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Can YOU beat Slay the Spire with ONLY AOE?

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Can YOU beat Slay the Spire with ONLY AOE?

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632 segments

0:00

Can you beat Slay the Spire with only

0:03

AoE? Greetings, gentlemen and ladies.

0:06

Welcome back. Today, the Ironclad

0:09

retains the spotlight in one of the

0:11

hardest challenges I have ever

0:13

attempted. The rules are simple. We are

0:16

only allowed to deal damage with cards

0:18

that AoE the card must state all

0:21

enemies. So, no Wrath Ragnarok builds

0:24

today. We will be allowing strikes until

0:27

AoE is found. But once we get even one

0:30

option, they're out of here. Both off

0:33

and on stream, we have over37

0:37

attempts. It's been brutal, but marking

0:41

our second ever Ascension 20 challenge.

0:43

This one had to be daring. With 15

0:47

relentless, charming, and

0:49

incomprehensible

0:51

challenges behind us, we're going to

0:52

have to give this one absolutely

0:55

everything we've got. So, sit back, get

0:59

yourself comfortable, for it's time to

1:02

climb, climb time. Before we embark on

1:06

this crazy ironclad adventure, I'm doing

1:09

another Slay the Spire 2 giveaway.

1:11

Details at the end of the video.

1:14

Let's do this, guys. Today, we are

1:16

offered four choices. Transform a card.

1:19

Enemies in the next three combats have

1:21

one HP, transform two cards, or switch

1:24

our relic with a random boss one. I

1:26

check the map and find that we are

1:28

blessed with a lot of question mark

1:31

encounters, including this possible free

1:33

elite. Wait a second. There's a

1:35

potential path to the boss here, too. I

1:38

need a good reference for this one.

1:40

Olympus, I accept this challenge. Taking

1:44

our first charge of Meow's Lament was a

1:46

single cultist. He leaves us 11 gold and

1:49

no AoE card to add as of yet. Our first

1:52

question mark encounter has us ambushed

1:55

by the resident jawworm. And because it

1:58

was an enemy encounter, we lose another

2:00

stack of our lament. At the very least,

2:02

he leaves us a bronze potion. And for

2:05

the cards, I choose to pick up the

2:07

seeing red. The first true question mark

2:10

event was the World of Goop, giving us

2:12

75 gold in exchange for 11 health. And

2:15

just before our first merchant, too.

2:17

Would you look at that? His shop held

2:19

some fantastic offerings. Whirlwind,

2:23

combust, purity, and even a potential

2:26

line with jewel wield was here.

2:28

Whirlwind obviously gets picked up. Then

2:30

between the card removal and combust,

2:32

they choose the additional damage.

2:35

Moving forward, we stumble into the

2:37

living wall, allowing us to start

2:38

removing the dead cards in our deck. I

2:41

then enter the act's first rest site,

2:43

where I prioritize upgrading our

2:45

whirlwinds for extra damage. Our next

2:48

question mark encounter keeps the hope

2:49

of our lament alive, returning us back

2:52

to the merchant. I didn't think we would

2:54

be able to afford anything with 73 gold,

2:56

but an on sale grit, I was not

2:59

complaining, especially because we could

3:01

upgrade it straight away. The guaranteed

3:04

relic chest was up next. We get a

3:07

legendary chest holding not only 82

3:10

gold, but also a solid relic,

3:13

panagramraph. This heals us 25 health

3:16

whenever we enter a boss fight. A great

3:18

relic to see so early in the run.

