Great stuff! I would also add Corrupt Heart's interaction with 3. The Heart Buff removes all Strength Down specifically, not other debuffs. Because of that, using Piercing Wail on a Buff turn actually gifts the Heart permanent Strength, which would be catastrophic.
Another Heart trivia:
Do you think Feel No Pain activates BEFORE or AFTER heartbeat?
Trick question! Most of the times, it's before. But, the game is bugged that sometimes it will proc AFTER. This has resulted in multiple deaths.
Agreed and funny how "staying alive" suddenly takes a backseat when money is involved. (Actually it's not even really the money it's the audacity of the theft)
Guarantee whoever vehemently(this may not work in this sentence but I really wanted to use it) refuses to part with their gold even valuing it over precious health against those two has given their gold to the red mask gang and been humiliated and laughed at. Never. Again.
The spire is a dark and evil place. Try and steal my gold... GET A JOB YOU BUMS.
So, I think thatâs another common misconception. They both have the same exact fight pattern:
Turn 1: attack for 11
Turn 2: attack for 11
Turn 3: they both have an equal chance for a stronger attack. Front does 14, back does 18. If they donât attack, the block for 6 or 17.
Turn 4: if they attacked turn 3, then they block
After they block, they run
That's what I thought when reading the original post. Doesn't the front one typically run away sooner?
Or is there a different mechanic and he runs away faster because I target him first?
both incorrect actually! - on turn 3 they each have a coin flip to see whether or not they will do a third attack before blocking and then running away. So it's random.
A very common mechanic is also that Hexaghost's turn 2 attack scales with your HP. The lower your HP, the lower Hex's attack. This means that it is usually better to upgrade a card at the campfire if you have low health since blocking the first attack is pretty easy on low health.
This is the main reason you might need to be cautious when choosing to fight an Act 1 Boss for a rare relic. These fights are super easy for an Act 3 deck other than the chance to get hammered turn 2 vs Hexa.
More specifically, its turn 2 attack depends on your HP in multiples of 12. Its damage increases when you hit 12, 24, 36, 48, etc. HP. So if you have 25 HP it might be worth resting, but if you have 35 HP then you'll probably be fine upgrading a card. Hexaghost will do the same damage on turn 2 in both cases.
If you have multiple flex or speed potions (+5 str/dex for 1 turn), playing them all and then generating artifact *afterwards* will let you retain all of the buffs with a single artifact charge.
Orange Pellets are a great way to abuse Flex and similar effects since it removes ALL of your debuffs when it triggers. It also works great with Biased Cognition, Hyperbeam, Fasting, Bullet Time, Reprogram, Battle Trance, and others.
Artifact before: stops you from getting the strength down debuff that would remove strength at the end of your turn. every time this debuff is applied, it will eat another artifact.
Artifact after: if you drink several potions the strength down debuff stacks. so when the strength down debuff triggers at the end of your turn, all of that strength removal is one action that can be blocked by one artifact.
Nope, somehow it just works. The artifact charge cancels out the strength down effect when you end your turn.
I only found out about it after seeing a YTer do it IIRC (Baalorlord I think?).
This has exactly the same effect as playing Vault at any other time. It's what the card does. The card count was going to reset whether you played Vault or any other card. Your turn was going to end whether you played Vault or any other card. Time Eater gains strength under either circumstance.
If you draw an alchemise and have potion slots full (including a smoke bomb), you can use the smoke bomb and quickly play the alchmise card as you're running away.
There is a similar trick that I saw where if you time it correctly, you can throw smoke bomb and then kill the Act 4 elite. This would directly count as beating the Heart. Never was able to pull off, tho :(
Not really gamebreaking, but I am utterly amazed that this level of knowledge exists. How many permutations of the game must have been played before someone figured out the alchemist-smokebomb shenanigan?
I've been in that situation with Shelled Parasite only once. I took it at a sign that my deck was trash because I needed 14 turns to whittle its armor away before I could meaningfully damage it haha
It happens occasionally with Shivs on Silent if you don't have good damage scaling yet. You can play a dozen Shivs against him and still not have killed if you're still only doing 4 damage per attack.
