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Can Defect beat Slay the Spire WITHOUT ORBS?

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Can Defect beat Slay the Spire WITHOUT ORBS?

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686 segments

0:00

Can you beat Slay the Spire without

0:02

using orbs? Greetings, gentlemen and

0:05

ladies. Welcome back. Today, the defect

0:08

claws back the spotlight, making history

0:11

in our first ever Ascension 20

0:14

challenge. The rules are simple. We must

0:17

complete a full Ascension 20 run without

0:19

using a single orb. That means no

0:22

lightning, no frost, no darkness, and

0:25

the other one, too. You better be ready

0:28

because we are taking this all the way

0:30

to the corrupt heart as well. Both off

0:33

and on stream. We have over 52 attempts.

0:37

It's been wounding. Yeah. With 13

0:41

transcendent astronomical and

0:44

intergalactic challenges behind us. This

0:47

one really is going to take absolutely

0:50

everything we've got. So sit back, get

0:54

yourself comfortable for it's time to

0:58

climb. Climb time. I am doing another

1:02

slow the spy 2 giveaway. Details at the

1:04

end of the video. Let's do this guys.

1:08

Today we are presented with only one

1:10

option that we can select. Swapping our

1:13

starter relic for a random boss one,

1:15

black star. This causes elites to drop

1:18

an additional relic when we defeat them.

1:20

I check the map and select the left path

1:22

with these elite encounters in mind.

1:25

Greeting us to the challenge was a

1:27

couple of lice. I split our strikes

1:29

first, taking seven damage in return,

1:31

then fully defend their next 15 attack.

1:34

After a few more strikes, the lice eye

1:37

go down. They drop us 16 gold. And for

1:40

the cards, a choice, rip and tear or

1:43

rebound. With the future combos it could

1:46

create, I choose rebound. An early

1:49

merchant opens his doors for us next.

1:51

And whilst his wares were slightly

1:54

underwhelming, a go for the eyes would

1:57

be a solid addition indeed. Back to

1:59

battles with an eager cultist this time.

2:02

I start with rebounding our strike, then

2:05

play it again with our go for the eyes

2:07

and defend. Turn three. I choose to play

2:10

aggressively with our strikes in hopes

2:12

of taking him down the following turn.

2:15

Ah, I defend for 10, finishing him off

2:17

shortly after. We get 12 gold, a fire

2:20

potion, and for the cards, one that I am

2:24

always happy to see. Equilibrium.

2:26

Walking into our first question mark

2:28

event, it was ran with. I reach into our

2:31

pockets and hand him the 53 gold he

2:34

needed. In exchange, we get mango, a

2:37

fantastic relic, increasing our max

2:40

health by 14. Let's go. The next

2:44

question mark event has us ambushed by a

2:46

couple of slimes. Our equilibrium allows

2:49

us a full defense on the opening attack.

2:51

Rebound defeating the front slime on

2:53

turn two. Then an amada of strikes

2:55

finish them off. For the rewards, 15

2:58

gold and three solid card options.

3:00

Another equilibrium charge battery or

3:03

FTL. After going back and forth, I

3:06

settle on the FTL, adding yet another

3:09

combo piece to the puzzle. For the rest

3:11

site, I utilized my smithing pastime on

3:14

our go for the eyes, adding an

3:16

additional week before it was time for

3:18

an elite. The gremlin knob. Not a fun

3:22

fight in the slightest. My game plan was

3:25

to get him within fire potion range as

3:27

soon as possible. I rebound the strike

3:29

first, then weaken and play it again.

3:32

Turn three, I play our FTL and strike 1

3:36

2 3, bringing him down to 41 health. We

3:40

take 18 damage. He now has a 24 attack

3:43

aimed at us. We have three strikes. And

3:47

unfortunately, it just wasn't enough. I

3:50

play two, then check the draw pile and

3:52

do some calculations. I decide to play a

3:55

defend and mitigate one damage. Still

3:57

being brought down to 6 HP. Thankfully,

4:00

rebound showed next. And with our fire

4:02

potion, we just managed to take him

4:06

down. That was brutal. If it wasn't for

4:09

Darwin's Mango, this run would be over.

4:12

He drops us 26 gold, bag of marbles for

4:15

vulnerable application, and the boot.

4:19

Okay, it's a usable relic, I guess. I

4:22

also pick up a self-repair for the card.

4:24

Now, two relic chests back to back.

