HomeVideos

Can YOU beat Slay the Spire with ONLY 1 HP?

Now Playing

Can YOU beat Slay the Spire with ONLY 1 HP?

Transcript

534 segments

0:00

Can you beat Slay the Spire with only

0:02

one HP? Greetings, gentlemen and ladies.

0:07

Welcome back. Today we take on quite

0:09

possibly one of the hardest challenges

0:11

that I have ever attempted. The rules

0:14

are simple. We must complete a run of

0:16

Slay the Spire with only one health and

0:19

no increasing it either. Yes, that means

0:22

no fruit juice, no strawberries, no

0:24

pear, no mango. Both off and on stream,

0:29

we have over 30 failed attempts so far.

0:32

It's been brutal, but marking the

0:35

docahedron of challenges. This one had

0:38

to be special. With 11 crazy and

0:41

unrelenting challenges behind us, we're

0:44

going to have to give this one

0:45

absolutely everything we've got. So, sit

0:49

back, get yourself comfortable, for it's

0:52

time to climb. Climb time. Before we

0:56

embark on our adventure with the defect,

0:58

I am doing another slow spy 2 giveaway.

1:00

Details at the end of the video. Let's

1:03

do this guys. Today we are given two

1:06

choices. Enemies in our next three

1:09

combat encounters have one HP or

1:11

increasing our max health by zero.

1:14

Checking the map. We had two paths for a

1:16

potential free elite. One here and one

1:19

there. After I remember all of your

1:22

encouraging support, it was time to

1:24

begin our ascent. The first free elite

1:27

was against the cultist. We get 18 gold,

1:30

a block potion, and for the cards, I

1:33

choose genetic algorithm. A great card

1:35

to get so early in the run. For the

1:37

question mark events, it was the shining

1:39

light. And because we only have one HP,

1:42

there isn't a cost. So, two strikes get

1:44

upgraded for free. Now, for our first

1:47

merchant, we couldn't afford much. Out

1:50

of the selection, I choose Sunder as

1:52

it's a good option for act one combats

1:54

as well as removing a strike to aid in

1:56

our draw consistency. B4 had the scrap

2:00

ooze event. I didn't want the run to end

2:02

here, so decide to leave. We then skip

2:06

by the next merchant, upgraded our

2:08

genetic algorithm at the rest sites, and

2:10

bought our second free encounter. We

2:12

tell the jawworm, "No biting today. 19

2:15

gold, a colorless potion, and all three

2:18

card options here were solid. Compile

2:20

would give us draw. White noise would

2:22

give us dopamine, and go for the eyes

2:25

gives us safety. With our health at one,

2:28

safety was our top priority. Two relic

2:31

chests back to back now. Gremlin horn in

2:34

the first one. Wow, this gives us well

2:36

needed assistance with multiple enemy

2:38

combats. And for the second chest, 26

2:40

gold and a happy little flower. We make

2:43

it to the elite with our final charge of

2:45

Meow's Lament, removing the Gremlin

2:48

knob. Rewards wise, we get Anchor. Okay,

2:51

I had been streaming this challenge

2:53

nonstop for the last week, and we had

2:55

never hit such a lucky start before. And

2:57

just to add to that luck, yeah, glacia

3:00

card rewards as well. The next question

3:03

mark event has us ambushed by a couple

3:05

of slimes. No more enemy health

3:07

reduction. up. Anchor allows us to use

3:09

force, defeating the smaller slime.

3:11

Genetic and glacia defends us from the

3:13

eight attack on turn two. Then our

3:15

upgraded strike finishes the job. 20

3:18

gold gets awarded to us and a beautiful

3:20

card reward, defragment.

3:22

Let's go for the next rest sides. It

3:25

would be rude not to upgrade our new

3:27

acquisition. Now, bringing defragments

3:29

focus up to two. Now, law 13's question

3:33

mark event posed some serious danger.

3:36

The problem here was skipping the

3:38

encounter would leave us with an

3:39

effective permanent purse for the rest

3:41

of the run as removing it would kill us.