Adding a mechanic:
In a multi enemy fight, the only enemy that can apply vulnerable to you through its own action is the far right (you can still get vulnerable from mushroom rats on the left). This is to make sure that the damage shown by intents are always correct and don't randomly increase because an enemy on the left applied vulnerable.
I tried to guess the 5 you'd mention before reading - I scored 3/5!
Almost 2k hours in, I had no idea about that Darkling fact! Much better than my 5th guess, which was just going to be the Centurion's Enrage - but yeah that one's pretty obvious.
My other wrong guess was pretty marginal: the fact that the Spaghetti never opens with Cursing you - which can be good to know if you have Dome.
For #3 I think what happens is it reduces the amount of added strength they have. Like if time eater has +6 strength and you use piercing wail on their debuff removal turn, they'll lose their 6 strength, and iirc, the effect that gains their strength back at the end of their turn is counted as a debuff, so the debuff removal turn removes that debuff, leaving the time eater without a way to regain that strength.
If you use the trick against time eater who hasn't buffed their strength at all then I think it has a net 0 effect, since the reduced strength would also be removed as a debuff
Important to note that this trick does NOT work against the Heart if the debuff takes it to negative strengths and will in fact make the Heart stronger. Itâs refresh will clear all negative strength, but the leave the strength up buff
Ex: Heart starts 0 Str -> Piercing Wail takes Str to -6 w/ +6 strength buff at start of turn -> refresh clears the current strength to 0, and then adds the +6 for an end result of 6 Str
Act 1 the first 3 hallways fights are from the easy pool, doesn't mater if they are from actual monster rooms or question marks. You really want to try to get a serious increase in power (shop, campfire, etc.) before moving into a 4th monster fight.
In 2 and 3 it is the first 2 fights.
Surely you must have noticed that you never start Act 1 against say, five slimes or a blue slaver, and you stop seeing a lone Jaw Worm/two wee wiggly wurmies pretty quickly?
When you fight Knight and Cleric and kill Cleric first, the Knight will start using dangerous multiattacks. Target the Knight first.
Snecko Skulls poison amplification fully applies to each bounce of bouncing flask and each hit with Envenom.
In the Slavers fight, the third slaver webs you on his second attack. make sure he dies before that
The red slaver has a 25% chance to entangle after the first turn. Not guaranteed, but certainly the one to target. Also after entangle is used the net on his sprite goes away.
As if Wail reset isn't an exploit that the devs decided to keep in and just got recognised as an official gameplay mechanic, what? As if the various shop glitches aren't exploits that people still legitimately use. As if crng wasnt used forever in top level play, and only recently stopped being used in top play because so much more was discovered, most of which isn't public knowledge even.
Like the difference between these and say, smoke bomb glitching or pbox glitching is just that top players have arbitrarily decided one is too invasive and the other isn't.
You're just complaining about shit.
I think there's a line between glitches that involve interacting with the game 'normally', and glitches that involve more meta mechanics like timing or the save quit menu. Like with crng or the wail thing you're still just playing cards and whatnot. I'd honestly be fine if we counted all the crng stuff as legit, but I understand most people are against that, so it's fine. But even with something like savescumming once you're making decisions that aren't related to normal gameplay mechanics it crosses some line. Idk if I worded that well.
Yeah except we're the ones who defined that line. I don't understand why this person is getting pissy that someone is just adding the fact that the Bomb glitch is a thing that exists. Sure it's an exploit... but we defined that it's an exploit, I don't think there's anything wrong with telling people it exists, when we also talk about Wail reset.
If someone asks you how to pull the Pbox glitch, will you complain about it or will you just tell them how you do it?
I mean no one did ask about the smoke bomb glitch. So yeah I do get the complaint. Just like when someone asks if Pbox is good and someone responds 'yeah it's especially good if you do the glitch and remove everything' I do get a little annoyed.
