Can YOU beat Slay the Spire in WRATH STANCE?!
602 segments
Can you beat Slay the Spire while in
Wrath stance? Greetings, gentlemen and
ladies. Welcome to the new year. Today,
the Watcher doubles down on the
spotlight in a community challenge that
has well over 50 attempts. The rules are
simple. We can only play cards once
we're in Wrath Stance. That means the
first card we play must be one of these
four cards. And once we're in wrath
form, we can't leave it. No science
dancing today. Now, you might be asking
yourself, how is this even possible?
With the corrupt heart doing double
damage, won't we just die to its 120
attack? Wait, did you just say 100? With
16 concluding, wishful and uncommon
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. This week's video will have
references to every challenge I've
uploaded in 2025. See if you can spot
them all. Let's do this, guys. Today we
are presented with four choices.
Transform a card. Enemies in the next
three combats have one HP, two card
removals, or exchanging our relic with a
random boss one. I check the map. No
free boss this time around, but there
did show possibility for a free flaming
elite. And with how important a strong
start was in this challenge, once again,
look to lament. Greeting us to the
challenge was a couple of louses. Uh-oh.
We can't play any cards until we're in
Wrath form. So, we lose 12 health before
we can take them down. We get 13 gold.
And for the cards, Crescendo was a very
nice card to see so early in the run. We
then get welcomed into the first
merchants's domain. I expand his rug.
There weren't many good options here,
but a card removal on our vigilance
still left me a happy customer. Lament
fight number two was up next. And
because we had wrathful cards, the
jawworm simply leaves behind his spoils.
13 gold, a stunt potion. And for the
cards out of these options, there was
nothing here that I wanted to add. Our
first question mark encounter was the
scrap ooze event. I hadn't had the
greatest experience with this one so
far, but after a little health, we get
the relic teardrop locket. This starts
us off in calm every combat. And though
we couldn't play cards until entering
Wrath, we get a solid burst of energy
when we do. Talking of relics, our next
question mark event has us ambushed by
the legendary cow, Akabco.
Moving along, our final charge of Meow's
Lament was still intact for the Flaming
Elite. the Gremlin knob. He goes down
without issue. We get 28 gold, the mango
relic, and with only flying cives being
available for us here, I decline them
all. From strength to strength, floor 7
had the face trader event. It's one of
the few events that I let you guys have
complete control, and I'm glad you did.
We got the serpent head, giving us 50
gold every time we enter a question mark
room. Though, not the mask they were
hoping for, to be clear. Now for a few
combats, an area in which the watcher
does particularly well in for the early
acts. A cultist first crescendo and two
strikes bring him down to 12. He then
buffs for a future turn, but that will
never arrive. We get 16 gold and a
consideration protect. We had found this
to be a strong defensive card in
previous attempts. If it was upgraded,
I'd take it, but for now, I decide to
pass. The guaranteed relic chest of the
act was next. A legendary chest. It held
inside the toxic egg. Let's go. We then
had ourselves a couple of battles. I say
battles, but with how little health act
one enemies have, both these mushrooms
and this cultist and louse stood no
chance at all. I pick up their gold,
decline their ambrosia potions, though
we could have used them before entering
wrath for extra damage. Oops. And for
their cards, I say no to the shrooms,
but yes to the now upgraded protect. It
was now time for our first real fight
against the centuries. Our opening hand
was strong. I take aim at the front
floaty thing. Then eruption [music]
strike. Strike it down. One defend was
all that was left for us before they
deal 13 damage. Turn two. We only have
one strike. I send it into the middle
sentry. Then protect us to bring their
18 swing down to two. Our early
aggression pays off with three strikes
taking the middle one down. We take
eight damage next and finish the final
one off shortly after. They leave us
behind 32 gold, the Gremlin Horn Relic,
which is incredibly strong for
encounters that have multiple enemies.
And for the guards, an important pickup,
crush joints. Being able to apply both
vulnerable and weak in this challenge,
it's going to be of paramount
importance. Another question mark
encounter next means another 50 gold for
us. Two upgrades for a little bit of
health. It hits both our defend and
newly acquired crush joints. Very nice.
The final merchant of the act greets us
and our serpent head with open arms.
There were some tasty offers here.