4:28

Incense burner in the first one. This

4:30

gives us intangible every six turns.

4:33

Then the legendary cow aka Beco stops

4:36

by. A relic that synergizes very well

4:39

with our bag of marbles. Moving forward,

4:42

we make a quick stop by the rest site,

4:44

healing up to 31 health. Boy, it was

4:47

time for a blue slaver. The cow and

4:49

marbles enable our go for the eyes to

4:51

deal 18 damage. FTL draws a strike and

4:55

he's already down to 14 health. We

4:58

defend his attack. Then as quickly as we

5:00

entered the combat, we take our leave. I

5:03

pick up 14 gold and a beam cell in the

5:05

process. Now floor 12 had a scary

5:08

encounter for us. The five slimes. We

5:11

don't have AoE. Thanks to the marble

5:14

cow, FTL removes the middle slime.

5:17

Equilibrium defends the attack. And even

5:20

though we were weakened strikes doing

5:22

four damage, this beam still only doing

5:23

two. Well, the boot enters the chat and

5:26

boy does it shine, helping us take all

5:29

of them down while only losing four

5:32

health ourselves. Great job, boot for

5:35

the rewards. We get 11 gold, a cultist

5:38

potion, and out of these three card

5:40

choices. I really wanted the hologram.

5:43

The red slaver was up next. And just

5:46

like his blue counterpart, thanks to

5:48

equilibrium and hologram working

5:50

together, it goes down without issue. 13

5:53

gold, a potion we couldn't play, and

5:55

another hologram gets added to the deck.

5:58

The final enemy encounter of the act was

6:01

against an assortment of gremlins.

6:04

Incense burner activated intangible. I

6:06

got to work removing the back gremlin.

6:08

Turn two showed our hologram, allowing

6:11

us to take care of the front gremlin

6:12

next. And for the rest of the turns, we

6:14

played them slowly. You see, we want our

6:17

incense burner to activate on Hexag's

6:20

big attack. With this in mind, I

6:22

controlled my fiery rage and finished

6:25

the fight with the incense stack on

6:27

four. Reward-wise, 12 gold, an explosive

6:30

potion, and for the cuts, we get given

6:33

another chance at streamline, which I

6:35

don't let slip away. With our defense

6:38

somewhat guaranteed, I choose to upgrade

6:41

our streamline at the rest site before

6:43

it was time for the boss of act one,

6:46

Hexagost. I kick things off with

6:48

drinking our cultist potion. Come on.

6:50

then get to work with our attacks,

6:52

keeping its vulnerable application

6:54

active. Next, Pier's big 30 multiattack

6:57

was brought down to just six thanks to

7:00

our earlier prep. A play hologram for

7:02

FTL, then rebound it back for the

7:04

following turn. Streamline and weak get

7:07

played next. Then more weak and even

7:10

more with two strikes to boot.

7:13

Equilibrium continues to defend us. We

7:16

continue to core and just before its

7:19

second big attack, send this floating

7:21

rock back to whence it came. The spoils

7:25

are 77 gold, a block potion, and for the

7:28

cards, one that's spanning every single

7:31

attempt so far we hadn't come across.

7:33

All for one, a brilliant card for the

7:36

combos I was eyeing up here. Now for the

7:38

relics, Slaver's Collar, Busted Crown,

7:41

and Sacred Bark. Busted Crown was

7:44

completely off the table as we needed

7:46

guards. Sacred Bark held a rather soft

7:49

spot in my heart, but with Blackar and

7:52

our energy needs, I think Slaver's

7:54

Collar would be just the right fit for

7:55

us. Woof. Act two into the city. I check

8:00

the map, looking out for crossroads,

8:02

merchants, and elites before we get

8:04

welcomed by the Spheric Guardian. We

8:07

start simple with FTL and equilibrium.

