Can YOU beat Slay the Spire with ONLY AOE?
632 segments
Can you beat Slay the Spire with only
AoE? Greetings, gentlemen and ladies.
Welcome back. Today, the Ironclad
retains the spotlight in one of the
hardest challenges I have ever
attempted. The rules are simple. We are
only allowed to deal damage with cards
that AoE the card must state all
enemies. So, no Wrath Ragnarok builds
today. We will be allowing strikes until
AoE is found. But once we get even one
option, they're out of here. Both off
and on stream, we have over37
attempts. It's been brutal, but marking
our second ever Ascension 20 challenge.
This one had to be daring. With 15
relentless, charming, and
incomprehensible
challenges behind us, we're going to
have to give this one absolutely
everything we've got. So, sit back, get
yourself comfortable, for it's time to
climb, climb time. Before we embark on
this crazy ironclad adventure, I'm doing
another Slay the Spire 2 giveaway.
Details at the end of the video.
Let's do this, guys. Today, we are
offered four choices. Transform a card.
Enemies in the next three combats have
one HP, transform two cards, or switch
our relic with a random boss one. I
check the map and find that we are
blessed with a lot of question mark
encounters, including this possible free
elite. Wait a second. There's a
potential path to the boss here, too. I
need a good reference for this one.
Olympus, I accept this challenge. Taking
our first charge of Meow's Lament was a
single cultist. He leaves us 11 gold and
no AoE card to add as of yet. Our first
question mark encounter has us ambushed
by the resident jawworm. And because it
was an enemy encounter, we lose another
stack of our lament. At the very least,
he leaves us a bronze potion. And for
the cards, I choose to pick up the
seeing red. The first true question mark
event was the World of Goop, giving us
75 gold in exchange for 11 health. And
just before our first merchant, too.
Would you look at that? His shop held
some fantastic offerings. Whirlwind,
combust, purity, and even a potential
line with jewel wield was here.
Whirlwind obviously gets picked up. Then
between the card removal and combust,
they choose the additional damage.
Moving forward, we stumble into the
living wall, allowing us to start
removing the dead cards in our deck. I
then enter the act's first rest site,
where I prioritize upgrading our
whirlwinds for extra damage. Our next
question mark encounter keeps the hope
of our lament alive, returning us back
to the merchant. I didn't think we would
be able to afford anything with 73 gold,
but an on sale grit, I was not
complaining, especially because we could
upgrade it straight away. The guaranteed
relic chest was up next. We get a
legendary chest holding not only 82
gold, but also a solid relic,
panagramraph. This heals us 25 health
whenever we enter a boss fight. A great
relic to see so early in the run.
Another rest site next means another
upgrade. This time for our combust. We
were speeding through this act with only
two more question marks standing between
us and pulling off this miracle. And
though I had only seen this relic but a
handful of times so far in this
challenge, he really did [clears throat]
seem to always be here when we needed
him most. It was none other than Lee's
Waffle. He was here to stack the odds
ever in our favor. The percent of ambush
might be high, but that means little to
Lee. Let's go. Knocking on the doors of
the first question mark event shows the
adventurer event. I always let you guys
vote on this one. And with over 100 of
you here, you voted to leave. Not even a
single check. We make a quick stop by
one more merchant paying 75 gold to
remove a strike. [music]
Then it would be this room, this
encounter that would decide whether or
not we get to experience something that
I that I never had. With Lee's blessing
firm in hand, we went beyond and got the
wing statue event, which means Lament
will be fully active for the boss of act
one. Let's go. We gratefully take
another card removal. upgrade our
defense at the final rest site for
defense. Then with everyone here to
cheer this moment on, it was time. Time
for slime. Slime time. And there it is.
Meow's Lament expends the last of its
charges, bringing the slime boss down
from 150 health to one. I hadn't much
left to experience in this game for the
first time, making this moment all the
more special. One whirlwind is all we
need to play to take him down. And he
didn't even have the ability to split.
Wow, what a moment. Though it was only
the first part of this challenge. The
true battle was yet to begin. We pick up
the 78 gold, a swift potion, and for the
cards, you can't write this. Emilate.
So mot it be. Next are the relics.
Sacred bark, blackar, and sou. This was
tough though both sacred and blackar
were valid. Sacred more so. One of the
lessons I had learned so far was how
important energy was in this challenge.
So with that in mind, I choose the souzu
before we move into act two, the city.
