Beginner’s Guide#

Slay the Spire is a single-player roguelike deckbuilder: every run starts from a fixed point, climbs a randomly generated map, builds a deck through combat, and ends when you die. Community tracking puts the average run at 45-90 minutes (not official data). This page walks you through your first run; all data is verified, and editor-experience advice is clearly labeled.

The Core Loop#

A run cycles through these phases:

Phase Content
Map progression Several nodes per act; choose your route upward
Combat Turn-based card battles; intent icons above enemies telegraph their next move
Combat rewards A card pick after victory; elites and bosses also drop relics
Campfire Rest (heal 30% of max HP) or upgrade a card — choose one
Shop Buy cards, relics, potions, or pay for card removal

The Act 1 boss sits on floor 16 and the Act 2 boss on floor 33; after Act 3, collecting all three keys opens the hidden Act 4 and the final boss — see Secrets.

The Fundamentals of Turn-Based Combat#

  • Each turn you receive a fixed energy pool; playing a card costs its energy. Some relics and cards alter energy supply
  • Cards come in three types: Attacks deal damage, Skills provide block, draw, and buffs, Powers stay active for the whole fight once played
  • Block lasts only for the current turn — unspent block vanishes when the enemy turn ends (some cards change this)
  • Your hand is discarded at the end of the turn (some cards change this)
  • Enemy intent is the first input of every turn’s decision: read the intent, then lean toward offense or defense

Campfires: Rest or Upgrade#

  • Rest: heal 30% of max HP (official value)
  • Upgrade: strengthen one card; upgraded cards have better numbers or effects
  • Trade-off experience (editor’s advice): rest when in danger, upgrade otherwise — upgrades compound over a run. When judging, check the gap between campfires on the map — a short gap lowers the value of resting here

Potions: Bankable Burst Resources#

Potion rules (official mechanics):

  • They persist across floors: potions do not vanish when you climb to the next act — the old-guide claim of “gone next act, use them or lose them” is wrong
  • Slots: 3 potion slots by default, 2 from Ascension 11; the “Potion Belt” relic adds 2 more
  • Resolution: using a potion costs no energy and doesn’t count as playing a card
  • Drop rate: 40% base chance after combat wins (±10% per fight), with a 65/25/10 rarity split

Three verified potions:

Potion Effect
Dexterity Potion Gain 2 Dexterity; doubled to 4 with Sacred Bark
Regeneration Potion Gain 5 Regeneration; doubled to 10 with Sacred Bark
Ghost in a Jar Gain 1 Intangible; doubled to 2 with Sacred Bark. A Silent-exclusive rare

Other potions’ effects weren’t compiled in this verification pass — defer to in-game text.

Relics: Run-Long Passives#

Relics persist for the whole run once obtained. Sources, rarity tiers, and drop data are in Items and Relics. Each character starts with one relic:

Character Starter relic Effect
Ironclad Burning Blood Heal 6 HP at the end of each combat
Silent Ring of the Snake Draw 2 additional cards at the start of each combat
Defect Cracked Core Channel 1 Lightning orb at the start of each combat
Watcher Pure Water Add a “Miracle” to your hand at the start of each combat

Boss relics are offered after defeating a boss — strong benefits usually come bundled with a drawback — evaluate the cost before taking one.

Map Nodes and Route Intuition#

Node Yields Beginner’s instinct
Normal combat Gold and card rewards Fight plenty early; get the deck functional
Elite combat Relics and more gold Fight when confident; detour when not
Event Good or bad outcomes Play unfamiliar events conservatively
Treasure chest Relic Always grab on the way
Shop Cards, relics, potions, removal Prioritize card removal
Campfire Rest or upgrade Rest only when endangered

Opening Trade-offs (Editor’s Experience, Not Official Data)#

  • Removal beats addition: leaner decks draw key cards more reliably; shop removal is a long-term investment
  • HP is a resource: eating controlled damage for a relic or key reward is worth it — but leave yourself healing windows
  • The elite criterion: rule of thumb — with healthy HP and healing available, consider elites; with HP low and no healing, detour decisively. Exact thresholds vary by build and Ascension
  • Read the map globally: confirm elite, campfire, and shop positions when the map opens, then plan the first floors
  • Don’t take “maybe useful” cards: when a reward offers no game-changer, skipping is the correct play

Act 1 Bosses at a Glance#

Boss Verified essentials
Slime Boss HP 140 (150 on Ascension 9+); always splits at half HP into two large slimes inheriting its current HP
The Guardian HP 240 (250 on Ascension 9+); enters defensive mode once damage taken hits the threshold (30/35/40)
Hexaghost HP 250 (264 on Ascension 9+)

Full mechanics and counterplay for each boss are in the Boss Guide.

First Look at Ascension#

  • Ascension has 20 levels, stacking penalties per level, each also adding 5% score (a full +100% at 20)
  • The official per-level definitions (more frequent elites, harder normals, harsher debuffs, fewer potion slots, pricier shops, etc.) are in the Ascension quick table on the hub page
  • Ascension 20 is the hardest: two consecutive bosses at the end of Act 3
  • Advice: stabilize one character at low Ascension first, then branch out to others

Character Learning Order (Editor’s Subjective Ranking)#

Order Character Why
1 Ironclad Intuitive Strength scaling; the starter relic gives reliable sustain
2 Silent Poison is intuitive, but the pace is slower and HP lower
3 Defect The orb system costs more to understand
4 Watcher Highest ceiling, lowest error margin — learn the mechanics first

Character deep dives: Ironclad, Silent, Defect, Watcher.

The Nine-Step First Run (Editor’s Experience, Not Official Data)#

  1. Learn the nodes first: when the map opens, locate campfires, shops, and elites — hold the whole picture before setting out
  2. Early normal fights: treat them as transitions; prioritize attacks with great damage-per-energy
  3. First campfire: upgrade your core attack if healthy; rest only if endangered
  4. First shop: removal before buying cards — hold the clutter down
  5. Before elites: assess HP and deck maturity; detour if unsure — losing an elite costs far more than missing one relic
  6. Event nodes: pick low-risk options in unfamiliar events; gamble on high rewards once you know them
  7. Audit the deck every act: does damage end fights on schedule, can defense hold elites, is clutter hurting draw consistency
  8. Before bosses: review boss mechanics (see the Act 1 table above) and plan potions and block
  9. Review every loss: did you bleed out on a greedy elite, or does the deck lack damage or defense — carry the conclusion into the next run

Uncompiled Content Notice#

  • The exact starter deck composition (card names and counts) wasn’t compiled in this verification pass — defer to your in-game deck
  • Full card pools per character, shop pricing, and event outcome values await verification; this site won’t fill them in speculatively

内容最后验证于 2026-07