![]() Most of the time, you should choose one of the two bosses to focus down before moving on to the other. Furthermore, their plated armor grants them a deceptive amount of HP over the course of the fight, while their initial Artifact charges grant them a degree of resistance against powerful cards like Bash and Piercing Wail. Their consistent attack patterns make them easy to predict, but they attack every turn and their damage scales rapidly due to Donu's Circle of Power. This replaces your starting Cracked Core, and not only starts you with a frost orb in each fight, but channels an additional frost orb at the end of your turn if you have any empty orb slots.Donu always starts with Circle of Power, then alternates between Beam and Circle of Power.ĭeca always starts with Beam, then alternates between Square of Protection and Beam.Īll enemies gain 16 Block and 3 Plated Armor.ĭeal 10 x 2 damage, shuffle 2 Dazed into the discard pile.ĭeal 12 x 2 damage, shuffle 2 Dazed into the discard pile.ĭeal 12 x 2 damage, shuffle 2 Dazed into the discard pileĬompared to the other Act 3 boss fights, the Donu and Deca fight is a simple but brutal slugfest. Frozen Core is a no-brainer if you see it in a boss chest. A more interesting option is a dark orb, allowing you to stall with frost while the dark orb builds up damage, then evoking it to deal huge damage.įor that reason, Symbiotic Virus can be a good relic in a Frost Deck, starting each fight with a dark orb already channeled. Streamline isn't terrible either, and serves as a decent solution for the early game at least. Blizzard is an obvious pick, dealing damage equal to two (three upgraded) times the number of frost orbs channeled in the fight, and if you're running a lot of orb slots, Barrage is good too, dealing damage for every channeled orb. Once you're set up, all that's left is damage. Echo Form is also great here (admittedly, it's an excellent pick for any Defect deck), playing the first card you use each turn an additional time, letting you capitalise on drawing Blizzard, or doubling on channeling from strong cards like Glacier, which channels two orbs and gives block. ![]() The power Loop works brilliantly in a Frost deck, triggering that first orb an additional time or two at the start of your turn to squeeze out some block. Electrodynamics is a must-pick, as it changes lightning's passive and evoke effects from hitting a random enemy to hitting ALL enemies, making multi-enemy fights much easier. Something to note about Thunder Strike is that it's a regular attack, unlike regular lightning - the Defect's lightning doesn't benefit from strength or enemies being vulnerable, though Thunder Strike does, so keep this in mind. If you need a big finisher card, Thunder Strike, which deals seven (nine upgraded) damage for every lightning orb channeled in the fight, or Fission+ (an unupgraded Fission is useless) which evokes all your orbs and gives you energy and draw for each orb evoked, are both great. It's easy to pick up several Ball Lightnings early, which can serve as a great offensive core, dealing a bit of damage in addition to channeling. The general idea when utilising lightning is to build up some focus to deal good passive damage, evoke as regularly as possible for even more damage, and take plenty of block to cover yourself on turns you're being attacked. ![]() Lightning is the easiest of the four orbs to channel, as there are countless cards that can do so. Consume gets rid of an orb slot, and in return gives you two focus (three when upgraded), which strengthens orbs - with an Inserter and Consume, you can effectively farm infinite focus. For example, if you get an Inserter from a boss fight, which gives you an extra orb slot every two turns, you might be more inclined to take a Consume if you see it. You can never rely on seeing a specific relic, but if you come across a particularly useful one, you can make card choices that synergise with it. For example, if you get a Ball Lightning from the first fight you win, it's probably a good idea to take other cards that synergise with lightning. It's good to have some knowledge of basic deck types to understand what sorts of cards to take, but in general, just build a deck based on the cards you're seeing. Because of this, the best approach to deckbuilding is to work with what you're given, rather than try to force a specific kind of deck. It's easy to decide on a deck archetype you like the look of, but the reality of RNG means getting the cards you need is purely a matter of chance. As with all of Slay the Spire's characters, deckbuilding is a tricky process.
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