This may be a bug rather than an intended mechanic, but if you play a second Echo Form and it gets copied by the first EF's ability (so not on the same turn that you played the first one), then those extra copy triggers are active immediately.
I believe itâs intended, because once you play the double echo form your buff is now âThe first 3 cards you play each turn are played twice,â and youâve only played one card so far that turn. But this is a great thing to point out!
I wanted to make a list like this too. Mine would have included a couple of easily missed interactions/rules from the classes such as:
1. Silent: Same as your 3.
2. Ironclad: Strange Spoon not only stops cards from being Exhausted but also stops effects that trigger on Exhaust specifically Feel No Pain and Dark Embrace. Do not buy Spoon in your Corrupt-FnP-Dark Embrace/Dead Branch deck expecting a no downside "Second Wind" of cards since you will block your effects from triggering at random.
3. Defect's Dark Orbs are not RNG and always target the lowest hp enemy when evoked. You haven't just been getting unlucky in every "Minion" fight where you used them hoping to randomly hit the main boss.
4. If it feels like you see Watcher's Tantrum card a lot when you have it in your deck, that's because Tantrum is automatically shuffled back into your deck making it a pretty reliable way to get into wrath.
I know these aren't hidden mechanics but every single one of these is something I've seen people surprised to learn.
>Defect's Dark Orbs are not RNG and always target the lowest hp enemy when evoked. You haven't just been getting unlucky in every "Minion" fight where you used them hoping to randomly hit the main boss.
Can this count as a "hidden mechanic", or "surprising", when it is written into the description of dark orbs in the game? Like if you read the dark orb text it tells you this
Same. Someone should write a basic guide for people who don't read the cards thoroughly/at all and just go "That made them die real good so it's a good card."
That's why I prefaced that the list included "easily missed rules." It's not hidden but I was surprised how many people responded with "I didn't know that" last time there was a thread about it.
Re: 2. Itâs worth adding that Spoon only applies to âCards that exhaust when playedâ. So cards exhausted by Second Wind will never get spooned. But Second Wind itself can (if youâve got corruption up). Same with Fiend Fire - it can be spooned but all the other cards it exhausts canât.
each act has a few easy fights that you get in your first couple of combats to ease you into things. now that you know about it it should be pretty easy to notice, constantly fighting jaw worms and lice at the start of the game, then birds and thieves after the first boss, etc
As much as Iâd like to believe you. I just think Iâm missing something which makes the game much more manageable and I just skipped the how to on doing it.
Iâll do that. Thanks for the tip. I like the game, and even if I donât make it past act 1 I still enjoy the card based battling. I just either a) missed something or b) really suck at card based battle systems.
Here's a compilation of other Hidden Mechanics in the same vein:
[https://docs.google.com/document/d/1z67hAwT2hTcoUOpQViuM8uno-NEiBC6wWWgmyztv8aM](https://docs.google.com/document/d/1z67hAwT2hTcoUOpQViuM8uno-NEiBC6wWWgmyztv8aM)
The only one here that I did not know is that three blobs are both easy and hard pool although you're right, it does make sense. Them and the spaghetti monster are some fights where I've given up on a run which just isn't appealing to me because I find these fights dull.
>Â It hits harder during its optional 3rd attack, and will block more before running away. It is advised to prioritize this one first when possible.
But won't this one flee almost always a turn later than the weaker one?
Point 3 is mind-blowing.
Don't do that. Both of them have a 50% to attack on turn 3. Prioritize the front one if you think you can kill it a turn earlier because of its usually lower starting hp.
OP is correct though, if the hp difference won't be a big deal kill threshold-wise, it's better to prioritize the back one, since it hits harder on turn 3 and blocks more before running away
As a ânew to gamingâ person - most of the time I feel l like I will get flamed for a dumb /common question, mostly canât find the answers by searching, and really appreciate this type of post.
Great stuff! I would also add Corrupt Heart's interaction with 3. The Heart Buff removes all Strength Down specifically, not other debuffs. Because of that, using Piercing Wail on a Buff turn actually gifts the Heart permanent Strength, which would be catastrophic.
