Can YOU beat Slay the Spire with ONLY 1 HP?
534 segments
Can you beat Slay the Spire with only
one HP? Greetings, gentlemen and ladies.
Welcome back. Today we take on quite
possibly one of the hardest challenges
that I have ever attempted. The rules
are simple. We must complete a run of
Slay the Spire with only one health and
no increasing it either. Yes, that means
no fruit juice, no strawberries, no
pear, no mango. Both off and on stream,
we have over 30 failed attempts so far.
It's been brutal, but marking the
docahedron of challenges. This one had
to be special. With 11 crazy and
unrelenting 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 our adventure with the defect,
I am doing another slow spy 2 giveaway.
Details at the end of the video. Let's
do this guys. Today we are given two
choices. Enemies in our next three
combat encounters have one HP or
increasing our max health by zero.
Checking the map. We had two paths for a
potential free elite. One here and one
there. After I remember all of your
encouraging support, it was time to
begin our ascent. The first free elite
was against the cultist. We get 18 gold,
a block potion, and for the cards, I
choose genetic algorithm. A great card
to get so early in the run. For the
question mark events, it was the shining
light. And because we only have one HP,
there isn't a cost. So, two strikes get
upgraded for free. Now, for our first
merchant, we couldn't afford much. Out
of the selection, I choose Sunder as
it's a good option for act one combats
as well as removing a strike to aid in
our draw consistency. B4 had the scrap
ooze event. I didn't want the run to end
here, so decide to leave. We then skip
by the next merchant, upgraded our
genetic algorithm at the rest sites, and
bought our second free encounter. We
tell the jawworm, "No biting today. 19
gold, a colorless potion, and all three
card options here were solid. Compile
would give us draw. White noise would
give us dopamine, and go for the eyes
gives us safety. With our health at one,
safety was our top priority. Two relic
chests back to back now. Gremlin horn in
the first one. Wow, this gives us well
needed assistance with multiple enemy
combats. And for the second chest, 26
gold and a happy little flower. We make
it to the elite with our final charge of
Meow's Lament, removing the Gremlin
knob. Rewards wise, we get Anchor. Okay,
I had been streaming this challenge
nonstop for the last week, and we had
never hit such a lucky start before. And
just to add to that luck, yeah, glacia
card rewards as well. The next question
mark event has us ambushed by a couple
of slimes. No more enemy health
reduction. up. Anchor allows us to use
force, defeating the smaller slime.
Genetic and glacia defends us from the
eight attack on turn two. Then our
upgraded strike finishes the job. 20
gold gets awarded to us and a beautiful
card reward, defragment.
Let's go for the next rest sides. It
would be rude not to upgrade our new
acquisition. Now, bringing defragments
focus up to two. Now, law 13's question
mark event posed some serious danger.
The problem here was skipping the
encounter would leave us with an
effective permanent purse for the rest
of the run as removing it would kill us.
So we fight. Okay, a good start. Our
opening hand is full of attacks. I start
with weakening the far one, though not
necessary. Then zap and send our
upgraded strikes into the one closest.
Turn two. 18 damage now shows. I misplay
the glacia before the def fragment but
thankfully with strike being enough to
take the front one down. Gremlin horn
activates which allows us dual cast
causing his other friend to follow. I
managed to get a genetic algorithm
stack. Then finishing off the final
Shroommy boy after that 20 gold the odd
mushroom a fantastic relic. And for the
cards one of my personal favorites
rainbow. Now it was time for three
handsome little louses. I start with a
rainbow which evokes our lightning. Then
strike to remove the odd one out. Dual
cast removes the front one and genetic
algorithm gets played to stack.
Thankfully, we had a defend in hand here
to block the last lous's attack. Then
game over. 11 gold and another glacia
gets added to the deck. The warm embers
of arrest site welcomed us next. Our
defense was starting to look good, but
our damage realistically wasn't. With
this in mind, I choose to upgrade our
rainbow, giving us more access to dark
if we need. It was now time for the boss
of act one, Hexagost. We kick things off
with a glacia for defense, then strike,
and go for the eyes. Turn two was his
big punishing attack. Wow. I play Zap,
defend, and strike, blocking his attack
with ease. Next was a beautiful hand. I
learned my lesson with the fragging
before channeling new orbs. then
rainbow. Now, if you don't know, there
is a very exciting and suspenseful
tactic with this card. It's called stack
the darkness. No, not that darkness.
This darkness. This is how you do it. We
defend, then pass, then defend, then
pass, then we can defend. And you've
guessed it, pass. With our next hand
showing a dual cast, our patience was
rewarded, bringing it all the way down
to 68. But with only 12 block, would we
be able to survive his big 24 attack
next turn? We draw a brilliant hand.