3:21

Another rest site next means another

3:24

upgrade. This time for our combust. We

3:27

were speeding through this act with only

3:30

two more question marks standing between

3:32

us and pulling off this miracle. And

3:35

though I had only seen this relic but a

3:38

handful of times so far in this

3:39

challenge, he really did [clears throat]

3:41

seem to always be here when we needed

3:44

him most. It was none other than Lee's

3:48

Waffle. He was here to stack the odds

3:51

ever in our favor. The percent of ambush

3:54

might be high, but that means little to

3:57

Lee. Let's go. Knocking on the doors of

4:01

the first question mark event shows the

4:03

adventurer event. I always let you guys

4:06

vote on this one. And with over 100 of

4:10

you here, you voted to leave. Not even a

4:13

single check. We make a quick stop by

4:16

one more merchant paying 75 gold to

4:18

remove a strike. [music]

4:19

Then it would be this room, this

4:22

encounter that would decide whether or

4:24

not we get to experience something that

4:26

I that I never had. With Lee's blessing

4:30

firm in hand, we went beyond and got the

4:34

wing statue event, which means Lament

4:38

will be fully active for the boss of act

4:41

one. Let's go. We gratefully take

4:45

another card removal. upgrade our

4:48

defense at the final rest site for

4:50

defense. Then with everyone here to

4:54

cheer this moment on, it was time. Time

4:57

for slime. Slime time. And there it is.

5:01

Meow's Lament expends the last of its

5:04

charges, bringing the slime boss down

5:07

from 150 health to one. I hadn't much

5:11

left to experience in this game for the

5:13

first time, making this moment all the

5:16

more special. One whirlwind is all we

5:18

need to play to take him down. And he

5:21

didn't even have the ability to split.

5:24

Wow, what a moment. Though it was only

5:27

the first part of this challenge. The

5:29

true battle was yet to begin. We pick up

5:32

the 78 gold, a swift potion, and for the

5:36

cards, you can't write this. Emilate.

5:40

So mot it be. Next are the relics.

5:44

Sacred bark, blackar, and sou. This was

5:48

tough though both sacred and blackar

5:51

were valid. Sacred more so. One of the

5:54

lessons I had learned so far was how

5:56

important energy was in this challenge.

5:59

So with that in mind, I choose the souzu

6:02

before we move into act two, the city.

6:06

My goal when setting the map here was

6:09

safety with elite options if we feel

6:12

strong enough. I found a solid path with

6:14

both. Before we get greeted by the

6:17

spheric guardian combust shows up in our

6:20

opening hands to get our AoE rolling,

6:23

which I play while exhausting the rest.

6:25

Turn two. We are mostly able to defend

6:28

the incoming attack, dealing 16 damage

6:30

ourselves. But it was the following

6:33

turns where our frailty took issue. 13

6:36

damage here, seven here, and throughout

6:39

these turns, we were also losing health

6:41

from the ticks of combust. Thankfully,

6:44

only one more damage was needed. But

6:47

losing 27 health from our first real

6:49

fight, was not a good start. The rewards

6:53

though, 14 gold and a solid card

6:55

offering, shockwave. This gives us the

6:58

ability to apply both vulnerable and

7:00

weak to enemies, a great addition to our

7:03

deck. The following question mark event

7:06

was the cursed tome. There is an insane

7:09

pickup here. If we get Necronomicon,

7:12

that would mean double whirlwinds at

7:14

four energy a piece, not to mention

7:16

double emilates. I read losing one

7:19

health, two, three. Come on. Not quite

7:24

my tempo. But this book could yet become

7:27

a valuable ally to us. from one cursed

7:30

book to a dusty collection of them next

7:33

in the library. We are looking for cards

7:35

that would scale our strength or our

7:37

card draw. But out of all the cards

7:40

available, not a single strength card. I

7:43

go back and forth on a few ideas. Fire

7:46

breathing, true grit, another combust.