Signature move for damage. Swivel for
defense. Heck, even the prismatic shard
was of consideration here. The sashwe
was obviously coming with us for its
weak application. But what wasn't so
obvious was the choice that I made next.
I buy the meal ticket. With us naturally
navigating towards merchants, plus the
volatility in our health, a 15 HP
recovery could come in handy. I also
pick up a block potion on the way out.
The final rest site was now here. We
heal up to 47 health. Well, it was time
for the boss of act one, the guardian.
We get a strong opening hand. Crescendo
gets us into wrath form. Crush joints
and aabekco puts him into defense mode.
Uh, Sash Whip does four. Turn two, we
can only protect and strike, taking five
ourselves. But with 32 damage now
shoving, this wasn't looking good. I
decided to save our block potion for
later. Playing out all of our defense,
we get blessed with a strong hand next,
giving us just enough damage to delay
that 40 swing. More defending turns for
us, more attacking turns for him. Now
only six health remains, but thanks to
our vulnerable application, two strikes
and a sash whip were just enough to keep
our head above water. I then sashwip
carefully defend the thorns before
striking. And with three health
remaining, we just take him down.
That was close. We really needed to find
some defense and find it soon.
Reward-wise, we get 95 gold. And for the
cards, lesson learned was a very nice
sight to see. Having access to upgrades
will allow us to fully utilize rest
sites for their appealing nature. Now
for the relics, Velvet Choker, Blackar,
or Sacred Bark. All paths here had valid
consideration cuz we aren't stunt
dancing. Velvet Choker adding additional
energy is a solid choice here. Sacred
Bark offers double potion effects and
Black Star offers death. with how potent
potions could be in the fights to come.
Once again, decide to call on an old
friend. Come on, Buck. Let's go on an
adventure into act two city. Assessing
the map, I wanted to find a route that
maximized rest sites and merchants for
healing was my top priority here.
Greeting us to the act was the shelled
parasite. Eruption in our opening hand
lets us [music] get started. I play our
sash whip for weak application, then
defend twice to partially mitigate his
first attack. A crush joints shows up
next, and with vulnerable now active, we
have the ability to defeat him. Or we
could wait a couple of turns to play our
lesson learned. The greed takes over. We
lose four health here, then another 11
here. Whether or not it was worth it,
I'll let you guys decide. We get 15
gold, and once again, no good card
choices. Sporadic Seduction then takes a
hold with the cursed tome event. At
least two of the three books here are
solid. So I read losing one health, two
3 10. We get Necronomicon.
We might not have any expensive attacks
right now. And I didn't exactly love the
curse, but we will surely pick up at
least one wallup this run. Surely. The
merchant opens his doors for us next. If
only. There were solid cards here. Sands
of time for damage, cut through fate for
scry, an upgraded panic button. Just
remember, every card we add reduces our
ability to enter wrath in the opening
turn. So I settle with embracing my
inner Susan, taking the sands of time.
Back to battles against a flock of
birds. Crescendo and striking twice
allow us to get started. We take five
damage in return. Turn two. 46 damage
was now showing, but our hand was
strong. Double lesson learned. removes
the front one. Sash whip, crush joints,
and strike knock the middle one down. We
finish him off next. Protect and defend
against the 26 attack. Then our sands of
time finishes the fight. We get 15 gold,
an attack potion, and for the cards, I
decline them all, keeping close eye on
the size of our deck. A warm meal heals
us 15 at the following merchant. And
though I didn't expect us to be able to
afford much here, an upgraded crescendo
was a welcome sight to see. With very
little gold now remaining, we could just
give it to this group of masked bandits.
But they have low health and we have
high damage, so we fight. Our opening
hand was graced by Olympus herself.
Crescendo gets us into Wrath. The
legendary cow assists striking Pointy
Down. Then, thanks to our gremlin horn
drawing sands of time, take bear down,
too. The following turn has a cool
interaction. Regardless if it's the
original copy or the necro version,
taking an enemy down with either lesson
learned will still apply its upgrade.
This time, it was our eruption. We get
31 gold. The red mask relic and no cards
that I wanted to add. Our deck was
finding good synergies. Just look at
this turn one against Neko. The problem
we had was our defense. We can't beat
act three bosses in our current state,
nor could we even contemplate the heart.