Genetic Algorithm gives us 10, and
Rainbow evokes our frost orbs to keep
our head above water. This one random
defense saves the run here with our dual
cast being the card that takes him down.
Things were looking good. I think it's
hard to tell with us only having one
health. For the rewards, we get 100
gold, an energy potion, and for the
cards, biased cognition shows. This was
good. Like really good. Even though our
damage was low, this would help curb our
defending setup. For the relics, we get
runic Dome, Empty Cage, or Astral Lab.
Extra energy would be nice, but with
only one HP, not knowing the enemy
intents. Yeah, not going to happen.
Empty cage for two removals gives us
more consistency. Or Astra. Three cards
transformed and upgraded. Hu's been
pretty good so far, so let's give it a
go. Strike, defend, and zap get chosen.
They come back as definite upgrades.
Compile for draw, turbo for utility, and
rip and tear. Moving on. Act two, the
city. I check over the path for both
merchants and the safest route ahead
before we get greeted by two aggressive
thieves. A mix of our anchor and genetic
algorithm managed to protect us on turn
one, giving us the ability to attack the
mugger twice. Always attack the mugger.
Turn two, 20 damage was showing once
again and doing some calculations. It
wasn't looking good. I drink our
colorless potion, picking up the dark
shackles and use it on the looter. Then
rainbow weaken, defend, and defragment
only just allowing us to defend their
attacks. They prepared to run away next.
I do manage to take down the mugger, but
the looter was the one who got the last
laugh here. We get back 30 of our gold,
17 more, and then another solid addition
for our deck. Capacitor. You can't
script this. An old beggar greets us
next, offering us a card removal. But
with a merchant fast approaching, I
decide to hold on to our gold for now.
Floor 20 had three flabby dabies. I
compile Glacia and strike the front one
to start. Then, oh dear lord, 23 damage
on its way to us. But our hand was
strong. Glacia puts us up to 12 block.
Go for the eyes removes five of their
damage. Then a simple defend handles the
rest. Turn three. Both us and the birds
focused on buffing up. Then disaster. 15
damage was coming our way. We have one
defending hand, bringing our defense up
to 12. If it wasn't for this block
potion, our summer vacation would be
over. A gentle reminder that we were
still far off any type of victory here.
A mixture of attacks and one final
rainbow allowed us to continue moving
forward. I pick up the 17 gold and
ultimately decide to pass on the cards.
Okay, merchant time. I enter into his
quarters before a wave of relief washed
over me. My favorite relic of all time
was here. Orange pellets. I mean like
second favorite. This relic removes all
of our debuffs when we play an attack,
skill, and power in the same turn, which
is especially good with our bias
cognition in mind. A very big pickup for
sure. Moving into the next question mark
event was the vampires. And whilst we
technically wouldn't lose any health, we
wouldn't exactly be healing any either.
So, we politely refused that offer. A
quick stop by the rest site was next
with a tough upgrade choice. one orb for
capacitor or one focus for biased. I
still don't know what the ultimate
correct choice was here, but my gut said
the extra orb, especially with how much
generation we already had. Now it was
time for the centurion and his wife
Sorthodontist. I kick things off with a
dual cast into rainbow combo followed up
with eyes and the strike. Turn two,
glacia and defragment protects us from
the tin man's attack. 24 damage now
incoming. Thankfully, our genetic
algorithm draw would allow us another
turn of life. Compile driver shows a
biased which thanks to our orange
pellets was free to use without
downside. I then turbo for sunder. A
handful of attacks takes down the
knight. Darkness consumes the mystic.
Okay, we need some outs because right
now we are dancing with death. 10 gold,
a skill potion, and for the cards, an
upgraded chill would no doubt give us
some extra safety in the setup phases
ahead. A quick stop by the rest site
next with bias finally getting its
upgrade. A relic chest with 54 gold and
Oamorei followed. Then another relic
chest, this one with noneaku. Both these
relics were good in their own rights. I
then choose the path with a combat
encounter, the snake plant. This
challenge has been ended by this weasel
of a plant. Time after time after time
already. 21 damage on turn one is just
brutal with us only at one HP. But this
time would be different. 10 armor from
our anchor, seven more from our biased
and chill combo. Then go for the eyes
weakening it down to 15. 21 damage shows
again. But with Glacia and Focus in
hand, we were able to defend it once
again. And yeah, with all these orbs and
frost, it's not a problem anymore. Take
that, you big weasel of a weed, we get
14 gold, another energy potion. And
although there was another rainbow here,
I didn't feel like it was the right
decision. So end up passing on the card
rewards. Now, we might be locked at one
health, unable to increase it in any
way. At this point, the spire knows
that, but this relic was so much more
than a simple increasing of Max health.