7:49

Ultimately, I decide on the shrug it off

7:51

for both card draw and defense. We then

7:54

get stopped by the designer for an

7:56

expensive card removal and a useless

7:59

upgrade before we get greeted by a flock

8:03

of birds on Ascension 20. These guys

8:06

require four hits to be grounded. And

8:08

thanks to our Souzu, this whirlwind in

8:10

our opening hand means we get to watch a

8:13

thing of beauty. The end of our turn

8:15

signifies a random card offering from

8:17

the codeex. And though a temporary

8:19

impervious wouldn't be needed, I still

8:21

add it to our deck, finishing the fight

8:24

with our Emilate. We get 20 gold. And

8:27

for the cards, Zenitsu's Thunderclap was

8:29

yet another vulnerable application that

8:31

we could add to our armory. With only 39

8:35

health, I stave off my elite confidence,

8:38

instead healing us up to 61 health as we

8:40

press on with more combats. Triple

8:43

cultists. Both Thunderclap and Whirlwind

8:46

in our opening hand. absolutely melts

8:48

the trio. With our Emilates once again,

8:51

finishing the encounter. Reward-wise, we

8:54

get the 12 gold. Our bamboo stick takes

8:57

the potion. And for the cards, I ponder

9:00

adding another shrug, but decide against

9:02

it for now. We then move into another

9:05

rest site, choosing to upgrade our

9:07

shockwaves debuff application. A fine

9:10

blessing of a surprise chest greeted us

9:13

next. It held the meal ticket, a relic

9:17

that's healing has saved me on more runs

9:19

than I'd care to admit. Right, it was

9:22

now time for the first elite of the

9:25

challenge, the Gremlin leader. Yet

9:27

another fight catered to our AoE. Not

9:30

the greatest opening hand, though. I

9:32

play our upgraded shockwave, True Grit.

9:35

Then Thunderclap. We take three damage

9:37

in return. Turn two. 44 damage was

9:41

aiming straight at us. I combust. defend

9:44

and finally whirlwind taking that number

9:46

down to 19. Still a big hit to us. Next,

9:50

I emulate, shrug it back, then seeing

9:53

red to play it again, dealing 62, no 69

9:57

damage thanks to our combust. She then

10:00

summons her minions. But we have a

10:02

Pokémon move that absolutely nobody

10:05

wants to see. Whirlwind. For the

10:07

rewards, we get 29 gold, the sundial

10:10

relic, which holds us a great burst of

10:13

difficult to control energy, and no

10:15

cards to note. In the clearing ahead, a

10:18

woodside cabin betw twinced a breezy

10:20

autumn passing allowed us to once again

10:23

recuperate both health and perspective

10:26

on attaining our goal of completion over

10:29

risky elites. And who better to reaffirm

10:32

that goal than our lord and savioran

10:36

combust seeing red and whirlwind afford

10:38

us a strong start taking him down to 81.

10:42

Our codeex offered a shock wave while

10:44

we're confused. Say no more. A strong

10:47

turn followed. Two free shock waves a

10:50

full defend and an emilate. Wow. Next,

10:53

we could only defend with True Grit and

10:55

defend, taking six damage before our

10:58

unaffected whirlwind steals the

11:00

limelight. We get 18 gold and once

11:03

again, no cards. As we moved into our

11:06

last enemy encounter of the act, I

11:09

couldn't help but feel like we were

11:10

missing something, or rather someone.

11:13

The Centurion and his um grandmother's

11:15

daughter. We will shrug that off for

11:18

now. The shock wave and thunderclap

11:20

fully weaken the attack. A double tap

11:23

gets added to our deck thanks to the

11:25

codeex which we get to play immediately

11:28

causing our emilate to be played twice.

11:31

And as you can expect our whirlwind once

11:34

again declares us the victor. We get 19

11:37

gold and this time I do take the shrug

11:40

it off marking our 16th card in the

11:43

deck. Things were looking good

11:46

especially against normal enemies. We

11:48

just had to not get overconfident for

11:50

the boss, which was hard when we get

11:52

ambushed by a trio of cultists. Did you

11:56

guys not learn the first time? Turn one,

11:58

I play our shockwave into seeing red,

12:01

then whirlwind. I follow it up with both

12:04

Thunderclap and a full defense for their

12:06

attacks on turn two with our combust

12:08

attaining the grand finale this time

12:11

around. Rewards-wise, we get 13 gold, a

12:14

potion for Souzu, then another whirlwind

12:17

offering. This was a tricky choice. It

12:20

was strong, but I'm not sure we needed

12:22

yet another one. After discussing it

12:24

with you guys, I decided to prioritize

12:26

our search for strength scaling instead.