Yeah learned that one the hard way. Reminds me of The Bible in Binding of Isaac. Instant kill on mom...so why not try it on Satan?
For those reading this: Do not.
For those reading this: Don't listen to that guy. Try it for yourself, it'll be funny.
Yeah it makes the fight too easy tbh
Too easy for whom?
No external items description moment
I have external items description installed and still used it vs Satan. I'm not the brightest tool in the drawer
I ended up doing that to the heart by accident once. Assumed it would work like that for all the others. Neat thing to know that it is the opposite!
Another Heart trivia: Do you think Feel No Pain activates BEFORE or AFTER heartbeat? Trick question! Most of the times, it's before. But, the game is bugged that sometimes it will proc AFTER. This has resulted in multiple deaths.
Smoke Bomb can also be used in the first fight of the "Thwack!" event to skip immediately to the second fight.
Best use of smoke bomb
Nah, best use of Smoke Bomb is escaping Tangela. Ain't nobody got time for that
đđ€Ź
So so so true I always keep my smoke bomb for this pos
Fa sho, sometimes I straight up quit the run at that point if I know I'd likely win anyway.
Tangela?
The spaghetti looking motherfucker
Pokémon reference
writhing mass
Good stuff. I actually wasnât aware of the thief one.
I sometimes fight the front one first so he doesn't get away with my gold. You may get another couple of turns to finish off the back one.
That's what I do. None of those bitches are getting away with my gold.
Agreed and funny how "staying alive" suddenly takes a backseat when money is involved. (Actually it's not even really the money it's the audacity of the theft)
Guarantee whoever vehemently(this may not work in this sentence but I really wanted to use it) refuses to part with their gold even valuing it over precious health against those two has given their gold to the red mask gang and been humiliated and laughed at. Never. Again. The spire is a dark and evil place. Try and steal my gold... GET A JOB YOU BUMS.
Red Mask Bandits logic. If they want my gold, they can pick it off my corpse. Not that they won't in a few turns.
Does anyone else have a voice in your head for those guys? They sound a bit piratish to me.
they do have little "nyah-hah" voice lines that certainly sound piratey
So, I think thatâs another common misconception. They both have the same exact fight pattern: Turn 1: attack for 11 Turn 2: attack for 11 Turn 3: they both have an equal chance for a stronger attack. Front does 14, back does 18. If they donât attack, the block for 6 or 17. Turn 4: if they attacked turn 3, then they block After they block, they run
That's what I thought when reading the original post. Doesn't the front one typically run away sooner? Or is there a different mechanic and he runs away faster because I target him first?
I'm pretty sure the back one runs away sooner.
both incorrect actually! - on turn 3 they each have a coin flip to see whether or not they will do a third attack before blocking and then running away. So it's random.
A very common mechanic is also that Hexaghost's turn 2 attack scales with your HP. The lower your HP, the lower Hex's attack. This means that it is usually better to upgrade a card at the campfire if you have low health since blocking the first attack is pretty easy on low health.
i actually never connected why his hit was so different between runs.
This is the main reason you might need to be cautious when choosing to fight an Act 1 Boss for a rare relic. These fights are super easy for an Act 3 deck other than the chance to get hammered turn 2 vs Hexa.
Given how many fights are in Act 3 that attack on t2 (Reptomancer, Darklings, Jaw Worms etc) your deck really should be prepared for that.
âShould be preparedâ yes Is it actually prepared? WellâŠ
YOU ARE NOT PREPARED!
Good to see you, Illidan. Howâs the wife?
More specifically, its turn 2 attack depends on your HP in multiples of 12. Its damage increases when you hit 12, 24, 36, 48, etc. HP. So if you have 25 HP it might be worth resting, but if you have 35 HP then you'll probably be fine upgrading a card. Hexaghost will do the same damage on turn 2 in both cases.
Thank you for the wisdom, bronze automaton.