It was a message. No, an emotional
construct that would only appear when we
needed him most. It was none other than
Lee's waffle. He was back to show us his
support. He knows we can't pick him up.
Just look at the potion underneath. He
wasn't here for the health. He was here
for us. Let's go, Lee. I pick up the
skill paint to upgrade to defense,
giving us that consistency we would need
for the fights to come. Talking of
fights, Romeo, Juliet, and Bear wanted
our gold. If it wasn't for Lee's waffle
keeping me on track here, I would have
risked it all. But that isn't the right
decision. We all know that deep down.
The risk for red mask with us already
having chill and anchor was not
necessary here. So we give them the 40
gold and be on our way. Next was the
shell parasite and mushroom combo.
Thunder removes the button. A consistent
defense and darkness mushed the avocado.
20 gold and I passed on the card
rewards. The final rest site was now
here and only a few cards remained to
upgrade. After talking it over with
everyone, I settled on the go for the
eyes. Not just for the champ, but with
future combats in mind, too. It was now
time for the boss of act two, the champ.
We begin with our nerves being
everpresent. I play Capacitor,
defragment, chill, and defend. Fully
defending against his 16 attack. Turn
two is much of the same with us
weakening his attack before we defend.
The champ then decides he wants to buff
himself. Well, let us join you. I
smartly used an energy potion first,
allowing us to get both defense with
glacia and darkness with rainbow, bias
cognition, and pellets played together.
Then it was a matter of us applying the
tactics we learned from the first boss
here, being extra mindful to keep him
above 50% health. A few more turns go by
with now being the time to dual cast. 92
on our darkness,
184 off the boss. One more glacia turn
goes by. Then it was yet again through
our belief in the darkness that brings
us the strength to bring down the boss
of act two. Wow, we were in a good spot
here. Though I was still cautious as it
wasn't after the setup that was the
issue. It was before we get 100 gold, a
Snecko oil potion, and for the cards
reboot, it would give us exactly what we
needed, an additional out. If we drew
into a bad hands, we could just draw it
again. So, it gets added to the deck.
Now, for the relics, we have Sneaky,
Blackar, and Tiny House. Tiny House is
not allowed. We weren't choosing to do
elites, which knocks off Blackar. So,
snack away. It was a double-edged sword.
Two extra draw every turn would help
with setup and consistency. Getting
confused was not a good debuff to have.
Wait, we can remove the confusion while
keeping the card draw. Our opening ham
might be a little scuffed, but I had a
good feeling about this. Act three, the
beyond. After finding the safest route
without elites and our Sneo eye in hand,
we begin the hardest ascent yet with the
orb walker. Seriously, Sneeko, what are
these costs? At the very least, our turn
one would be okay with Chill and Glacia
protecting us. Turn two had a beautiful
play with Turbo allowing us focus and
removal of debuffs, which I played
completely wrong. Whoops. But thanks to
our setup now effectively being
complete, we had enough defense to see
us through. 11 gold and a hologram.
That's a great addition. No, we're not
going for claw guys. Moving forward, we
have the shapes. I biased. Glacia then
weaken keeping us safe. Turn two. Sunder
has its moment. Then defragment,
rainbow, and rip and tear have theirs.
11 gold. another energy potion which
decide to take over the skill potion
helping us counter a bad Sneako draw
with the cards. It was a toss up between
draw and damage with damage slightly
winning over here. Our first question
mark event of the act was wheel of
change. If this lands on damage we lose
as in this challenge could be over right
now due to bad RNG.
Here we go.
No, a curse. All right, this isn't the
worst case scenario as we can block it
off. But it wasn't Oh, that's right. We
have Oamorei. Yeah, yeah, yeah. I knew
that. Yep. Moving on. It was the Moore
that would fight us next. And with its
slow start, we would be able to fully
set up. So,
reward-wise, we get 19 gold, a strength
potion, which we declined to pick up,
and no cards that were of interest.
Floor 39's question mark event had us
ambushed by the writhing mass with our
Oamorei still having one charge left. We
were able to attack without worry for
curse. We weaken, defragment, chill, and
pass seeing as we could fully defend his
attack. Then continue with defense in
mind. Capacitor and glacia just keeping
us alive here. Next, we set up our
biased hollow and go for the eyes for
both weak application and orange
pellets. only just managing to defend
once again. Compile draws more
weakening. Glacia fills our defense. And
with 45 defense now as standard, this
Tangler cosplayer was no threat to us. I
do get our genetic algorithm stack here
before finishing the fight. 13 gold, a
potion that was not allowed, then a
questionable choice. You see, everyone
wanted chaos here, but for those that
have played with rainbow or darkness
before, recursion was an insane pickup
for us. When you rechan a dark orb, it
retains its value instead of resetting.