8:10

Then clear its artifact with beam cell

8:12

and go for the eyes. I follow with

8:14

hologramming it back to get our weak

8:16

application on to fully defend the

8:18

incoming attack. Turn three. 16 damage

8:21

was aimed at us. I hologram back the

8:24

equilibrium for defense. And with all

8:26

for one in full swing, our victory was

8:29

all but a short here. It leaves us 13

8:31

gold, an explosive potion we don't

8:34

acquire. And for the cards, another beam

8:37

cell. Don't mind if we do. Next up was a

8:40

lonely chosen. And thanks to beautiful

8:42

hands like these and equilibrium putting

8:45

in some heavy lifting, we only take

8:47

three damage. 17 gold. And another

8:50

imperative piece of the puzzle showed

8:52

up. Reprogram. This card gives us

8:55

scaling strength and dexterity. And

8:58

talking of scaling, we are now presented

9:00

the risky offer jacks. Normally I

9:03

wouldn't consider it as we have

9:05

reprogrammed now. But all for one

9:09

bringing it back. Incense burner

9:11

blocking the damage. Yeah, let's do

9:14

this. With 239 gold in hand, a friendly

9:18

merchant welcomed us next. Whilst the

9:20

cards and relics here left much to be

9:22

desired, it was in the corner of my eye

9:25

where I saw it. A berry in a bottle.

9:28

This is an absolute blessing to see an

9:31

extra life. To finish, I remove our zap.

9:34

Floor 22's question mark event gave us

9:37

an opportunity to upgrade. I scan

9:39

through our cards and identify two that

9:41

I wanted. Hologram and reprogram, which

9:44

thanks to the rest site immediately

9:46

after, we get to fulfill. Now was time

9:49

for the centurion and his tax return

9:52

officer. We get self-repair activated.

9:54

Two beam cells on the knights for

9:56

vulnerable continuation and a couple of

9:59

defense to mitigate the strike. Turn two

10:01

was their buff time. I strike cancel the

10:04

second one and instead equilibrium to

10:06

keep go for the eyes for turn three. I

10:09

then FTL Jax and hologram the

10:12

equilibrium to fully defend the attack.

10:14

Next, our goal is to have them both

10:16

buffing again before we send our

10:18

attacks. So, I repeat the hologram

10:21

defense. The buffs then start. Our

10:23

damage now begins. I play rebound into

10:26

streamline. Then, thanks to a lucky

10:28

rebuff, we get to play it again.

10:30

Reprogram gives us just enough to end

10:32

the tin man before we send the tax

10:35

return officer on her merry way.

10:37

Reward-wise, we get 15 gold and a

10:40

fantastic card, Steam Barrier. This

10:42

injects defense into our all for one

10:45

cycle. Okay, it was time for the act two

10:47

elite. Stabby McStavverson turn one. I

10:51

play Streamline, then hologram to play

10:53

it again, taking him down to 94 health.

10:55

Next, we gain strength with Jax. Play

10:58

all for one, then beam cell, streamline,

11:01

steam barrier, defend, and drink our

11:03

block potion to fully mitigate his

11:05

multiple stabs. We do take 10 damage

11:08

here as 28 is very difficult to

11:10

organically defend. Then instead of

11:12

taking the win here, I choose to

11:14

self-repair and pass for an extra stack

11:16

of our incense burner. Our patience was

11:19

rewarded with an incredible relic.

11:22

Nunchaku. Talk about synergy with all

11:24

for one. Not you, emotion chip. We also

11:27

get an energy potion and no cards to

11:29

note. For the guaranteed relic chest of

11:31

the act, we pick up my grandfather's

11:33

centennial puzzle. A wellrespected relic

11:35

indeed. But just when things were going

11:37

well, this question mark event would

11:39

prove troublesome with us ambushed by a

11:41

trio of cultists. The first couple of

11:44

turns I cycle our all for one the best I

11:46

can, but their scaling was a problem and

11:49

we take 14 damage here. I have to drink

11:51

our energy potion to secure the fight

11:53

and I wasn't even able to play our

11:55

self-repair here. A reminder that this

11:57

difficulty is not messing around. The

12:00

birds leave behind 14 gold and I pass

12:02

again on the cards. Moving forward, we

12:04

have a cultist and chosen combo. Not

12:07

much to note here. A few turns of

12:08

cycling, we take nine damage. managed to

12:11

defeat them with relative ease. The

12:13

rewards though, 20 gold, an essence of

12:16

steel potion, and a hyperbeam. Do we

12:19

need it? Maybe not, but it is fun, so I

12:23

pick it up. A crackling of wood and

12:26

warmth welcome us next, bandaging our

12:28

wounds up nicely. Floor 30 had the

12:30

transmog fire event in which I transform

12:33

our jewel cast into another self-repair.