My goal when setting the map here was
safety with elite options if we feel
strong enough. I found a solid path with
both. Before we get greeted by the
spheric guardian combust shows up in our
opening hands to get our AoE rolling,
which I play while exhausting the rest.
Turn two. We are mostly able to defend
the incoming attack, dealing 16 damage
ourselves. But it was the following
turns where our frailty took issue. 13
damage here, seven here, and throughout
these turns, we were also losing health
from the ticks of combust. Thankfully,
only one more damage was needed. But
losing 27 health from our first real
fight, was not a good start. The rewards
though, 14 gold and a solid card
offering, shockwave. This gives us the
ability to apply both vulnerable and
weak to enemies, a great addition to our
deck. The following question mark event
was the cursed tome. There is an insane
pickup here. If we get Necronomicon,
that would mean double whirlwinds at
four energy a piece, not to mention
double emilates. I read losing one
health, two, three. Come on. Not quite
my tempo. But this book could yet become
a valuable ally to us. from one cursed
book to a dusty collection of them next
in the library. We are looking for cards
that would scale our strength or our
card draw. But out of all the cards
available, not a single strength card. I
go back and forth on a few ideas. Fire
breathing, true grit, another combust.
Ultimately, I decide on the shrug it off
for both card draw and defense. We then
get stopped by the designer for an
expensive card removal and a useless
upgrade before we get greeted by a flock
of birds on Ascension 20. These guys
require four hits to be grounded. And
thanks to our Souzu, this whirlwind in
our opening hand means we get to watch a
thing of beauty. The end of our turn
signifies a random card offering from
the codeex. And though a temporary
impervious wouldn't be needed, I still
add it to our deck, finishing the fight
with our Emilate. We get 20 gold. And
for the cards, Zenitsu's Thunderclap was
yet another vulnerable application that
we could add to our armory. With only 39
health, I stave off my elite confidence,
instead healing us up to 61 health as we
press on with more combats. Triple
cultists. Both Thunderclap and Whirlwind
in our opening hand. absolutely melts
the trio. With our Emilates once again,
finishing the encounter. Reward-wise, we
get the 12 gold. Our bamboo stick takes
the potion. And for the cards, I ponder
adding another shrug, but decide against
it for now. We then move into another
rest site, choosing to upgrade our
shockwaves debuff application. A fine
blessing of a surprise chest greeted us
next. It held the meal ticket, a relic
that's healing has saved me on more runs
than I'd care to admit. Right, it was
now time for the first elite of the
challenge, the Gremlin leader. Yet
another fight catered to our AoE. Not
the greatest opening hand, though. I
play our upgraded shockwave, True Grit.
Then Thunderclap. We take three damage
in return. Turn two. 44 damage was
aiming straight at us. I combust. defend
and finally whirlwind taking that number
down to 19. Still a big hit to us. Next,
I emulate, shrug it back, then seeing
red to play it again, dealing 62, no 69
damage thanks to our combust. She then
summons her minions. But we have a
Pokémon move that absolutely nobody
wants to see. Whirlwind. For the
rewards, we get 29 gold, the sundial
relic, which holds us a great burst of
difficult to control energy, and no
cards to note. In the clearing ahead, a
woodside cabin betw twinced a breezy
autumn passing allowed us to once again
recuperate both health and perspective
on attaining our goal of completion over
risky elites. And who better to reaffirm
that goal than our lord and savioran
combust seeing red and whirlwind afford
us a strong start taking him down to 81.
Our codeex offered a shock wave while
we're confused. Say no more. A strong
turn followed. Two free shock waves a
full defend and an emilate. Wow. Next,
we could only defend with True Grit and
defend, taking six damage before our
unaffected whirlwind steals the
limelight. We get 18 gold and once
again, no cards. As we moved into our
last enemy encounter of the act, I
couldn't help but feel like we were
missing something, or rather someone.
The Centurion and his um grandmother's
daughter. We will shrug that off for
now. The shock wave and thunderclap
fully weaken the attack. A double tap
gets added to our deck thanks to the
codeex which we get to play immediately
causing our emilate to be played twice.
