2 for its
release in March. All you need to do is
drop a comment on this video and that's
it. The second copy will be awarded to a
random waffle member as a small thanks
for your support. Both winners will be
announced in October 4th's video. All
that's left to say is remember to, as
always, stay hydrated.
[Music]
Ask follow-up questions or revisit key timestamps.
This video documents a challenging Slay the Spire run on Ascension 20, with the specific constraint of not using any orbs. The player chronicles their journey from Act 1 to the final boss, the Corrupt Heart, detailing strategic decisions, card acquisitions, relic synergies, and difficult combat encounters. Key moments include overcoming elites like the Gremlin Nob and Stabby McStavverson, navigating dangerous events, and adapting their deck to overcome the limitations imposed by the no-orb rule. Despite a near-fatal mistake against the Collector and a tough fight against the Shapes, the player successfully reaches the Corrupt Heart and, after a nail-biting battle, ultimately defeats it, completing the Ascension 20 challenge.
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