Sneeko upgrades our sashwip's weak
application, but leaves us no further
reward. We then give a defend to a
beggar, pick up the sapphire key, reject
the innate curse from the mucaleum, and
because we were healthy, upgrade our
sands of time before we get ambushed by
a legendary chest. Stone calendar. A
fantastic relic, though. Us living seven
turns into a combat without being able
to leave Wrath form will be few and far
between. Now, it was time for the
Centurion and his um chiropractor. Our
opening hand wasn't strong. With no way
of entering Wrath, we have to pass.
Taking nine damage as consequence. Turn
two. We were back in business. I
crescendo eruption. Then decide to drink
our attack potion, finding not just one
but two bowling bashes. I use them both,
taking down the knight. We then wait and
defend the next couple of turns before
our lesson learned gets the final blow.
For the rewards, we get 18 gold and a
potion that will become this story's
unsuspecting hero. One fight remains
before the boss. It was the chosen and
the cultist. A crescendo strike down the
cultist. Gremlin Horn then finds us a
defense for the chosen deals six. Turn
two. I hold off on our sands of time
instead striking to look for upgrade.
Next, I apply weak with sashwip protect
for full defense and debuff her with our
crush joints. But with 40 damage now
showing, not even I was that greedy. I
play our sand of time before we get
rewarded with one of the greatest
potions that we could have asked for. A
fairy in a bottle. I have died so many
times to the automaton's hyperbeam, so
this was a very pleasant sight to see. I
also add the bowling bash offering as it
proved quite potent against the
centurion. Walking into the final rest
site, I knew this was going to be tough.
We recuperate our health once again.
Thought it was time for the boss of act
two, the automaton. Crescendo enables
our start. Strike and sashwip take off
an artifact. The minions arrive. I check
the draw pile. Identify that our sand
will be taken by the front minion, so
split the damage, sending our bowling
bash to the boss and our strikes to the
orb. The block potion keeps us healthy.
Turn three. We managed to draw just
enough damage to get it back. Our
gremlin horn then procs, which I follow
with a strike and defend. Take eight
further damage. Time was ticking. 40
damage now showed. I continue our line
of aggression. That hyperbeam was no
joke. Necronomicon doubles our sands of
time to deal over 100 damage. Miracle
then adds our crush joints for 20. They
respond in kind. Get brought down to 28
health. But we aren't stopping here. I
bowling bash the boss then strike.
Strike. The 102 hyperbeam was now here,
but so were we. And with only 12 health
remaining, I play out our sands of time
to take him down. Now that felt good.
The aggressive line paid off and it
saved our fairy. I was feeling on top of
the world. I was feeling
for the rewards. We get 98 gold, a
strength potion, and no cards that we
should consider. But with a mixture of
greed, and blind confidence having now
taken hold, I couldn't stop myself
taking the wish. It's not like this card
will single-handedly stop us entering
wrath form in multiple act three
combats. Right. Moving on the relics. We
get Violet Lotus, Slaver's Collar, or
Holy Water. We weren't going back into
calm, so that's a no to lotus. Holy
water was good for a more controlled
burst of energy. Or Slaver's Collar. The
consistency it would bring to bosses,
not to mention act four had me
convinced. Come on, Color. Let's bring
this one home. As we enter act three,
the beyond. This was where many runs had
fallen previously, and with a severe
lack of defense, my goal was all but the
same, finding safe passage through these
treacherous lands. As our downfall began
with a trio of darklings, there wasn't a
way to enter Wrath in our opening turn,
nor was there one for our second. Yeah,
we're really taking 44 damage here. At
the very least, our turn three was
solid. Sands of Time removes the front
blob. Bowling Bash and Strike remove the
back one. Eruption takes a chunk off the
final gloop for our lesson learned.