12:29

The final rest site of the act allows

12:31

upgrade with our Emilate flambeaying up

12:34

an additional seven damage before it was

12:37

time for the boss of act two, the champ.

12:41

Dispatching this boss was going to be

12:43

tough. I check our potions, draw a pile,

12:46

then get to work. Defend, defend, and

12:49

whirlwind kick us off. A welcome

12:51

intimidate comes from the codeex before

12:54

we get hit for five. Next, we get our

12:57

combust set up. Debuff the boss and

12:59

protect ourselves with true grit. More

13:02

debuffs from us and a good defense with

13:05

one, no, two metallicizers picked up

13:08

from the codeex. But we had a problem.

13:11

Pushing him below half health would

13:13

spell defeat with our lack of damage.

13:15

Searching for strength through our

13:17

codeex was the goal. But with combust

13:19

active, an invisible death timer had

13:22

unknowingly been started. I continue

13:24

defending, hoping and praying for some

13:27

form of scaling before finally spot

13:30

weakness shows. This was exactly what we

13:33

needed. I then play Whirlwind, being

13:35

mindful to keep him above half health.

13:37

He debuffs us further in return. Now 27

13:41

was showing, but our hand was strong. I

13:44

shrug twice, then defend to fully

13:47

mitigate his attack. The clock continues

13:49

to turn. We pick up a limit break

13:52

armaments and get our spot weakness

13:54

running. Oh, the meanwhile, our health

13:56

was taking a beating. Now down to 36. We

14:00

had to hold and not push early.

14:03

Barricade was a welcome pickup and helps

14:05

us maintain while our upgraded limit

14:07

breaks our strength. Then rupture more

14:10

strength. Keep defending another limit

14:14

break. And our block was getting to a

14:16

place where not even the boss could

14:18

break through. We play one more limit

14:21

break. Then with a 77 damaging

14:24

whirlwind, absolutely send this boss to

14:27

the grave.

14:29

Now, that was a showcase of patience

14:31

that I don't usually have. We get 77

14:34

gold, a potion we can't use, and for the

14:37

cards, we get offered immate, brutality,

14:40

or demon form. All three options had

14:43

merit. But if the champ taught me

14:45

anything, it was how much we needed

14:47

strength. So, demon form gets acquired.

14:50

Next, the relics. Empty cage, snacky, or

14:54

runic pyramid. Solid options. cage.

14:57

Removing two cards will always be

14:59

valuable. Snacko's Eye gives us straw.

15:01

And with our high cost cards, it could

15:03

be great. Or Runic Pyramid. This relic

15:07

has been a formidable ally through our

15:09

challenges. Outside of that one time,

15:13

with control at the forefront of my

15:15

mind, we take it moving forward into act

15:19

three, the beyond. This was where our

15:22

attempts failed the most. Enemies with

15:25

big swinging attacks and a high amount

15:27

of health countered us badly. Talking of

15:30

problems, as I was mapping out a safe

15:32

route, three elites blocked advancement.

15:35

An unavoidable encounter. This was going

15:38

to be difficult. Greeting us to the act

15:40

was a gentle welcoming by the darklings.

15:43

I start with defense, holding back from

15:46

using whirlwind with our runic pyramid

15:48

in mind, finishing with the Ilate

15:50

instead. Turn two. 38 damage had taken

15:54

aim, but thanks to our retainment,

15:56

Whirlwind sends them all on their goopy

15:58

way. We get 11 gold and no cards that I

16:02

wanted to add. Now, whilst I had been

16:05

doing a good job holding my confidence

16:08

down, the lid on my jar was practically

16:11

bursting for an elite fight. What I

16:14

forgot to account for was this is

16:16

Ascension 20. Oh, dear Lord. 32 damage.

16:20

And they gain a lot of strength every

16:22

round. And is that 102 health? We were

16:25

in trouble. I look to the potion and

16:27

draw three. True grit exhausts a strike.