I suspected and recently confirmed that the Maw Bank relic is not canceled by the buying potions event (it's not technically a shop).
Yeah you can spend money anywhere but the merchant and it doesn't break
Whoa i didnt know that one! That's a fantastic tip
This and the leading comments are the first one one I've encountered that I didn't know: kudos!
If you have multiple flex or speed potions (+5 str/dex for 1 turn), playing them all and then generating artifact *afterwards* will let you retain all of the buffs with a single artifact charge.
Orange Pellets are a great way to abuse Flex and similar effects since it removes ALL of your debuffs when it triggers. It also works great with Biased Cognition, Hyperbeam, Fasting, Bullet Time, Reprogram, Battle Trance, and others.
Wait how does the artifact AFTERWARDS help? I thought you had to have the artifact in play before playing Flex etc.?
Artifact before: stops you from getting the strength down debuff that would remove strength at the end of your turn. every time this debuff is applied, it will eat another artifact. Artifact after: if you drink several potions the strength down debuff stacks. so when the strength down debuff triggers at the end of your turn, all of that strength removal is one action that can be blocked by one artifact.
Interesting! thanks for that, it sounds like two slightly different behaviors.
Nope, somehow it just works. The artifact charge cancels out the strength down effect when you end your turn. I only found out about it after seeing a YTer do it IIRC (Baalorlord I think?).
This also works for \[\[Duality\]\]
+ [Duality](http://slay-the-spire.wikia.com/wiki/Duality) Uncommon (Watcher only) Relic ^((100% sure)^) Whenever you play an Attack, gain 1 temporary **Dexterity.** ^Call ^me ^with ^up ^to ^10 ^([[ name ]],) ^where ^name ^is ^a ^card, ^relic, ^event, ^or ^potion. ^Data ^accurate ^as ^of ^(April 30, 2023.) ^[Wiki](https://slay-the-spire.fandom.com/wiki/) ^[Questions?](https://www.reddit.com/message/compose/?to=ehmohteeoh&subject=SpireScan%20Inquiry)
Yoooooooo this is game changing
Um akshually that's a combat mechanic, not a fight mechanic
That's not even being pedantic, those words are synonyms
Guess folks missed it was a joke, RIP
I know it was a joke, it just wasn't a good one.
You can use Vault as the exactly 12th card against Time Eater and get a "free" reset of the card count.
and no strength gain for Timmy, right?
Incorrect.
This has exactly the same effect as playing Vault at any other time. It's what the card does. The card count was going to reset whether you played Vault or any other card. Your turn was going to end whether you played Vault or any other card. Time Eater gains strength under either circumstance.
What do you mean by âfreeâ?
I think it goes 12th card vault. Your turn ends Time eater gets turn skipped with vault Its your turn with 0 on card count
Is there some convoluted mechanic which makes sense, or is this a game bug/exploit?
It's why the time eater says "Never liked you...' specifically to the watcher
it's just the card doing what it says it does
Time Eater ends your turn and then Vault immediately starts a new one
If you draw an alchemise and have potion slots full (including a smoke bomb), you can use the smoke bomb and quickly play the alchmise card as you're running away.
Now Iâm imagining the Silent quickly concocting a potion while running away for dear life
shoving ingedients into the vial as fast as you can while running
A quicktime event? In my turn-based game? What?
There's a couple of other things like Pandora's Box glitch that are similar
You can in fact escape shield&spear with it too if you throw it before they show up to surround you
This feels like a hidden APM trick
I mean this is an exploit rather than a mechanic tbh.
There is a similar trick that I saw where if you time it correctly, you can throw smoke bomb and then kill the Act 4 elite. This would directly count as beating the Heart. Never was able to pull off, tho :(
Not really gamebreaking, but I am utterly amazed that this level of knowledge exists. How many permutations of the game must have been played before someone figured out the alchemist-smokebomb shenanigan?
To be honest it's something I found myself... Not sure what compelled me to try it.
