![]() ![]() Damage reduction or Block relics like Orichalcum and Fossilized Helix should help stall, especially if you’re going for longer-term strategies. If you’re using many cards at once, relics like Shuriken and Ornamental Fan shouldn’t be overlooked. Anything that provides extra energy, like Ice Cream, Happy Flower, or Gremlin Horn helps pull off those important offensive turns. Whichever deck you choose, Slay the Spire's The Watcher benefits from a few key relics. With any luck, you won’t need to rely on Wrath at all, so using Calm cards is a better early game strategy. If you go with it, get a good amount of Block and Draw cards, but don’t forget that you’ll also need offensive cards to exploit Divinity’s damage buff. None of these cards are particularly good on their own (with the possible exception of Brilliance), which makes Mantra decks something you’ll likely want to pivot to over time, rather than something to commit to at the start of a run. Equally Damaru is a useful relic, as it provides 1 Mantra per turn. One more card, Brilliance, interacts with Mantra, dealing increased damage depending on the amount acquired during battle, which offers a potent offensive solution. Worship is a little more expensive, but provides 5 Mantra. Pray provides 3, as well as Insight, a 0-cost card which lets you to draw extra cards. Prostrate only provides 2 Mantra, but costs nothing and also provides a small amount of Block. Devotion is a Power card that gives you 2 every turn, which makes it an integral part of the deck and extremely useful if you’re able to upgrade it or play multiple copies of it. Entering Divinity costs 10 Mantra, and the aim of this deck is to gain this resource as often as possible, to help you quickly enter Divinity without suffering the risk attached to Blasphemy. Like Wrath, it allows for increased damage output, but it’s less risky and provides bonus energy. While Wrath and Calm are the most common stances, Divinity shouldn’t be overlooked. Slay The Spire statistics, tier lists, strategy, ranks for best cards and relics, from calculated from data uploaded by players. You’ll also want plenty of draw, for which Scrawl is likely to be a crucial card: it'll help fill your hand with important cards. While Eruption and Vigilance are helpful for this, Crescendo and Tranquility are useful alternatives. Retain also requires the ability to swap between stances quickly. Perseverance and Protect are key to this, with the former's effectiveness over time being particularly helpful. ![]() More importantly however, you’ll need cards that'll keep you alive long enough for this deck to ramp up in power. If you can hold a sufficient amount for long enough, they’ll not only be free, but also capable of dealing huge damage, especially when you’re in Wrath. Offensively Retain decks benefit most from Windmill Strike, which gains 4 damage every time it’s retained. Naturally it relies heavily on Retain cards, but also on Establishment, a Power that reduces the cost of a card by 1 each time it’s retained. This kind of build requires plenty of patience: it build up to an extremely powerful attack that aims to sweep your opponents aside in one. Miracle is automatically retained at the end of each turn, but is exhausted on use. This, at the start of each combat encounter, costs nothing, but grants 1 bonus energy. Your starting relic is Pure Water, which grants another card, Miracle. She starts with four strikes and defends, and one card for entering Wrath and Calm-Eruption deals 9 damage and enters Wrath, while Vigilance grants 8 block and enters Calm. Like the other three classes, The Watcher begins each run with a starting relic and a basic deck. Picking up a Footwork power to increase dexterity or Dodge and Roll to give more multiple turn defense bonuses will amplify the defensive ability of the Silent.(Image credit: Mega Crit Games) The best Slay the Spire Watcher decks If a player manages to get more than one Blur in their deck, they can create a Blur lock as the effects stack, giving them a powerful armor bonus that never disappears. Blur grants five points of block which, importantly, aren’t removed until the end of the next turn, creating a situation similar to what Barricade can do for the Ironclad. One of the most influential cards that the Silent can take is Blur. Thankfully, the Silent has some strong defensive plays that help build a defensive engine. ![]() As a result, building a successful Silent deck depends even more so on a solid defensive foundation. This means that players must weigh every turn of combat and decide whether any potential damage will be worth the risk. Players may find it difficult to adjust to playing the Silent after learning the game using the Ironclad because of one important distinction – the Silent has no way to regenerate health.
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