3:44

So we fight. Okay, a good start. Our

3:48

opening hand is full of attacks. I start

3:50

with weakening the far one, though not

3:52

necessary. Then zap and send our

3:54

upgraded strikes into the one closest.

3:57

Turn two. 18 damage now shows. I misplay

4:01

the glacia before the def fragment but

4:03

thankfully with strike being enough to

4:04

take the front one down. Gremlin horn

4:06

activates which allows us dual cast

4:08

causing his other friend to follow. I

4:11

managed to get a genetic algorithm

4:13

stack. Then finishing off the final

4:15

Shroommy boy after that 20 gold the odd

4:18

mushroom a fantastic relic. And for the

4:22

cards one of my personal favorites

4:25

rainbow. Now it was time for three

4:27

handsome little louses. I start with a

4:30

rainbow which evokes our lightning. Then

4:32

strike to remove the odd one out. Dual

4:35

cast removes the front one and genetic

4:37

algorithm gets played to stack.

4:39

Thankfully, we had a defend in hand here

4:41

to block the last lous's attack. Then

4:44

game over. 11 gold and another glacia

4:47

gets added to the deck. The warm embers

4:50

of arrest site welcomed us next. Our

4:52

defense was starting to look good, but

4:55

our damage realistically wasn't. With

4:57

this in mind, I choose to upgrade our

4:59

rainbow, giving us more access to dark

5:01

if we need. It was now time for the boss

5:04

of act one, Hexagost. We kick things off

5:08

with a glacia for defense, then strike,

5:10

and go for the eyes. Turn two was his

5:13

big punishing attack. Wow. I play Zap,

5:17

defend, and strike, blocking his attack

5:19

with ease. Next was a beautiful hand. I

5:22

learned my lesson with the fragging

5:24

before channeling new orbs. then

5:27

rainbow. Now, if you don't know, there

5:30

is a very exciting and suspenseful

5:33

tactic with this card. It's called stack

5:36

the darkness. No, not that darkness.

5:40

This darkness. This is how you do it. We

5:44

defend, then pass, then defend, then

5:48

pass, then we can defend. And you've

5:52

guessed it, pass. With our next hand

5:55

showing a dual cast, our patience was

5:58

rewarded, bringing it all the way down

6:00

to 68. But with only 12 block, would we

6:04

be able to survive his big 24 attack

6:06

next turn? We draw a brilliant hand.

6:09

Genetic Algorithm gives us 10, and

6:11

Rainbow evokes our frost orbs to keep

6:13

our head above water. This one random

6:16

defense saves the run here with our dual

6:18

cast being the card that takes him down.

6:22

Things were looking good. I think it's

6:26

hard to tell with us only having one

6:27

health. For the rewards, we get 100

6:30

gold, an energy potion, and for the

6:32

cards, biased cognition shows. This was

6:37

good. Like really good. Even though our

6:40

damage was low, this would help curb our

6:42

defending setup. For the relics, we get

6:45

runic Dome, Empty Cage, or Astral Lab.

6:48

Extra energy would be nice, but with

6:50

only one HP, not knowing the enemy

6:53

intents. Yeah, not going to happen.

6:55

Empty cage for two removals gives us

6:57

more consistency. Or Astra. Three cards

7:00

transformed and upgraded. Hu's been

7:03

pretty good so far, so let's give it a

7:05

go. Strike, defend, and zap get chosen.

7:08

They come back as definite upgrades.

7:10

Compile for draw, turbo for utility, and

7:14

rip and tear. Moving on. Act two, the

7:17

city. I check over the path for both

7:20

merchants and the safest route ahead

7:23

before we get greeted by two aggressive

7:26

thieves. A mix of our anchor and genetic

7:29

algorithm managed to protect us on turn

7:31

one, giving us the ability to attack the

7:33

mugger twice. Always attack the mugger.