And as you can expect our whirlwind once
again declares us the victor. We get 19
gold and this time I do take the shrug
it off marking our 16th card in the
deck. Things were looking good
especially against normal enemies. We
just had to not get overconfident for
the boss, which was hard when we get
ambushed by a trio of cultists. Did you
guys not learn the first time? Turn one,
I play our shockwave into seeing red,
then whirlwind. I follow it up with both
Thunderclap and a full defense for their
attacks on turn two with our combust
attaining the grand finale this time
around. Rewards-wise, we get 13 gold, a
potion for Souzu, then another whirlwind
offering. This was a tricky choice. It
was strong, but I'm not sure we needed
yet another one. After discussing it
with you guys, I decided to prioritize
our search for strength scaling instead.
The final rest site of the act allows
upgrade with our Emilate flambeaying up
an additional seven damage before it was
time for the boss of act two, the champ.
Dispatching this boss was going to be
tough. I check our potions, draw a pile,
then get to work. Defend, defend, and
whirlwind kick us off. A welcome
intimidate comes from the codeex before
we get hit for five. Next, we get our
combust set up. Debuff the boss and
protect ourselves with true grit. More
debuffs from us and a good defense with
one, no, two metallicizers picked up
from the codeex. But we had a problem.
Pushing him below half health would
spell defeat with our lack of damage.
Searching for strength through our
codeex was the goal. But with combust
active, an invisible death timer had
unknowingly been started. I continue
defending, hoping and praying for some
form of scaling before finally spot
weakness shows. This was exactly what we
needed. I then play Whirlwind, being
mindful to keep him above half health.
He debuffs us further in return. Now 27
was showing, but our hand was strong. I
shrug twice, then defend to fully
mitigate his attack. The clock continues
to turn. We pick up a limit break
armaments and get our spot weakness
running. Oh, the meanwhile, our health
was taking a beating. Now down to 36. We
had to hold and not push early.
Barricade was a welcome pickup and helps
us maintain while our upgraded limit
breaks our strength. Then rupture more
strength. Keep defending another limit
break. And our block was getting to a
place where not even the boss could
break through. We play one more limit
break. Then with a 77 damaging
whirlwind, absolutely send this boss to
the grave.
Now, that was a showcase of patience
that I don't usually have. We get 77
gold, a potion we can't use, and for the
cards, we get offered immate, brutality,
or demon form. All three options had
merit. But if the champ taught me
anything, it was how much we needed
strength. So, demon form gets acquired.
Next, the relics. Empty cage, snacky, or
runic pyramid. Solid options. cage.
Removing two cards will always be
valuable. Snacko's Eye gives us straw.
And with our high cost cards, it could
be great. Or Runic Pyramid. This relic
has been a formidable ally through our
challenges. Outside of that one time,
with control at the forefront of my
mind, we take it moving forward into act
three, the beyond. This was where our
attempts failed the most. Enemies with
big swinging attacks and a high amount
of health countered us badly. Talking of
problems, as I was mapping out a safe
route, three elites blocked advancement.
An unavoidable encounter. This was going
to be difficult. Greeting us to the act
was a gentle welcoming by the darklings.
I start with defense, holding back from
using whirlwind with our runic pyramid
in mind, finishing with the Ilate
instead. Turn two. 38 damage had taken
aim, but thanks to our retainment,
Whirlwind sends them all on their goopy
way. We get 11 gold and no cards that I
wanted to add. Now, whilst I had been
doing a good job holding my confidence
down, the lid on my jar was practically
bursting for an elite fight. What I
forgot to account for was this is
Ascension 20. Oh, dear Lord. 32 damage.
And they gain a lot of strength every
round. And is that 102 health? We were
in trouble. I look to the potion and
draw three. True grit exhausts a strike.
Then an important choice. Combustilate,
demon form, or defend. I sit and do the
math with the best route being a mixture
of defense and getting our combust
setup. Our codeex offers us corruption
while we take 13 damage. Turn two. This
wasn't looking good. I play the
corruption, making both our shrug and
defend cost zero. Then seeing red to
enable both Thunderclap and Emilate. And
though we managed to finish them off the
following turn with shockwave and
whirlwind, we leave a little injured to
say the least. We pick up 55 gold. And
for the relics, we get calipers. Whilst
enemy attacks were probably breaking
through our defense, it was still a nice
relic to see. Moving on, we decline the
lord of red mask as we're more of a blue
prince ourselves. Return but a single
orb walker back to his familiar before a
friendly merchant greets us with a warm
meal in hand. We recover the 15 health
and take a look at the wares on his
counter. I did consider apotheiois here,
but I really wanted to remove a card as
well. So, we say goodbye to another
strike. And with the remaining gold, I
decide to add the toolbox as Apotheiois
would no doubt find us moving forward.