Next, we remove a card at the purifier
event, then pick up a liquid memories
potion at the merchant. Floor 42. Add
the shapes. Chill and biased. Play along
like Philadelphia and Cheese Stakes
strike, removing the debuff. Next, we
def fragment and barrage the exploder
down. Get our genetic algorithm stack
here and slowly but surely deal with the
remaining spiker. We pass on the
colorless potion, but do in fact pick up
another hologram as again we were
looking for as many outs as possible.
The final relic chest of the act had an
art of war, which very least would have
potential to give us more energy. Now
was three very hungry jaworms. All they
wanted was to take a bite. Chill was too
expensive to play here, so I capacitor
into Glacia for our safety first. 27
damage now aimed at us. Biased and
Glacia helps a lot here, which I follow
up with a go for the eyes. Whilst they
might have 40 damage, it just didn't
matter anymore. Defragment, genetic
algorithm, two holograms, there was
nothing they could do to us. Barrage and
Evocation removed the front snappy boy.
His friends follow shortly after. 14
gold, a weak potion I decide to pass on.
And for the cards, I couldn't help
myself. I just really wanted to play
with multiccast and darkness. Was it the
smart choice? No. No, it really wasn't.
But it could definitely be fun. Floor 45
had even more shapes for us to face.
Jill and Anger defend the opening turn.
Lucky Thunder Strike removes the
Repulser, bringing us our Bias
Cognition, which, you know, spells out
the rest of the fight. Even though we
only had one HP, this was such a fun
deck to play with. All we needed was to
get through the opening turns and we
would be okay, right? They don't leave
us any rewards to note. Floor 46 had a
spy growth, and outside of this turn
having very few ways to defend, thanks
to our orange pellets being able to
remove its constriction, it goes down
without a problem. Three more floors.
Three more encounters. A rare relic for
a fight with us being this powerful.
Don't mind if I if it wasn't for you
guys being here. I don't know what might
have happened. But thankfully, you guys
reigned me in. Not this time, John. One
more set of shapes. One more set of card
rewards, which we don't take. Amplify
isn't baiting us today. Now the final
rest site with the final upgrade being
used on our hologram giving us even more
permanence to the deck. It was now time
for the time eater. Things kick off well
with a strong opening hand. I play our
defragment into the free sunder then
hologram to play it again. Turn two. The
snail had 24 damage prepared. We needed
to get our frost orbs online. So I
played both our glaciers, just scraping
enough block to defend his attack. Now
26 aiming at us. And it was here we
found something. Something very naughty.
You see, the only way the snail
increases its strength is if we continue
playing our cards. Well, with one HP, we
didn't want to do that. So do you see
it? Do you see the line? the way, the
strategy, the tactic that we would have
to use here by capacitor, then biased
cognition and rainbow. Then we drink our
energy potion to remove the bias debuff.
And now, now it was time time to end our
turn. I couldn't help play the barrage
here for fun and glacia here because I
was a little scared. But anyway, back to
business. I end our turn. I then end our
turn and then again and again and again.
One more end. And this was it.
After over two and a half hours, after 4
days of 6hour streams,
the most unlikely
of characters was the one to take it
all.
With Lee's Waffle by our side, blessing
this run, we've officially beaten Slay
the Spire with one HP.
What a fun challenge this was. Thank you
so much for watching the video. I want
to give a special shout out to all those
that came along to the live streams for
this one. It was great to not only play
alongside everyone, but to also get some
very funny and enjoyable moments
together. Now, for the giveaway, I am
giving away two more copies of Slay
Spire 2 for its release. Thank you for
your incredible support and feedback.
The rules are simple. Comment on this
video, and if you don't already know,
that's it. You don't need to like or
subscribe, just a comment down below.
The second copy will be given to a
random member and both winners will be
announced in August 23rd's video. And
remember to as always stay hydrated.
Ask follow-up questions or revisit key timestamps.
This video documents a successful "Slay the Spire" challenge run where the player completes the game with only 1 HP and no health increases. Using the Defect character, the player utilizes a "frost orb" defense strategy paired with the "Orange Pellets" relic to mitigate the downsides of "Biased Cognition." The run highlights strategic decision-making through three acts, culminating in a victory over the Time Eater boss.
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