7:36

Turn two, 20 damage was showing once

7:39

again and doing some calculations. It

7:42

wasn't looking good. I drink our

7:44

colorless potion, picking up the dark

7:45

shackles and use it on the looter. Then

7:48

rainbow weaken, defend, and defragment

7:52

only just allowing us to defend their

7:54

attacks. They prepared to run away next.

7:56

I do manage to take down the mugger, but

7:58

the looter was the one who got the last

8:00

laugh here. We get back 30 of our gold,

8:03

17 more, and then another solid addition

8:06

for our deck. Capacitor. You can't

8:09

script this. An old beggar greets us

8:12

next, offering us a card removal. But

8:14

with a merchant fast approaching, I

8:16

decide to hold on to our gold for now.

8:19

Floor 20 had three flabby dabies. I

8:22

compile Glacia and strike the front one

8:24

to start. Then, oh dear lord, 23 damage

8:28

on its way to us. But our hand was

8:30

strong. Glacia puts us up to 12 block.

8:33

Go for the eyes removes five of their

8:35

damage. Then a simple defend handles the

8:37

rest. Turn three. Both us and the birds

8:40

focused on buffing up. Then disaster. 15

8:44

damage was coming our way. We have one

8:47

defending hand, bringing our defense up

8:49

to 12. If it wasn't for this block

8:52

potion, our summer vacation would be

8:54

over. A gentle reminder that we were

8:57

still far off any type of victory here.

9:00

A mixture of attacks and one final

9:02

rainbow allowed us to continue moving

9:03

forward. I pick up the 17 gold and

9:06

ultimately decide to pass on the cards.

9:10

Okay, merchant time. I enter into his

9:13

quarters before a wave of relief washed

9:16

over me. My favorite relic of all time

9:19

was here. Orange pellets. I mean like

9:22

second favorite. This relic removes all

9:25

of our debuffs when we play an attack,

9:27

skill, and power in the same turn, which

9:30

is especially good with our bias

9:32

cognition in mind. A very big pickup for

9:35

sure. Moving into the next question mark

9:37

event was the vampires. And whilst we

9:40

technically wouldn't lose any health, we

9:42

wouldn't exactly be healing any either.

9:45

So, we politely refused that offer. A

9:47

quick stop by the rest site was next

9:49

with a tough upgrade choice. one orb for

9:52

capacitor or one focus for biased. I

9:54

still don't know what the ultimate

9:56

correct choice was here, but my gut said

9:58

the extra orb, especially with how much

10:00

generation we already had. Now it was

10:03

time for the centurion and his wife

10:06

Sorthodontist. I kick things off with a

10:09

dual cast into rainbow combo followed up

10:11

with eyes and the strike. Turn two,

10:14

glacia and defragment protects us from

10:16

the tin man's attack. 24 damage now

10:19

incoming. Thankfully, our genetic

10:21

algorithm draw would allow us another

10:23

turn of life. Compile driver shows a

10:26

biased which thanks to our orange

10:27

pellets was free to use without

10:29

downside. I then turbo for sunder. A

10:32

handful of attacks takes down the

10:34

knight. Darkness consumes the mystic.

