Inner Peace, calm when you need calm, draw when you have calm, which is perfect to make use of calm's properties. Meditate, powerful card that has hidden synergies and helps you set up the strong turns you need to afford to enter wrath.
Slay the spire watcher free#
Tranquility, cheap, exhaust, retain, everything you could want in a free get out of jail card. She has plenty of solid calm options otherwise. If you don't have a calm card the next turn (or won't be attacked/can finish the fight), your Eruption might aswell be a Blasphemy. But you're probably gonna use it when you can kill the enemy. Otherwise you use normal attacks (she has wrath but she doesn't have to use it to deal damage), and block as much as you can while setting up a good damage turn until the opportunity presents itself. If you aren't sure the enemy won't attack next turn and/or you aren't guaranteed to see a calm card next turn, you just don't use wrath. Wrath is a powerful tool, but yes, also one of her biggest trap if you're careless and use it just because you can.ĭo NOT use wrath if you can't go back into calm before the enemy attacks, even if it isn't this turn. Nah, she doesn't require luck to make a good deck, it's like every other characters at first, you need to get a feel for what works and what doesn't on her. They all feel REALLY inefficient and rare to come by. I wish there were more ways to enter calm. Unfortunately, it feels like the most reliable strategy to build around since it's partially baked into your starting deck. I got pretty far in the third floor, but made a stupid mistake entering Wrath and died. My best run so far was a Mantra deck where I played really defensive until I hit mantra stance and played cards like windmill and ragnarok. I feel like she relies a lot on luck to get cards that synergize well, otherwise you end up with a really limp ♥♥♥♥ deck that's doing tons of different things that don't benefit one another.
Originally posted by lufia22:I cannot for the life of me beat the game once with her. That being said, that doesn't necessarily mean you need to go for a 5 cards deck. Watcher does prefer having less cards compared to other character i've noticed. Can be nice to have a non exhaust stance card of each stance too, especially if you're gonna dance with the stances. Otherwise i approve of having a Tranquility and a Crescendo. It's okay for a card to be bad in some fights if it makes some others go smoothly. So the card has some merit in retain decks.Īlso, i feel like there's a simple notion that seems to easily be and very often missed/disregarded by almost every players, good or bad, new or old. Without it it becomes a 2 cost Sands of Times in the time Sands of Times even gets down to 2 cost. After a turn, it has higher value than the average attack card with Establishement. Windmill can be interesting if it's paired with Establishement and is upgraded. You just don't want to switch too often and need to know the moveset of an enemy to know when you can safely go Wrath without risking a heavy blow next turn. Originally posted by Omegatherion:I usually try to take a Tranquility and a Crescendo to have better control over when to switch stances. With the other chars i have something around a 20% win rate, while with the watcher i have a whopping 50%. Overall i feel like the Watcher is the easiest char so far. Watcher relies on a thin deck even more than the other characters i feel. That's just one example what kind of deck can work. Throw in some Protects and Deceive Reality and you have an amazing set that melts everything. They let you set up for a big turn very comfortably. Good combinations are Smite generation cards like Battle Hymn or Carve Reality in combination with Establishment. And most hallway fights are usually over before you hit that point. Windmill is not that good anyways, as it only starts to deal significant damage after retaining it for a while.
I usually try to take a Tranquility and a Crescendo to have better control over when to switch stances.