12:35

A great result. Then the final question

12:38

mark event which we get ambushed once

12:40

again. I start with playing our jacks to

12:42

proc our puzzle relic. Then take down

12:44

the sentry with streamline. I follow it

12:47

up with removing an artifact from the

12:48

sphere and smartly hold off on striking

12:51

to keep unending chaku stacks. It pays

12:53

off with a beautiful combo next

12:56

hologramming into streamline making it

12:58

zero. Then all for one to bring it back.

13:01

We take eight damage in the meantime.

13:03

Finally, I choose to delay our victory

13:05

by two more turns, bringing up anaku to

13:08

nine. Outside of the gold, we get no

13:10

rewards to note. Moving into the final

13:12

rest site, I don't hesitate in healing

13:15

before it was time for the boss of act

13:18

two, the collector. Our opening hand was

13:21

solid. I play our hyperbeam first, then

13:24

thanks to our smart naku management,

13:26

hologram to play it again, dealing 90

13:29

damage straight off the bat. Turn two,

13:31

her minions join the fry. I weaken her

13:34

with go for the eyes, defend, steam

13:36

barrier, and use our streamline on a

13:38

minion, making sure to drink our essence

13:40

of steel before we end. Turn three

13:43

wasn't looking good. Knowing damage was

13:46

coming anyway, I rebound our reprogram

13:48

jacks and defeat the middle torch,

13:50

taking 19 damage in return. I then make

13:54

a massive mistake. Instead of getting

13:56

back the streamline to make it zero, I

13:58

decide instead to hold on to hyperbeam.

14:00

Okay, new hand. I play our beam cell and

14:03

FTL. Then barrier hyperbeam rebound our

14:07

all for one and get our defense up to a

14:09

measly 12. That's not close to being

14:11

enough. The big attack, leaving us at

14:14

death's door. Another 31 damage was now

14:17

incoming. A fairy in a bottle. No, not

14:20

yet. I all for one FTL and find go for

14:23

the eyes weakening her attack down to

14:25

23. Steam barrier gives us five defense.

14:28

Equilibrium puts us to 17, saving our

14:31

fairy in a bottle. And thanks to our

14:34

streamline showing up next, we managed

14:36

to hold on another turn for incense and

14:38

two extra stacks of nunchaku. Then take

14:40

her down. This ascension 20 challenge

14:44

was no joke. One small mistake can

14:47

literally cost us the run. Here we pick

14:49

up 77 gold, a strength potion, and I

14:52

decline the additional hyperbeam offer.

14:54

For the relics, we get philosopher

14:56

stone, runic dome, and coffee dripper.

14:59

Extra strength on enemies was not going

15:01

to happen. And though go for the eyes

15:03

would help with runic dome intentions, I

15:06

simply wasn't confident enough to risk

15:07

it. So, coffee dripper, did you see your

15:10

health just now? Jokes aside, we do have

15:13

two self-repairs, so this extra energy

15:15

might just end up being a smart idea. As

15:18

we move into act three, the beyond.

15:21

Checking through the map, one thing we

15:23

had to take on was the flaming elite.

15:25

Thankfully, the path had a load of

15:27

question mark events for our safety.

15:29

Giving us a warm reception to the act

15:32

was the shapes. We start strong with our

15:34

bag marbles in full effect, helping us

15:37

take down the explos. We then dance

15:39

around with all for one before finishing

15:41

them off. They drop 15 gold and another

15:44

beam cell gets offered. If we had more

15:46

card drop, I would consider it, but our

15:48

hand space was too important right now.

15:50

The next combat encounter had us face

15:52

the Darklings. Our opening hand here was

15:55

beautiful. After drinking our strength

15:57

potion, I play Streamline into hologram

15:59

into Streamline again. Turn two. The

16:02

Darklings have 59 damage aimed straight

16:05

at us. But thanks to All for One

16:08

bringing back our zerocost cards, we

16:10

take down the multi-attackers, reducing

16:12

the incoming damage to 10. Then although

16:15

we could gamble for self-repairs, that

16:17

was a little too risky. So we get 19

16:20

gold, a gambler's brew, and for the

16:22

cards, a yet again decline. A tasty

16:25

offering. The first question mark event

16:27

of the act has us ambushed again by a

16:29

group of shapes. Outside of this

16:31

spiker's first attack, we absolutely

16:34

demolish them, fully utilizing our

16:36

incense banner before taking down the

16:39

final shape. Another 11 gold gets

16:41

pocketed and for the cards, we get an

16:43

upgraded steam barrier. A fantastic

16:46

defensive addition to our deck. Coming

16:49

off of a couple of strong winds, my

16:50

confidence started to grow, which

16:53

coincided with the double orb walkers.