10:37

Okay, we need some outs because right

10:40

now we are dancing with death. 10 gold,

10:43

a skill potion, and for the cards, an

10:45

upgraded chill would no doubt give us

10:47

some extra safety in the setup phases

10:49

ahead. A quick stop by the rest site

10:52

next with bias finally getting its

10:53

upgrade. A relic chest with 54 gold and

10:56

Oamorei followed. Then another relic

10:59

chest, this one with noneaku. Both these

11:02

relics were good in their own rights. I

11:05

then choose the path with a combat

11:07

encounter, the snake plant. This

11:10

challenge has been ended by this weasel

11:12

of a plant. Time after time after time

11:17

already. 21 damage on turn one is just

11:20

brutal with us only at one HP. But this

11:23

time would be different. 10 armor from

11:26

our anchor, seven more from our biased

11:28

and chill combo. Then go for the eyes

11:30

weakening it down to 15. 21 damage shows

11:34

again. But with Glacia and Focus in

11:36

hand, we were able to defend it once

11:39

again. And yeah, with all these orbs and

11:42

frost, it's not a problem anymore. Take

11:44

that, you big weasel of a weed, we get

11:47

14 gold, another energy potion. And

11:50

although there was another rainbow here,

11:52

I didn't feel like it was the right

11:54

decision. So end up passing on the card

11:56

rewards. Now, we might be locked at one

11:59

health, unable to increase it in any

12:02

way. At this point, the spire knows

12:04

that, but this relic was so much more

12:07

than a simple increasing of Max health.

12:09

It was a message. No, an emotional

12:12

construct that would only appear when we

12:14

needed him most. It was none other than

12:18

Lee's waffle. He was back to show us his

12:22

support. He knows we can't pick him up.

12:24

Just look at the potion underneath. He

12:27

wasn't here for the health. He was here

12:28

for us. Let's go, Lee. I pick up the

12:32

skill paint to upgrade to defense,

12:34

giving us that consistency we would need

12:36

for the fights to come. Talking of

12:38

fights, Romeo, Juliet, and Bear wanted

12:41

our gold. If it wasn't for Lee's waffle

12:44

keeping me on track here, I would have

12:46

risked it all. But that isn't the right

12:48

decision. We all know that deep down.

12:51

The risk for red mask with us already

12:53

having chill and anchor was not

12:55

necessary here. So we give them the 40

12:58

gold and be on our way. Next was the

13:01

shell parasite and mushroom combo.

13:03

Thunder removes the button. A consistent

13:05

defense and darkness mushed the avocado.

13:09

20 gold and I passed on the card

13:10

rewards. The final rest site was now

13:13

here and only a few cards remained to

13:16

upgrade. After talking it over with

13:18

everyone, I settled on the go for the

13:20

eyes. Not just for the champ, but with

13:22

future combats in mind, too. It was now

13:25

time for the boss of act two, the champ.

13:29

We begin with our nerves being

13:31

everpresent. I play Capacitor,

13:33

defragment, chill, and defend. Fully

13:36

defending against his 16 attack. Turn

13:39

two is much of the same with us

13:41

weakening his attack before we defend.

13:43

The champ then decides he wants to buff

13:45

himself. Well, let us join you. I

13:48

smartly used an energy potion first,

13:50

allowing us to get both defense with

13:52

glacia and darkness with rainbow, bias

13:55

cognition, and pellets played together.

13:57

Then it was a matter of us applying the

13:59

tactics we learned from the first boss

14:01

here, being extra mindful to keep him

14:03

above 50% health. A few more turns go by

14:07

with now being the time to dual cast. 92

14:10

on our darkness,

14:12

184 off the boss. One more glacia turn

14:16

goes by. Then it was yet again through

14:18

our belief in the darkness that brings

14:21

us the strength to bring down the boss

14:23

of act two. Wow, we were in a good spot

14:28

here. Though I was still cautious as it

14:30

wasn't after the setup that was the

14:32

issue. It was before we get 100 gold, a

14:35

Snecko oil potion, and for the cards

14:38

reboot, it would give us exactly what we

14:40

needed, an additional out. If we drew

14:43

into a bad hands, we could just draw it

14:45

again. So, it gets added to the deck.

14:47

Now, for the relics, we have Sneaky,

14:50

Blackar, and Tiny House. Tiny House is

14:54

not allowed. We weren't choosing to do

14:55

elites, which knocks off Blackar. So,

14:58

snack away. It was a double-edged sword.

15:02

Two extra draw every turn would help

15:04

with setup and consistency. Getting

15:07

confused was not a good debuff to have.