16:30

Then an important choice. Combustilate,

16:34

demon form, or defend. I sit and do the

16:37

math with the best route being a mixture

16:39

of defense and getting our combust

16:41

setup. Our codeex offers us corruption

16:44

while we take 13 damage. Turn two. This

16:48

wasn't looking good. I play the

16:50

corruption, making both our shrug and

16:52

defend cost zero. Then seeing red to

16:54

enable both Thunderclap and Emilate. And

16:58

though we managed to finish them off the

16:59

following turn with shockwave and

17:01

whirlwind, we leave a little injured to

17:04

say the least. We pick up 55 gold. And

17:07

for the relics, we get calipers. Whilst

17:10

enemy attacks were probably breaking

17:11

through our defense, it was still a nice

17:14

relic to see. Moving on, we decline the

17:17

lord of red mask as we're more of a blue

17:19

prince ourselves. Return but a single

17:22

orb walker back to his familiar before a

17:25

friendly merchant greets us with a warm

17:28

meal in hand. We recover the 15 health

17:31

and take a look at the wares on his

17:33

counter. I did consider apotheiois here,

17:36

but I really wanted to remove a card as

17:39

well. So, we say goodbye to another

17:41

strike. And with the remaining gold, I

17:44

decide to add the toolbox as Apotheiois

17:46

would no doubt find us moving forward.

17:49

Next, we had a choice. Do we take on an

17:52

elite with 41 health or the flaming

17:54

elite with the ability to rest? I choose

17:57

the latter, healing us all the way up to

17:59

63 health. And if there was one elite I

18:02

was happy to see, it was the

18:04

Reptomancer. Our toolbox makes a

18:07

dramatic entrance alongside a solid

18:10

opening hand. Shrug, shockwave, seeing

18:13

red combust and finally defend, I pick

18:16

up a battle trance from our codeex, then

18:18

watch their measly 12 damage be blocked.

18:21

Turn two. Uh, is that 78 damage?

18:25

Shrugging first shows our demon form.

18:27

[music] Battle trance then draws our

18:29

true grit, which alongside this sentinel

18:31

gives us enough energy to both clear the

18:33

daggers and get our demon form online.

18:37

Codeex gifts us a barricade with only

18:39

seven damage getting through. For the

18:41

next couple of turns, I focus on

18:43

defending her attacks, waiting patiently

18:45

for our time to strike. Then it was

18:48

here. I thunderclap Emilate and play a

18:51

random Codeex whirlwind, taking her down

18:53

to 77. And thanks to us getting our

18:56

demon form online early, our upgraded

18:59

whirlwind just scrapes in enough damage

19:02

to take her down.

19:04

That was tight. The flaming spoils left

19:08

behind 27 gold, no card rewards to note,

19:11

and a bottled lightning. This lets us

19:14

choose a skill to always start with. And

19:17

to no one's surprise, I choose the

19:19

shockwave. I take our runic pyramid and

19:21

lessons of defense into the next fight

19:24

against the transient and manage to

19:26

defend every single not this one attack

19:30

from him. We collect 19 goals. And for

19:33

[music] the car rewards, I actually pick

19:35

up another sentinel. Its combo with true

19:38

grit has been surprisingly powerful so

19:40

far. The defense in our deck was

19:42

starting to come online, but

19:44

realistically, it wouldn't hold a candle

19:46

against the donuts strength scaling. We

19:49

needed some lucky relics badly. The

19:51

guaranteed relic chest of the act didn't

19:53

exactly help us with this matter. We

19:56

move ahead to our next question mark

19:58

encounter. The woman in blue, we aren't

20:01

able to receive potions, right? With my

20:05

current concerns only amplified, I

20:07

redirect our course to tackle risky

20:10

adventures for supposed greater rewards.