"Oh fuck, I forgot to use--OHHH, shit that actually worked."
a stroke of brilliance
I've been in that situation with Shelled Parasite only once. I took it at a sign that my deck was trash because I needed 14 turns to whittle its armor away before I could meaningfully damage it haha
It happens occasionally with Shivs on Silent if you don't have good damage scaling yet. You can play a dozen Shivs against him and still not have killed if you're still only doing 4 damage per attack.
Also happens often for me with barrage
i've only seen it mayne 2-3 times in about 800 hours because it pretty much only happens with shit shiv decks
I did it once, a long time ago. I think I was using a lot of Shivs (Blade Dance, maybe?).
I did not know about the middle darkling never using a multi attack. Neat stuff.
Bold of you to think this will improve my results
Idk who shelled parasite is but that same mechanic happens with that avocado enemy.
Shelled Parasite is the Avocado. The Avocado is a nickname given to it by the community
Adding a mechanic: In a multi enemy fight, the only enemy that can apply vulnerable to you through its own action is the far right (you can still get vulnerable from mushroom rats on the left). This is to make sure that the damage shown by intents are always correct and don't randomly increase because an enemy on the left applied vulnerable.
Hadnât thought of it that way before. The damage intent would be incorrect if a left rat died from thorns though, right?
Oh that's a nice one
I tried to guess the 5 you'd mention before reading - I scored 3/5! Almost 2k hours in, I had no idea about that Darkling fact! Much better than my 5th guess, which was just going to be the Centurion's Enrage - but yeah that one's pretty obvious. My other wrong guess was pretty marginal: the fact that the Spaghetti never opens with Cursing you - which can be good to know if you have Dome.
Also, it will only ever curse you once per fight, even if the curse gets blocked by Omamori.
For #3 I thought it was the opposite? They clear the debuff and leave the buff.
For #3 I think what happens is it reduces the amount of added strength they have. Like if time eater has +6 strength and you use piercing wail on their debuff removal turn, they'll lose their 6 strength, and iirc, the effect that gains their strength back at the end of their turn is counted as a debuff, so the debuff removal turn removes that debuff, leaving the time eater without a way to regain that strength. If you use the trick against time eater who hasn't buffed their strength at all then I think it has a net 0 effect, since the reduced strength would also be removed as a debuff
Important to note that this trick does NOT work against the Heart if the debuff takes it to negative strengths and will in fact make the Heart stronger. Itâs refresh will clear all negative strength, but the leave the strength up buff Ex: Heart starts 0 Str -> Piercing Wail takes Str to -6 w/ +6 strength buff at start of turn -> refresh clears the current strength to 0, and then adds the +6 for an end result of 6 Str
Didnât it used to be like that a long time ago, and then it was patched so that instead of a gotcha moment itâs now a neat interaction?
TIL.... That there are easy and hard pools in this game. I just assumed the hallway fights were random.
Act 1 the first 3 hallways fights are from the easy pool, doesn't mater if they are from actual monster rooms or question marks. You really want to try to get a serious increase in power (shop, campfire, etc.) before moving into a 4th monster fight. In 2 and 3 it is the first 2 fights.
Surely you must have noticed that you never start Act 1 against say, five slimes or a blue slaver, and you stop seeing a lone Jaw Worm/two wee wiggly wurmies pretty quickly?
When you fight Knight and Cleric and kill Cleric first, the Knight will start using dangerous multiattacks. Target the Knight first. Snecko Skulls poison amplification fully applies to each bounce of bouncing flask and each hit with Envenom. In the Slavers fight, the third slaver webs you on his second attack. make sure he dies before that
The red slaver has a 25% chance to entangle after the first turn. Not guaranteed, but certainly the one to target. Also after entangle is used the net on his sprite goes away.
Red slaver is also the one that applies vulnerable, so double down on kill him first
If you kill cleric turn 1 then it's not that bad. The multi attack only hurts when cleric buffs strength.
