Slay The Spire by Mega Crit Games is one of the most well-polished deck-building, roguelike games. But it is also notorious for being ridiculously hard due to its scarcity of healing methods. While the lack of healing makes the card game more challenging, there are ways to beat it without constantly getting wiped out, and we will go through all those methods in this guide today.
The secret to ascending higher in this game lies in your deck-building abilities and choosing the right cards in every turn. Luck may largely influence your card draws, win rate, and chances of getting healing items, but knowing the right strategy can help you persevere and conquer the spire.
Rest Sites
The campfire icon is where you can go to ease off after a series of enemy encounters. Here you can decide whether you want to recover 30% of your health or upgrade a card. Upgrading a card is preferable if you have plenty of hit points. Although, you would not want to pass up the chance to heal, especially if you have a couple of enemies or an elite on your path.
A couple of relics can also be used in Rest Sites like the Regal Pillow, which allows you to gain an additional 15 HP when you Rest. The Eternal Feather is another relic buff that lets you recover 3 HP for every five cards in your deck.
Choose Wisely
Items such as cards, potions, and relics have various effects that can turn the tide in a battle. Many of these items can give you the ability to heal, increase max HP, and even revive. Like when you pick a card in combat, it is important to be wise in choosing an item to add to your deck or your inventory. You can only hold three potions once at a time. So if you come across a recovery potion, you may discard the least useful one to acquire it.
There is no limit to how many relics you can bring, but you can only obtain them after defeating a boss or an elite. You can also get relics from shops or at random events if luck is on your side. When choosing a relic or card that can help you recuperate, you also have to weigh your options to ensure you will not regret letting go of a valuable item. Below are all the items that can aid you in recovering a portion of your health points:
NAME | ITEM TYPE | EFFECT | AVAILABLE TO |
Bandage Up | Card | Recovers 4 HP (6 HP when upgraded) | All Adventurers |
Bite | Card | Recovers 2 HP (3 HP when upgraded) | All Adventurers |
Reaper | Card | Recovers 4 HP for every enemy that takes full damage from this card (5 HP when upgraded). This card will only take effect if the player has no Strength. | The Ironclad |
Self-repair | Card | Heals 7 HP at the end of combat (10 HP when upgraded) | The Defect |
Bird-faced Urn | Relic | Heals 2 HP every time the player uses a Power card | All Adventurers |
Black Blood | Relic | Recovers 12 HP at the end of each combat | The Ironclad |
Blood Vial | Relic | Recovers 2 HP at the start of each combat | All Adventurers |
Bloody Idol | Relic | Recovers 5 HP whenever the player gains Gold | All Adventurers |
Burning Blood | Relic | Recovers 6 HP at the end of each combat | The Ironclad |
Meal Ticket | Relic | Heals 15 HP whenever the player enters the shop | |
Meat on the Bone | Relic | If the player’s health is at or below 50%, heal 12 HP at the end of each combat. | All Adventurers |
Pantograph | Relic | Recovers 25 HP at the start of Boss combats | All Adventurers |
Toy Ornithopter | Relic | Recovers 5 HP whenever the player uses a Potion | All Adventurers |
Blood Potion | Potion | Recovers 20% of Max HP (40% when upgraded) | The Ironclad |
Regen Potion | Potion | Gains 5 Regen, healing up to 15 HP over five turns (55 HP over ten turns when upgraded) | All Adventurers |
Question Mark Events
Slay the Spire’s randomness is one of its core mechanics that makes the game immersive and unpredictable. Random events are Question Marks you encounter on the map that can either make or break a run. Entering an unknown and mysterious location brings the possibility of losing your health, relic, or gold. However, you could also encounter a random occurrence where you can recover some health points.
Big Fish: You come across three goodies dangling from the dungeon ceiling: a banana, a donut, and a box. You must only pick one item to proceed. Choosing the banana will recover 33% of your Max HP.
Bonfire Spirits: You encounter a group of purple fire spirits dancing around a bonfire. They all turn to you, expecting you to make an offering. If you offer a common or special card, you will heal 5 HP. Offering an uncommon card will cause you to heal to full HP. If you choose to surrender a rare card, your max HP will increase, and you will recover all of your health.
Hypnotizing Colored Mushrooms: A corridor filled with hypnotizing colored mushrooms blocks your path. If you decide to eat a mushroom, you will recover 25% of your HP, but you will also get cursed and infected. You feel oddly compelled to eat a mushroom due to your lack of specialization in mycology.
Mind Bloom: While walking through the chaotic Spire, your thoughts and imagination begin to feel very real. Selecting the dialogue: “I am Healthy” will fully heal you, but you will also get a cursed card.
The Cleric: A blue humanoid called The Cleric approaches you and offers you his services. Choosing the option Heal will recover 25% of your HP, but you will also lose 35 Gold.
The Library: You enter a library full of books and chairs. If you decide to sleep in this library, you will regain 33% of your HP.
The Moai Head: As you walk along the corridor, you see a statue of a Moai head. Jumping inside the statue’s gaping maw and teeth will heal you to full HP, but your max HP will also be decreased by 12.5%.
Wheel of Change: You are forced by a tiny, cheerful gremlin to play a game of wheel of fortune. If the arrow lands on the heart symbol, you will gain full health.
Winding Halls: You get lost in a labyrinth, which results in you succumbing to madness. If you choose to press on, you will become cursed with Writhe, but you will also recover HP by 25%.
Be the Ironclad
The Ironclad is a warrior who wields an odd-looking longsword and harnesses blood magic from demons. While the other classes focus more on dexterity or defense, the Ironclad tends to get more offense-oriented cards. The Ironclad is the first character available in the game and arguably the easiest one to use if you know the right builds for this class. Choosing the Ironclad will also give you the power to recover health at the end of every combat.
Every adventurer has a unique Starting Relic that you can use to your advantage and can be especially helpful at the beginning of Act 1. The Ironclad’s starting relic, Burning Blood, allows you to gain 6 Hit Points whenever you win a battle.
Try to Survive
One of the most effective methods to recover health is to play your cards right and beat boss battles. To get to Act 4 and beat the Corrupted Heart or the final boss, you will need to finish Act 3 using the three adventurers (The Ironclad, The Silent, and The Defect.) If you can survive until the end of an act, you will have full health at the beginning of your next journey.