16:56

Oh boy. Right, this opening hand was not

16:59

good. Thankfully, we have a gamblers's

17:02

brew, which I drink, keeping the

17:04

hyperbeam and discarding the rest. We're

17:06

still going to take some damage here.

17:08

Well, at the very least, let's deal some

17:10

back. I reprogram, then rebound the

17:13

Hyperbeam, hitting them for 42 each. We

17:16

take 22 in return. Next, we had no

17:19

block. Come on, FTL. A defend. Hyperbeam

17:24

clears the back one and go for the ice

17:26

weakens the one who remained. I then

17:28

defend and double self-repair, taking

17:30

five damage. Next, we beam cell check

17:33

the map and decide to delay another turn

17:35

for incense because I was feeling

17:38

frisky.

17:40

Hologram shows and if it didn't, we

17:42

would have lost here. I take a moment to

17:44

reconstruct my ego and collect the

17:46

rewards. The rare relic we get is thread

17:49

and needle. This gives us four-plated

17:51

armor every combat. A good relic to have

17:54

in our pocket. Moving forward, we begin

17:57

to fool. The options of removal here

18:00

weren't great. Defend, go for the eyes,

18:03

or a self-repair. The fact we couldn't

18:05

heal at a rest site had me worried, so I

18:08

choose to remove the defend instead. I

18:11

then choose the warmth of a rest site

18:13

over an elite, upgrading our hologram to

18:16

give us consistent options. As we get

18:18

closer to the flames of death, a welcome

18:21

sensory stone acknowledged our presence.

18:23

Cuddless cards had a very high value

18:25

with orbs not allowed. For that reason,

18:28

I'm in. Noting down the offerings for

18:30

the first two selections, I contemplate

18:32

our choices on the third. It was tough,

18:35

but ultimately I decide on Master of

18:37

Strategy for draw, Apotheiois for

18:39

upgrades, then purity for reducing the

18:42

deck. Three solid cards, but could we

18:45

really finish act three off with 44

18:47

health? I don't think we can. So, I

18:51

couldn't believe the event we were about

18:53

to see. The bonfire spirits. I make one

18:57

of the smartest decisions in all my

18:59

challenge history. I choose to donate

19:01

our hyperbeam. This not only gives us a

19:04

full heal, but an additional 10 max

19:06

health, too. I'll raise a waffle to

19:08

that. Next, we had to refuse the

19:10

preserved insect for our heart key.

19:13

Absolutely destroy this spy growth,

19:15

picking up a completely useless potion

19:17

before once again we get ambushed this

19:19

time by a half-cooked ramen monster.

19:22

This fight is dangerous. Like really

19:25

dangerous. Not being able to know its

19:27

next attack, we would have to play

19:29

carefully. With this in mind, I start

19:31

with FTL to find equilibrium. Hologram

19:33

brings it back, fully defending its

19:35

first attack. Next, the triple 9 swing.

19:38

Our hand was full of options. Steam

19:40

barrier drops our hand size, so Jax can

19:42

draw three. Then, beam cell, streamline,

19:45

all for one, steam barrier, FTL, and

19:48

finally defend. Once again, fully

19:50

mitigating the attack. Next, our incense

19:52

propped. Then Apotheiois and Reprogram

19:55

gave us some luck. A few more turns of

19:57

being careful, then a flawless victory

19:59

gets awarded to us. The spoils were 15

20:02

gold, a colorless potion. And for the

20:04

cards, at this point, we really didn't

20:06

need any of them, so I pass. Now it was

20:10

the moment that I feared the most. The

20:12

act three, blaming elite. It's the head.

20:16

Phew. This is a good result. I start by

20:19

immediately drinking our colorless

20:21

potion, foreshadowing our next challenge

20:23

video. Ch shows us both rebound and

20:25

reprogram. Talk about a perfect turn

20:28

one. We then play every card in our

20:30

hand, rebounding the reprogram at the

20:32

end. Turn two. Apotheiois shows we're

20:35

all for one. Wow. I mix them together

20:37

with reprogram, then jacks and beams to

20:40

finish our turn. The head begins

20:42

preparing his attacks. We prepare the

20:44

stacks of snail. 1 2 3 4 5 6 7 8 and

20:51

nine stacks dealing a total of 201

20:54

damage. Then even with his 33 attack,

20:57

yeah, we had two holograms, which you

21:00

get the idea. All for one cycle purity

21:03

explosion, we get 30 gold, two pretty

21:06

useless relics, a dex potion, and I

21:09

avoid the bait from scrape. With 453

21:12

gold, it was the merchant that we would

21:14

meet up with next. The offerings were

21:17

not the greatest. At first, I remove a

21:19

strike and although it's very costly, I

21:22

pick up the master of strategy for

21:23

options. Then finally, an exchange of

21:26

potions with us acquiring the liquid

21:28

memories. One final question mark event.