20:13

I visit the rest site first, recovering

20:16

our health to 67, then take us into

20:19

another elite nemesis. The toolbox was

20:23

certainly on our side with us getting an

20:26

apotheiois straight out of the gate. We

20:28

buff ourselves with the apotheiois and

20:31

debuff her with our shockwave. The

20:33

codeex then gives us a metallicize while

20:36

the floating demon adds us five burns

20:39

which isn't a problem. You see, Nemesis

20:42

doesn't gain strength and her intangible

20:45

gets completely countered by our runic

20:47

pyramid. All we needed to do was play

20:49

our turns defensively, blocking one,

20:52

two, three attacks from her. I make a

20:54

small attack here ourselves before our

20:57

shiny new combo between True Grit and

20:59

Sentinel really does let us sweep her

21:01

off her feet. For the rewards, we get 34

21:05

gold, the shovel relic, and no cards

21:09

were on offer that I wanted to acquire.

21:11

We then stopped by the interim rest site

21:14

where I take out our new trusty shovel.

21:17

The bad luck was out the way with an

21:19

incredible relic all but assured here. I

21:22

dig it up and you've got to be kidding

21:25

me. Things weren't about to get much

21:28

better either as we tackle onwards to

21:30

the head. The first couple of turns go

21:33

as you would expect. We set up debuffs,

21:35

draw some cards, and defend. In the

21:38

process, we add another shockwave and

21:41

bloodletting from our codeex. The

21:43

problem here was our demon form hadn't

21:45

shown up until his 30 swinging attacks.

21:48

We get it rolling and defend the first

21:50

swing. Next, I play our Codeex in flame.

21:53

Shrug, true grit, a sentinel, then

21:56

defend twice, finishing with a 72 attack

21:59

of our own. He wasn't letting up. 37

22:03

damage was now showing. I blind true

22:06

grit, our last sentinel. Shrug,

22:08

bloodletting, check our draw pile, then

22:11

decide we had to keep the pressure on. I

22:14

thunderclap and with eight energy,

22:16

whirlwind, taking him down to 149

22:20

health. He counters us down to 37, then

22:24

23. Our defense were losing their value

22:27

fast. We had to play damage. I get us to

22:31

33 defense, then immate, leaving him at

22:34

58 health. His attack takes us down to

22:37

six. If it wasn't for this whirlwind

22:40

draw, our expedition would have been

22:42

over. For our rewards, we get 25 gold

22:45

and the Mercury hourglass. I mean, it's

22:48

usable. and no cards that were of note.

22:51

Okay, the final rest site was now upon

22:54

us. Both resting and panagramraph would

22:57

give us a good surge in health against

22:59

the two final battles we had left. Now

23:02

it was time for the final boss of act

23:05

three. Let's spill some ink. The toolbox

23:08

sets the tone, gifting us an apotheiois.

23:12

Our opening hand was a little weak and

23:14

but now three artifacts protect them

23:17

from our shockwave. I start with

23:19

drinking our final potion, then

23:22

apotheiosis. Shrug it off and defend,

23:25

mitigating most of Deca's opening

23:27

attack. The Codeex then provides

23:29

additional support, gifting us an

23:31

entrench. Next, 30 damage, I shrug, true

23:36

grit, and defend to keep us healthy. Our

23:38

Thunderclap begins their artifact

23:40

removal. Turn three, it was Deca's turn

23:43

to strike. Demon form finally shows a

23:46

costly energy price, but it's one we

23:48

needed to pay. Thankfully, seeing red

23:51

was here to provide assistance, letting

23:53

us block for 24. We were holding steady.

23:56

New turn. I play as much as I can. Shrug

24:00

into War Cry into Shrug defend Sentinel

24:03

and Entrench, allowing us to both fully

24:06

defend Donu's attack and keep some left

24:08

over with our calipers. A few more turns

24:11

go by. Both sides continue to scale

24:13

their strength. Time was running out. We

24:16

needed something and something fast. I

24:19

continue our defense and artifact

24:21

removals, but the codeex swoops in to

24:24

give us a hand with limit break.