Next, we had a choice. Do we take on an
elite with 41 health or the flaming
elite with the ability to rest? I choose
the latter, healing us all the way up to
63 health. And if there was one elite I
was happy to see, it was the
Reptomancer. Our toolbox makes a
dramatic entrance alongside a solid
opening hand. Shrug, shockwave, seeing
red combust and finally defend, I pick
up a battle trance from our codeex, then
watch their measly 12 damage be blocked.
Turn two. Uh, is that 78 damage?
Shrugging first shows our demon form.
[music] Battle trance then draws our
true grit, which alongside this sentinel
gives us enough energy to both clear the
daggers and get our demon form online.
Codeex gifts us a barricade with only
seven damage getting through. For the
next couple of turns, I focus on
defending her attacks, waiting patiently
for our time to strike. Then it was
here. I thunderclap Emilate and play a
random Codeex whirlwind, taking her down
to 77. And thanks to us getting our
demon form online early, our upgraded
whirlwind just scrapes in enough damage
to take her down.
That was tight. The flaming spoils left
behind 27 gold, no card rewards to note,
and a bottled lightning. This lets us
choose a skill to always start with. And
to no one's surprise, I choose the
shockwave. I take our runic pyramid and
lessons of defense into the next fight
against the transient and manage to
defend every single not this one attack
from him. We collect 19 goals. And for
[music] the car rewards, I actually pick
up another sentinel. Its combo with true
grit has been surprisingly powerful so
far. The defense in our deck was
starting to come online, but
realistically, it wouldn't hold a candle
against the donuts strength scaling. We
needed some lucky relics badly. The
guaranteed relic chest of the act didn't
exactly help us with this matter. We
move ahead to our next question mark
encounter. The woman in blue, we aren't
able to receive potions, right? With my
current concerns only amplified, I
redirect our course to tackle risky
adventures for supposed greater rewards.
I visit the rest site first, recovering
our health to 67, then take us into
another elite nemesis. The toolbox was
certainly on our side with us getting an
apotheiois straight out of the gate. We
buff ourselves with the apotheiois and
debuff her with our shockwave. The
codeex then gives us a metallicize while
the floating demon adds us five burns
which isn't a problem. You see, Nemesis
doesn't gain strength and her intangible
gets completely countered by our runic
pyramid. All we needed to do was play
our turns defensively, blocking one,
two, three attacks from her. I make a
small attack here ourselves before our
shiny new combo between True Grit and
Sentinel really does let us sweep her
off her feet. For the rewards, we get 34
gold, the shovel relic, and no cards
were on offer that I wanted to acquire.
We then stopped by the interim rest site
where I take out our new trusty shovel.
The bad luck was out the way with an
incredible relic all but assured here. I
dig it up and you've got to be kidding
me. Things weren't about to get much
better either as we tackle onwards to
the head. The first couple of turns go
as you would expect. We set up debuffs,
draw some cards, and defend. In the
process, we add another shockwave and
bloodletting from our codeex. The
problem here was our demon form hadn't
shown up until his 30 swinging attacks.
We get it rolling and defend the first
swing. Next, I play our Codeex in flame.
Shrug, true grit, a sentinel, then
defend twice, finishing with a 72 attack
of our own. He wasn't letting up. 37
damage was now showing. I blind true
grit, our last sentinel. Shrug,
bloodletting, check our draw pile, then
decide we had to keep the pressure on. I
thunderclap and with eight energy,
whirlwind, taking him down to 149
health. He counters us down to 37, then
23. Our defense were losing their value
fast. We had to play damage. I get us to
33 defense, then immate, leaving him at
58 health. His attack takes us down to
six. If it wasn't for this whirlwind
draw, our expedition would have been
over. For our rewards, we get 25 gold
and the Mercury hourglass. I mean, it's
usable. and no cards that were of note.
Okay, the final rest site was now upon
us. Both resting and panagramraph would
give us a good surge in health against
the two final battles we had left. Now
it was time for the final boss of act
three. Let's spill some ink. The toolbox
sets the tone, gifting us an apotheiois.