21:31

One exchange for a relic that's red. A

21:33

recall at the rest site before it was

21:36

time. Time for time. Uh time. This

21:40

wasn't an ideal boss for our cycling

21:42

deck. And this wasn't an ideal opening

21:44

hand. At the very least, we upgrade the

21:47

deck, taking 14 damage from his weakened

21:50

attacks. Turn two, we are gifted

21:52

options. I play our jacks first to allow

21:55

master of strategy, then get to work

21:57

playing eight cards, ending with us

22:00

neutralizing his attack. With him

22:02

shielding next, we get to catch our

22:04

breath with a reprogram, but make a

22:05

small mistake with playing strike here.

22:07

Next, our instant spider reminded us it

22:10

was here to support. I smartly hold off

22:13

on FTL considering we have no draw pile.

22:15

Bringing back all for one first, then go

22:17

for the eyes. All for one. And oh my

22:20

cards. Beam cell. Beam cell. Go for the

22:23

eyes. Then jacks. Whoops. And

22:25

self-repair to finish the turn off.

22:27

Enough messing around. 27 damage was

22:29

coming our way. But even without a

22:31

discard pile, we defend for 10. Rebound

22:34

the hollow. Then another 10 defense

22:36

completely mitigates the snail strikes.

22:39

We defend one more turn. Then with our

22:42

18 strength, all for one finishes him

22:45

off. Well, next turn. With the slug

22:48

defeated, it was the weasel's turn next.

22:50

Our red mask weakens his entrance Jax

22:53

provides us opportunity. These cultists

22:56

need to go down first. I FTL the front

22:58

one, draw into reprogram, then all for

23:01

one, Jax, and take it down. We then

23:04

strike the middle one and play

23:05

equilibrium. Turn two. 38 damage is on

23:08

its way, but our shield is strong. I

23:10

rebound the hologram, reprogram and beam

23:13

cell, then block up with two steam

23:15

barriers and a defend, fully mitigating

23:17

the attack. Apotheiois and another

23:20

hologram now show. I send our beam cell

23:23

and all for one into the weasel, then

23:25

defeat the lone cultist. Master of

23:27

strategy draws our reprogram. Two

23:29

strikes deal 72 damage. Two self-repairs

23:32

remove the bloat. Incense protects us

23:34

from the dangerous multiattack. Next,

23:37

while Jax continues our scaling growth,

23:39

we knock him down with a double

23:41

streamline before all the puzzle pieces

23:43

finally come together. Beam cell, beam

23:46

cell, hologram, all for one. Oh my. Go

23:50

for the eyes. FTL, beam cell,

23:52

streamline, steam barrier, and again

23:55

rebound equilibrium. And on the

23:58

following turn, we take this weasel

24:01

down.

24:02

Oh man, our deck's identity was here. We

24:06

just needed to execute it correctly. We

24:08

slot in all three keys, then walk

24:10

through the door into act four, the

24:13

finale. Upgrading was the first port of

24:16

call, reducing Apotheiois' cost to one.

24:19

Then we give a high five to the

24:21

traveling merchant with our final elite

24:24

being the shield and the spear. Both bag

24:28

of marbles and red mask remove their

24:30

artifacts with 39 damage already aimed

24:32

at us. I defend cycle the best we can

24:35

but still end up taking 17 damage. Two

24:39

burns were gifted to us. My master of

24:41

strategy for options and with hologram

24:44

in hand play out the all for one line

24:46

getting back purity to exhaust the

24:48

gifts. Our trusty boots continues to

24:51

lend a foot. The steam barrier and

24:53

master of strategy help to mitigate the

24:55

majority of their attack. Incense

24:58

protects us next. Then 40 damage shows.

25:01

Poiosis adds the whipped cream to our

25:03

hot chocolate. And with all of our cards

25:05

in the discard pile, it was time for

25:08

liquid memories. I bring back all for

25:10

one. Jacks, go for the eyes. Beam cell.