15:09

Wait, we can remove the confusion while

15:12

keeping the card draw. Our opening ham

15:15

might be a little scuffed, but I had a

15:17

good feeling about this. Act three, the

15:20

beyond. After finding the safest route

15:23

without elites and our Sneo eye in hand,

15:25

we begin the hardest ascent yet with the

15:28

orb walker. Seriously, Sneeko, what are

15:32

these costs? At the very least, our turn

15:35

one would be okay with Chill and Glacia

15:37

protecting us. Turn two had a beautiful

15:40

play with Turbo allowing us focus and

15:42

removal of debuffs, which I played

15:45

completely wrong. Whoops. But thanks to

15:47

our setup now effectively being

15:49

complete, we had enough defense to see

15:51

us through. 11 gold and a hologram.

15:54

That's a great addition. No, we're not

15:56

going for claw guys. Moving forward, we

16:00

have the shapes. I biased. Glacia then

16:03

weaken keeping us safe. Turn two. Sunder

16:06

has its moment. Then defragment,

16:08

rainbow, and rip and tear have theirs.

16:12

11 gold. another energy potion which

16:14

decide to take over the skill potion

16:16

helping us counter a bad Sneako draw

16:18

with the cards. It was a toss up between

16:20

draw and damage with damage slightly

16:23

winning over here. Our first question

16:25

mark event of the act was wheel of

16:27

change. If this lands on damage we lose

16:31

as in this challenge could be over right

16:34

now due to bad RNG.

16:36

Here we go.

16:41

No, a curse. All right, this isn't the

16:44

worst case scenario as we can block it

16:46

off. But it wasn't Oh, that's right. We

16:50

have Oamorei. Yeah, yeah, yeah. I knew

16:52

that. Yep. Moving on. It was the Moore

16:55

that would fight us next. And with its

16:57

slow start, we would be able to fully

16:59

set up. So,

17:01

reward-wise, we get 19 gold, a strength

17:04

potion, which we declined to pick up,

17:06

and no cards that were of interest.

17:08

Floor 39's question mark event had us

17:10

ambushed by the writhing mass with our

17:13

Oamorei still having one charge left. We

17:16

were able to attack without worry for

17:18

curse. We weaken, defragment, chill, and

17:21

pass seeing as we could fully defend his

17:23

attack. Then continue with defense in

17:26

mind. Capacitor and glacia just keeping

17:28

us alive here. Next, we set up our

17:31

biased hollow and go for the eyes for

17:33

both weak application and orange

17:35

pellets. only just managing to defend

17:38

once again. Compile draws more

17:40

weakening. Glacia fills our defense. And

17:43

with 45 defense now as standard, this

17:46

Tangler cosplayer was no threat to us. I

17:49

do get our genetic algorithm stack here

17:52

before finishing the fight. 13 gold, a

17:54

potion that was not allowed, then a

17:57

questionable choice. You see, everyone

17:59

wanted chaos here, but for those that

18:01

have played with rainbow or darkness

18:03

before, recursion was an insane pickup

18:06

for us. When you rechan a dark orb, it

18:08

retains its value instead of resetting.

18:11

Next, we remove a card at the purifier

18:13

event, then pick up a liquid memories

18:15

potion at the merchant. Floor 42. Add

18:18

the shapes. Chill and biased. Play along

18:21

like Philadelphia and Cheese Stakes

18:24

strike, removing the debuff. Next, we

18:26

def fragment and barrage the exploder

18:28

down. Get our genetic algorithm stack

18:30

here and slowly but surely deal with the

18:33

remaining spiker. We pass on the

18:36

colorless potion, but do in fact pick up

18:38

another hologram as again we were

18:41

looking for as many outs as possible.

18:44

The final relic chest of the act had an

18:46

art of war, which very least would have

18:49

potential to give us more energy. Now

18:51

was three very hungry jaworms. All they

18:55

wanted was to take a bite. Chill was too

18:57

expensive to play here, so I capacitor

19:00

into Glacia for our safety first. 27

19:03

damage now aimed at us. Biased and

19:05

Glacia helps a lot here, which I follow

19:08

up with a go for the eyes. Whilst they

19:10

might have 40 damage, it just didn't

19:12

matter anymore. Defragment, genetic

19:15

algorithm, two holograms, there was

19:17

nothing they could do to us. Barrage and

19:20

Evocation removed the front snappy boy.