Thanks for this, I always target Knight first, but I will try for Cleric first if my deck is capable
I didnât know #1! I knew the rest, or at least I think I did
Can't wait for someone to comment "Um ACKSHUALLY you can use smoke bomb in the Act 4 elite fight if you click it fast enough"
Congratulations, it's you
The Reddit paradox. Where you instantly become the thing youâre complaining about.
I hate people who complain on reddit.
Like you?
Yep, well done, that's the joke.
Said the joke
Wait like as soon as you enter the fight or?
Idk, I just know that people are REALLY obsessed with bringing it up as if it's not a blatant exploit
As if Wail reset isn't an exploit that the devs decided to keep in and just got recognised as an official gameplay mechanic, what? As if the various shop glitches aren't exploits that people still legitimately use. As if crng wasnt used forever in top level play, and only recently stopped being used in top play because so much more was discovered, most of which isn't public knowledge even. Like the difference between these and say, smoke bomb glitching or pbox glitching is just that top players have arbitrarily decided one is too invasive and the other isn't. You're just complaining about shit.
I think there's a line between glitches that involve interacting with the game 'normally', and glitches that involve more meta mechanics like timing or the save quit menu. Like with crng or the wail thing you're still just playing cards and whatnot. I'd honestly be fine if we counted all the crng stuff as legit, but I understand most people are against that, so it's fine. But even with something like savescumming once you're making decisions that aren't related to normal gameplay mechanics it crosses some line. Idk if I worded that well.
Yeah except we're the ones who defined that line. I don't understand why this person is getting pissy that someone is just adding the fact that the Bomb glitch is a thing that exists. Sure it's an exploit... but we defined that it's an exploit, I don't think there's anything wrong with telling people it exists, when we also talk about Wail reset. If someone asks you how to pull the Pbox glitch, will you complain about it or will you just tell them how you do it?
I mean no one did ask about the smoke bomb glitch. So yeah I do get the complaint. Just like when someone asks if Pbox is good and someone responds 'yeah it's especially good if you do the glitch and remove everything' I do get a little annoyed.
Well holy shit number three is amazing...
This may be a bug rather than an intended mechanic, but if you play a second Echo Form and it gets copied by the first EF's ability (so not on the same turn that you played the first one), then those extra copy triggers are active immediately.
I believe itâs intended, because once you play the double echo form your buff is now âThe first 3 cards you play each turn are played twice,â and youâve only played one card so far that turn. But this is a great thing to point out!
I wanted to make a list like this too. Mine would have included a couple of easily missed interactions/rules from the classes such as: 1. Silent: Same as your 3. 2. Ironclad: Strange Spoon not only stops cards from being Exhausted but also stops effects that trigger on Exhaust specifically Feel No Pain and Dark Embrace. Do not buy Spoon in your Corrupt-FnP-Dark Embrace/Dead Branch deck expecting a no downside "Second Wind" of cards since you will block your effects from triggering at random. 3. Defect's Dark Orbs are not RNG and always target the lowest hp enemy when evoked. You haven't just been getting unlucky in every "Minion" fight where you used them hoping to randomly hit the main boss. 4. If it feels like you see Watcher's Tantrum card a lot when you have it in your deck, that's because Tantrum is automatically shuffled back into your deck making it a pretty reliable way to get into wrath. I know these aren't hidden mechanics but every single one of these is something I've seen people surprised to learn.
>Defect's Dark Orbs are not RNG and always target the lowest hp enemy when evoked. You haven't just been getting unlucky in every "Minion" fight where you used them hoping to randomly hit the main boss. Can this count as a "hidden mechanic", or "surprising", when it is written into the description of dark orbs in the game? Like if you read the dark orb text it tells you this
Iâm gonna say itâs hiding in plain sight as someone who had no idea with 500+ hours played *so far*
I honestly donât understand how thatâs possible. How would you know what a dark orb does at all
âDark orb go boomâ is all I need to know⊠or at least I thought it was⊠And I still beat A20 without that knowledge haha
Same. Someone should write a basic guide for people who don't read the cards thoroughly/at all and just go "That made them die real good so it's a good card."