Finishes it off. For the rewards, we get
16 gold. And I choose to skip on both
potion and card offering. We then make a
quick stop by the purifier next. This
allows us to strike a card from our deck
before we get challenged by a single orb
walker. And as if a mirror to the fight
just before, we managed to take this
Orbee boy out on our opening turn. Only
12 gold was left for us. I didn't value
the thorns exchange, nor any of these
card offerings. Talking of things I
didn't want, madness befell us in the
winding hallways, causing us to lose
four max health. We then get challenged
by one of the worst enemies we could
have asked for, the transient. A
rattless start again. No, we can't. I
consume the strength potion, then drink
our entropic and holy smackaroni in the
pepperoni, a fire potion and a stunt
potion. I don't hesitate in entering
wrath form. Then with our four strength
now present, we defend every single and
this one attack. Man, that felt good. A
swivel did show itself in the car
rewards here, but with our necro being
paramount to victory, I decide to leave
it behind. What I don't leave behind is
the red key. Was this rest site the best
place to get it? No. No, it wasn't. But
for me, it was definitely the right one.
Now, it was time to enter the first of
three merchants. We take the heal. And
though we have a lot of gold, it's
important to not get carried away here.
There were a few solid offerings.
Tantrum, anchor, a card removal.
Ultimately, I choose to buy only the
tantrum and remove a defense from our
deck. The next battle has us face the
shapes. Multiple enemies are a lovely
sight to see. Our aabeco tantrum combo
deals 33 damage. Lesson learned then
upgrades itself, which gives us money.
And thanks to these shapes having very
little health. Double sand of time was
enough to finish them off. After picking
up the 12 gold, I looking back make a
small misplay. I decide to pick up
another tantrum. It should have been the
crescendo here. Getting into Wrath is
one thing, but having our draw pile
consistently blocked by two cards, that
wasn't. The guaranteed relic chest was
up next, awarding us the strike dummy.
Cool. Back to the merchant with 556
gold. This time, his offerings were much
more appealing. I look to the on sale
Ragnarok. It wasn't a smart choice by
any means, but it was one that could be
fun. I then pick up my grandfather's
Millennium Puzzle for draw power,
leaving behind both the duplication
potion and card removal. You have this
comment to thank for what's about to
happen.
It was now time to jewel. I start by
playing our tantrum, putting us in
attack mode. Then I send our miracle to
the graveyard to play both our crush
joints and call upon Sliper, the
executive producer, taking his life
points down to 97. I then choose to hold
back to proc our pot of greed. This lets
me draw three cards in exchange for 10
health, which grants us gold. Then time
wizard sends him back to the beginning
of time. We get 13 gold, a skill potion,
and and [clears throat] I uh I skip the
cards. Moving on, we enter the last of
the three merchants. Still not a single
walop. At the very least, dark shackles
would aid us in our defensive venture,
as would this wheat potion, which by
exchange for one of ours. Keeping the
rest of our money for act 4, I
cautiously move forward into further
battles. The Darklings Return. Oh, how
different this time would be. Eruption
gets us into Wrath form. Then Ragnarok
plays two times. Wow. Gremlin procs for
strike, then again for our lesson
learned, which didn't proc twice.
Whoops. I say face with wishes gold,
then miracle to strike victorious. And
though we didn't get an upgrade, we did
get a flex potion. Just think about the
Ragnarok. I pick it up, pass the cards,
and move on to our final enemy, the
half-cooked ramen monster. No wrath in
our opening hand again. 15 damage gets
sent into us. We get a three draw from
our puzzle. Then it was our turn to
attack. Crescendo into Sands of Time
takes it down to 43 health. We then
apply our weak and because I didn't want
to risk a curse, protect and lose six.
Lesson learned shows up next and gets
our Ragnarok fully upgraded. We get 20
gold and I say no to both the potion and
card rewards. The final rest site was
now here. I was nervous. With us having
such little block, can we really survive
against the time eater? Now fully
rested, it was time to find out. This
wasn't a good opening hand. And this
wasn't how we start this blast. Let's
try that again. It was now time. Time
for time. Time. This still wasn't a good
opening hand. And this means we have to
pass. The snail shields himself for 20.
We get debuffed with the bad stuff. Turn
two. Things weren't improving. I play
our weak potion. Crescendo into wrath
form. Then tantrum to deal 64. Protect
and defend provide us weak protection
while I exhaust our lesson learned from
the deck. We take 24. On the next turn,
I make a very interesting decision. He
could play out all of our attacks here
and proc his clock, but I don't decide
to do that. I sashwip and pass. This was
not a good decision. We have no defense
in this hand, and he shows 58. Even with
us playing the best we can, it wasn't
enough. The high pressure of us getting
this far was causing the cracks to show.