25:13

Beam cell again. FTL. No. Equilibrium.

25:16

Yes. Defend twice and end our turn. Two

25:20

unavoidable burns show up. But thanks to

25:22

our FTL, so does a streamline. Bye-bye

25:25

spear. And well, it becomes pretty

25:28

simple after that. Scaling for us. A fun

25:30

hologram cycle and a 14 heal from

25:33

self-repair finishes the encounter.

25:36

Thanks to Blackar, we get two relics

25:39

here. Art of war first, which was

25:41

unlikely to see value, but pair 10 more

25:44

health for the corrupt heart. Yes,

25:46

please. We get our liquid memories back

25:49

and a card that we actually decide to

25:51

add. Reinforced body. With all of our

25:54

failed attempts behind us, we could

25:56

definitely be proud of how far we've

25:58

come. It was now time for the final

26:01

boss, the corrupt heart. Our opening

26:04

hand was incredible. I see the rebound

26:08

streamline and hologram line, but I was

26:10

so nervous here and I mess it up. Not

26:13

only do I rebound the hologram before I

26:15

play the streamline, but I forget about

26:17

the beat of the drum procking our

26:19

puzzle. We could have cycled the

26:20

reprogram. I don't let it phase me.

26:23

Rebounding the reprogram to end our

26:25

turn. Another chance presented itself.

26:27

And thanks to our incense burner, we can

26:30

do it. We can scale. I reprogram, then

26:34

hologram, then reprogram, then hologram,

26:37

then reprogram one more time, bringing

26:41

our strength and dexterity up to eight.

26:44

Our protection was now gone. 45 damage

26:46

was coming our way. I play our steam

26:49

barriers first, then go for the eyes

26:51

brings the damage down to 30. I consider

26:54

my options with liquid memories. And

26:56

after removing the slime, I drink it.

26:58

Bringing back our awful one. Two more

27:00

weak. Two more barriers. Then three

27:03

draws and three more. Purity removes the

27:06

wound. Void and a strike. We take six

27:09

damage and lose our plated armor. Its

27:11

buffing turn was next. So was ours.

27:14

Apotheiois and vulnerable application. A

27:17

single defend now blocks 16, which was

27:19

great, but not if we only had one. I

27:22

play out damage here, but we lose 27

27:25

health. Another bad hand shows with two

27:27

status cards. Thankfully, our defend and

27:30

equilibrium brought us to 36 block

27:33

dropping that to 34, causing us to lose

27:35

11 more health. Buffing from the heart

27:38

and protection for us allows some damage

27:40

to be thrown its way. And even though 49

27:43

damage was incoming, our ham was strong.

27:45

I FTL lose three health. All for one,

27:48

lose three more. Why haven't I played

27:50

the reprogram yet? Steam barrier FTL

27:53

nonchaku steam barrier now reprogram

27:56

beam cell beam cell streamline hologram

27:58

steam barrier and defend

28:01

nice more buffs for the heart more buffs

28:04

and debuffs from us we can do this wait

28:08

what 8 * 15 what even is that number the

28:12

fairy was procking here there's nothing

28:14

we can do about it unless we draw into

28:17

pol

28:18

for one brings us back the hand go for

28:21

the eyes reduces the damage and thanks

28:23

to hologram now being here I return the

28:26

defend and equilibrium for 69 nice

28:29

defense we get brought down to 15 health

28:32

but that's okay I defend FTL for 31 beam

28:36

cell for 28 and again then with this

28:40

streamline we pierce the corrupt heart's

28:42

core and take it down

28:47

oh man what a challenge thank Thank you

28:51

so much for watching my very first

28:53

Ascension 20 challenge. Side note,

28:55

quickly, you might have seen a treadmill

28:57

in the thumbnail, and there'll be a

28:59

stream highlight video coming out soon

29:01

which explains that. Now, for the

29:03

giveaway, I am giving away two more

29:05

copies of Slay the Despire 2 for its

29:07

release in March. All you need to do is

29:10

drop a comment on this video and that's

29:12

it. The second copy will be awarded to a

29:15

random waffle member as a small thanks

29:17

for your support. Both winners will be

29:20

announced in October 4th's video. All

29:22

that's left to say is remember to, as

29:27

always, stay hydrated.

29:31

[Music]

Interactive Summary

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.

Suggested questions

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