19:22

His friends follow shortly after. 14

19:25

gold, a weak potion I decide to pass on.

19:27

And for the cards, I couldn't help

19:30

myself. I just really wanted to play

19:31

with multiccast and darkness. Was it the

19:34

smart choice? No. No, it really wasn't.

19:37

But it could definitely be fun. Floor 45

19:40

had even more shapes for us to face.

19:42

Jill and Anger defend the opening turn.

19:45

Lucky Thunder Strike removes the

19:46

Repulser, bringing us our Bias

19:48

Cognition, which, you know, spells out

19:50

the rest of the fight. Even though we

19:52

only had one HP, this was such a fun

19:56

deck to play with. All we needed was to

19:58

get through the opening turns and we

20:00

would be okay, right? They don't leave

20:01

us any rewards to note. Floor 46 had a

20:05

spy growth, and outside of this turn

20:07

having very few ways to defend, thanks

20:09

to our orange pellets being able to

20:11

remove its constriction, it goes down

20:13

without a problem. Three more floors.

20:16

Three more encounters. A rare relic for

20:18

a fight with us being this powerful.

20:21

Don't mind if I if it wasn't for you

20:24

guys being here. I don't know what might

20:26

have happened. But thankfully, you guys

20:29

reigned me in. Not this time, John. One

20:31

more set of shapes. One more set of card

20:34

rewards, which we don't take. Amplify

20:37

isn't baiting us today. Now the final

20:40

rest site with the final upgrade being

20:42

used on our hologram giving us even more

20:45

permanence to the deck. It was now time

20:49

for the time eater. Things kick off well

20:52

with a strong opening hand. I play our

20:54

defragment into the free sunder then

20:57

hologram to play it again. Turn two. The

21:00

snail had 24 damage prepared. We needed

21:03

to get our frost orbs online. So I

21:05

played both our glaciers, just scraping

21:08

enough block to defend his attack. Now

21:10

26 aiming at us. And it was here we

21:14

found something. Something very naughty.

21:17

You see, the only way the snail

21:19

increases its strength is if we continue

21:21

playing our cards. Well, with one HP, we

21:24

didn't want to do that. So do you see

21:26

it? Do you see the line? the way, the

21:29

strategy, the tactic that we would have

21:31

to use here by capacitor, then biased

21:34

cognition and rainbow. Then we drink our

21:37

energy potion to remove the bias debuff.

21:39

And now, now it was time time to end our

21:44

turn. I couldn't help play the barrage

21:46

here for fun and glacia here because I

21:48

was a little scared. But anyway, back to

21:51

business. I end our turn. I then end our

21:55

turn and then again and again and again.

22:00

One more end. And this was it.

22:04

After over two and a half hours, after 4

22:10

days of 6hour streams,

22:14

the most unlikely

22:19

of characters was the one to take it

22:21

all.

22:25

With Lee's Waffle by our side, blessing

22:27

this run, we've officially beaten Slay

22:30

the Spire with one HP.

22:35

What a fun challenge this was. Thank you

22:39

so much for watching the video. I want

22:42

to give a special shout out to all those

22:43

that came along to the live streams for

22:45

this one. It was great to not only play

22:47

alongside everyone, but to also get some

22:50

very funny and enjoyable moments

22:51

together. Now, for the giveaway, I am

22:54

giving away two more copies of Slay

22:56

Spire 2 for its release. Thank you for

22:58

your incredible support and feedback.

23:00

The rules are simple. Comment on this

23:03

video, and if you don't already know,

23:05

that's it. You don't need to like or

23:08

subscribe, just a comment down below.

23:10

The second copy will be given to a

23:12

random member and both winners will be

23:13

announced in August 23rd's video. And

23:17

remember to as always stay hydrated.

Interactive Summary

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.

Suggested questions

5 ready-made prompts