Thankfully, 66 damage was a very easy
number for us to achieve with our wish
providing us the strength to take him
down. One small mistake really does
spell out the end for us here. But as it
stands, even if we play perfectly
against the hearts, we currently held no
combination of cards that would win. Is
this it? Act four, the finale. One
upgrade, one merchant, one elite. We
need a walop. But first, upgrade. Well,
that was a easy choice. Okay, now walop,
please. I had never been so disappointed
by a merchant in my entire life. Prey,
foresight, magnetism. The faint glimpse
of hope began to fade. But I wasn't
ready to give up. Not yet. I pick up
every single potion. I even pick up the
blind. Then with our heads held up high,
I charge us into the final elite, the
shield and spear. No wrath on turn one.
No problem. We may lose over a third of
our health. We may get gifted two burns,
but my mind was open as this would
probably be our last fight. I enter a
flow state and from this hand I find
lethal. Tantrum enters us into wrath.
Miracle allows us to play our wish for
strength. Then we watch a lightning
strike down from the heavens. There was
nothing more satisfying. Our trusty
gremlin horn then procs and thanks to
our strike dummy, we had exactly perfect
damage to take them down. For the
rewards, we get the oddly smooth stone
and a fear potion. But who was I
kidding? I knew this was the end. That
was until the final card reward.
Dude,
this single card gives us a slither of a
survivor's chance. And as you know,
that's all we need. With Walop in hand,
it was now time for the final boss of
the spire, the corrupt heart. We have to
play this perfectly. Not even a small
mistake can be allowed. A solid opening
hand presents itself. Crescendo gets us
into wrath form. The beat of the drum
draws us three. I get our vulnerable
potion online, then get us started
together. Tantrum and our cow deal 132
damage. I then defend. Strike and
sashwip to continue the week. Eruption
and strike finish our incredible opening
turn. But now was the hearts. Days,
slime, wound, burn, and void all get
added to the deck. Turn two. Not good
news. We draw the walop. This was our
answer to its 120 attack. It was over.
No, not yet. We just need to deal 489
damage in 1 and 1/2 turns. Right.
Ragnarok deals nine damage per hit. 13
with vulnerable. And if we necro, it
hits 12 times. Okay, let's include the
flex potion accounting for wrath,
vulnerable, and weak. This makes
Ragnarok deal 36 damage per hit. Uh 36 *
6, uh 216. Walop now deals 50 * 2,
that's 316. We can still hit the damage
cap and get fully defended. The beats of
the drum come flying at us, but it was
now or never.
dude, we did it.
[music]
Yes,
we did it, dude. Oh my god.
Oh my god.
Let's go.
Thank you so much for watching the
video. I can't believe we got this one.
I mean, come on. Wall up as the final
card reward. You can't script this. And
if you think this month's video was
crazy, there is an incredible one coming
next. Now, the giveaway results. Over
the Christmas streams, I gave away three
copies of Slay the Spire 2. I also had a
random number generator choose a comment
in the last video. It is an absolute
honor to award this month's copy to Mew.
Well done, MW. You truly deserve it. I
also want to say a special thank you to
everyone who is supporting me on
Patreon. Broccoli emoji, Dr. Mew, Bill,
Datish, Roju, Lee's Waffle, Maths,
Splashed, Pokémon trainer, Mike, Mom,
and Dad. Thank you all from the bottom
of my heart. With the weather only
getting colder, remember to keep
yourselves warm. And as always, stay
hydrated.
Ask follow-up questions or revisit key timestamps.
This video showcases a challenging Slay the Spire run where the player attempts to beat the game while adhering to the rule of playing cards only once per turn, specifically when in Wrath stance. The challenge, performed with the Watcher character, involves strategic decision-making regarding card choices, relic acquisitions, and combat tactics to overcome various enemies and bosses. Key moments include managing the health loss from entering Wrath stance early, utilizing powerful relics like the Gremlin Horn and Serpent Head, and overcoming difficult fights against the Guardian, Automaton, and ultimately, the Corrupt Heart. The run culminates in a nail-biting victory against the Corrupt Heart, heavily reliant on drawing the "Wallop" card at the last moment.
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