Our opening hand was a little weak and
but now three artifacts protect them
from our shockwave. I start with
drinking our final potion, then
apotheiosis. Shrug it off and defend,
mitigating most of Deca's opening
attack. The Codeex then provides
additional support, gifting us an
entrench. Next, 30 damage, I shrug, true
grit, and defend to keep us healthy. Our
Thunderclap begins their artifact
removal. Turn three, it was Deca's turn
to strike. Demon form finally shows a
costly energy price, but it's one we
needed to pay. Thankfully, seeing red
was here to provide assistance, letting
us block for 24. We were holding steady.
New turn. I play as much as I can. Shrug
into War Cry into Shrug defend Sentinel
and Entrench, allowing us to both fully
defend Donu's attack and keep some left
over with our calipers. A few more turns
go by. Both sides continue to scale
their strength. Time was running out. We
needed something and something fast. I
continue our defense and artifact
removals, but the codeex swoops in to
give us a hand with limit break.
Perfect. 42 damage was on its way
though. I shrug it off twice. Then
entrench once again. 48 damage now. We
can do it. I shrug again. play our
codeex zoom into the seeing red. Don't
whirlwind yet. I defend first
thunderclap to remove their last
artifact. Then shockwave now finally
being able to apply both vulnerable and
more importantly weak. A lucky codeex
impervious gets picked up and lets us
play our limit break the following turn.
Then after one more thunderclap, our
signature whirlwind strikes them down.
20 health remaining. That was cutting it
close. This was it, though. The furthest
I'd ever gotten. A panagramraph relic
earns its place here, restoring us all
the way up to 51 health as we enter the
final fight against the weasel. What
lovely feet. The toolbox starts us off
with a finesse. We didn't need to hold
onto our shockwave this time. I follow
it up with defense and smartly hold on
to our sentinel trug combo. I collect
our first disarm offering from the
codeex as we take six damage. Turn two
was gentle thanks to our application of
weak, a war cry. Shrug it off, disarm
the weasel and finally shrug again,
fully defending all of their attacks.
Codeex offers us our second disarm. And
though the betarat always puts a smile
on my face, I choose the exume for now.
Turn three. It was time to send those
cultists flying home. I play our true
grit and exhaust our sentinel for extra
energy, then defend before finally
playing our whirlwind. I began to see
the line of victory. And with these
Codeex offerings, you might be thinking
limit break, but that wasn't what I had
in mind. I choose the disarm before
defending his attack. Turn four. I play
the said disarm, exume it back, seeing
red Sentinel, defend, then play it once
more. His attacks were now very
manageable. [music] So, we could just
play the strength scaling line here. Or
we could bring back a hero from the last
video. I defend, then exhaust, then
defend. 1 2 3. Keep exhausting. Keep
defending. One more. True grit exhaust.
One more draw before finally it was
here.
I think we've got it. Oh my [laughter]
god. I think we've got it.
WE GOT IT, GUYS. WE freaking got it. OH
MY GOD. [laughter]
Let's go.
What a way to finish off this challenge.
I want to thank you all so very much for
watching this video. Having over 150 of
you here in the live stream to
experience this was also something
really special. I mean, come on. Finesse
randomly popping up again. Anyway, I'm
going to be giving away another four
copies of Slay the Spire 2 for its
release. Every single day in December, I
will be live streaming new challenges
randomly chosen and hidden behind doors
on an advent calendar. Three of the
copies will be given away during them.
And in case you can't make them, don't
worry. Just drop a comment down below.
I'll pick a random winner for the next
major video. Finally, I want to give a
huge thank you to the people who found
my Patreon. It will be linked below if
you too want to support the videos I
make. Broccoli emoji, DV, Forsy, MW,
Bill, Mom, and Dad. Be sure to wrap up
warm for the cold weather. And as always
remember, stay hydrated.
And with that, with over
137
attempts, marking the most difficult
challenge that I have ever attempted,
we have officially beaten Slay the Spire
on Ascension 20 with only AoE.
Yes.
Freaking yes, dude. Oh my god. This took
so
Ask follow-up questions or revisit key timestamps.
The video documents a challenging Slay the Spire run on Ascension 20, where the player attempts to beat the game using only Area of Effect (AoE) damage with the Ironclad. After more than 37 brutal attempts, the player successfully navigates through all three acts, strategically picking cards like Whirlwind, Combust, Emulate, and Demon Form, and crucial relics such as Meow's Lament, Souzu, and Runic Pyramid. The run involved overcoming tough boss encounters like the Slime Boss, the Champ, and finally Donu and Deca, culminating in a victory against the final boss using only AoE damage, marking a significant achievement.
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