24:26

Perfect. 42 damage was on its way

24:29

though. I shrug it off twice. Then

24:31

entrench once again. 48 damage now. We

24:36

can do it. I shrug again. play our

24:39

codeex zoom into the seeing red. Don't

24:42

whirlwind yet. I defend first

24:44

thunderclap to remove their last

24:46

artifact. Then shockwave now finally

24:48

being able to apply both vulnerable and

24:50

more importantly weak. A lucky codeex

24:53

impervious gets picked up and lets us

24:56

play our limit break the following turn.

24:58

Then after one more thunderclap, our

25:01

signature whirlwind strikes them down.

25:06

20 health remaining. That was cutting it

25:08

close. This was it, though. The furthest

25:11

I'd ever gotten. A panagramraph relic

25:14

earns its place here, restoring us all

25:16

the way up to 51 health as we enter the

25:20

final fight against the weasel. What

25:23

lovely feet. The toolbox starts us off

25:25

with a finesse. We didn't need to hold

25:28

onto our shockwave this time. I follow

25:30

it up with defense and smartly hold on

25:32

to our sentinel trug combo. I collect

25:35

our first disarm offering from the

25:37

codeex as we take six damage. Turn two

25:41

was gentle thanks to our application of

25:43

weak, a war cry. Shrug it off, disarm

25:46

the weasel and finally shrug again,

25:48

fully defending all of their attacks.

25:51

Codeex offers us our second disarm. And

25:54

though the betarat always puts a smile

25:56

on my face, I choose the exume for now.

25:59

Turn three. It was time to send those

26:00

cultists flying home. I play our true

26:03

grit and exhaust our sentinel for extra

26:05

energy, then defend before finally

26:08

playing our whirlwind. I began to see

26:10

the line of victory. And with these

26:12

Codeex offerings, you might be thinking

26:14

limit break, but that wasn't what I had

26:17

in mind. I choose the disarm before

26:20

defending his attack. Turn four. I play

26:23

the said disarm, exume it back, seeing

26:26

red Sentinel, defend, then play it once

26:29

more. His attacks were now very

26:32

manageable. [music] So, we could just

26:33

play the strength scaling line here. Or

26:37

we could bring back a hero from the last

26:39

video. I defend, then exhaust, then

26:44

defend. 1 2 3. Keep exhausting. Keep

26:48

defending. One more. True grit exhaust.

26:51

One more draw before finally it was

26:56

here.

26:58

I think we've got it. Oh my [laughter]

27:01

god. I think we've got it.

27:07

WE GOT IT, GUYS. WE freaking got it. OH

27:11

MY GOD. [laughter]

27:16

Let's go.

27:20

What a way to finish off this challenge.

27:24

I want to thank you all so very much for

27:27

watching this video. Having over 150 of

27:31

you here in the live stream to

27:33

experience this was also something

27:35

really special. I mean, come on. Finesse

27:38

randomly popping up again. Anyway, I'm

27:41

going to be giving away another four

27:43

copies of Slay the Spire 2 for its

27:46

release. Every single day in December, I

27:49

will be live streaming new challenges

27:51

randomly chosen and hidden behind doors

27:53

on an advent calendar. Three of the

27:56

copies will be given away during them.

27:58

And in case you can't make them, don't

28:00

worry. Just drop a comment down below.

28:02

I'll pick a random winner for the next

28:04

major video. Finally, I want to give a

28:07

huge thank you to the people who found

28:10

my Patreon. It will be linked below if

28:12

you too want to support the videos I

28:15

make. Broccoli emoji, DV, Forsy, MW,

28:19

Bill, Mom, and Dad. Be sure to wrap up

28:23

warm for the cold weather. And as always

28:27

remember, stay hydrated.

28:32

And with that, with over

28:35

137

28:37

attempts, marking the most difficult

28:40

challenge that I have ever attempted,

28:44

we have officially beaten Slay the Spire

28:47

on Ascension 20 with only AoE.

28:57

Yes.

29:00

Freaking yes, dude. Oh my god. This took

29:04

so

Interactive Summary

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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