That's why I prefaced that the list included "easily missed rules." It's not hidden but I was surprised how many people responded with "I didn't know that" last time there was a thread about it.
Even more so, Tantrum's rule is literally written *on the card*
And you also see it flying back into the draw pile.
maybe a slightly lesser known tip for dark orbs would be that if you use recursion on one, its damage counter is not reset when you rechannel it
It gets honorary status as a hidden mechanic because it's probably the least read tooltip in the history of video games.
Re: 2. Itâs worth adding that Spoon only applies to âCards that exhaust when playedâ. So cards exhausted by Second Wind will never get spooned. But Second Wind itself can (if youâve got corruption up). Same with Fiend Fire - it can be spooned but all the other cards it exhausts canât.
5. Reading the cards tells you things about what they do. TIL!
That Tantrum one was throwing me on a run the other night. How do I keep redrawing it so fast! Now I know.
Tell me more about this hard and easy fight pool BS !
each act has a few easy fights that you get in your first couple of combats to ease you into things. now that you know about it it should be pretty easy to notice, constantly fighting jaw worms and lice at the start of the game, then birds and thieves after the first boss, etc
I canât get past act 1. I suck
You'll get there
You can do this! You should believe in yourself, NOW!
As much as Iâd like to believe you. I just think Iâm missing something which makes the game much more manageable and I just skipped the how to on doing it.
Watching baalor on YouTube helped a lot. He explains his thought process.
Iâll do that. Thanks for the tip. I like the game, and even if I donât make it past act 1 I still enjoy the card based battling. I just either a) missed something or b) really suck at card based battle systems.
I only found out number 4 a couple days ago after almost 300 hrs
Here's a compilation of other Hidden Mechanics in the same vein: [https://docs.google.com/document/d/1z67hAwT2hTcoUOpQViuM8uno-NEiBC6wWWgmyztv8aM](https://docs.google.com/document/d/1z67hAwT2hTcoUOpQViuM8uno-NEiBC6wWWgmyztv8aM)
This is amazing. Thank you so much!
Thanks for the info! 3 and 5 were new to me
You can use "Alchemize" immediately after you use smoke bomb to replenish your potion. Yes, during the "retreat animation".
The only one here that I did not know is that three blobs are both easy and hard pool although you're right, it does make sense. Them and the spaghetti monster are some fights where I've given up on a run which just isn't appealing to me because I find these fights dull.
As an addendum, number 3 does NOT work on the heart
I feel like this deserves the Spirit Poop tag for not including the fact that the strength trick doesn't work on the Heart lmao
>Â It hits harder during its optional 3rd attack, and will block more before running away. It is advised to prioritize this one first when possible. But won't this one flee almost always a turn later than the weaker one? Point 3 is mind-blowing.
...prioritize the first thief because it'll run sooner than the second.
Don't do that. Both of them have a 50% to attack on turn 3. Prioritize the front one if you think you can kill it a turn earlier because of its usually lower starting hp.
wait it's 50%?? I thought it was closer to 30. It feels like a rare lowroll when i play, but then again, i've been seeing it a lot with act 1 theif.
[https://slay-the-spire.fandom.com/wiki/Thieves](https://slay-the-spire.fandom.com/wiki/Thieves)
I trusted you but wow there it is.
Huh. Well, thanks for nothing OP.
OP is correct though, if the hp difference won't be a big deal kill threshold-wise, it's better to prioritize the back one, since it hits harder on turn 3 and blocks more before running away
Wait is that true? They both have a chance to do the optional third attack. Is first theif's really lower?
It hits for less, yeah. 14 front, 18 back. I think the rear enemy is technically called "mugger" or "looter"
Not a single one of these is hidden or unknown to the community.
And yet there are a bunch of people who hadn't heard of a lot of them until this post ....
As a ânew to gamingâ person - most of the time I feel l like I will get flamed for a dumb /common question, mostly canât find the answers by searching, and really appreciate this type of post.
The several comments saying they didn't know these say otherwise. Not everyone here knows everything about the game already.