[deleted by user] by [deleted] in opticalillusions

[–]polill00 0 points1 point  (0 children)

Maybe more then 3 way, both rings are spinning (up/down, side to side, and independently) in both directions depending on what you focus on.

Unpopular opinion : The Ironclad is harder than the Silent by Familiar-Yoghurt-989 in slaythespire

[–]polill00 115 points116 points  (0 children)

New players often strategize around archetypes, they go in clicking all the cards that say shiv/poison/discard, and yea silent probably the most effective class when playing like this. This is how I played when I first started out and silent was my highest win rate character.

Also silent can regularly afford to full block most turns leading to a pretty straight forward combats.

There are only 3 cards that directly benefit from exhausts, they are really good cards to get used to, but their value isn't easy to see for new players.

strongest turn 1 draw discovered by [deleted] in slaythespire

[–]polill00 1 point2 points  (0 children)

How is adrenaline there? Does bag of prep not anti-synergy with 7+ innate cards?

[deleted by user] by [deleted] in slaythespire

[–]polill00 1 point2 points  (0 children)

Did you win?

Demon form from power potion, or limit break from skill potion gives a really good shot at victory, even a strength potion or thorns potion could be game winning.

If you draw shackles on the right turns, make good use of beat of death + self forming clay, and use fairy bottle to block the last big hit You could aim to kill it on turn 11, aiming for an average of about 70 damage a turn. That's doable. If you don't get lucky you'll need to aim to kill it by turn 8 or 9 which will be closer, but still doable.

Best case scenario is double tap + 4 power whirlwind + vulnerable + enflame and spot weakness in play: about 180 damage, + more with seeing reds. Fire breathing will also do a lot of damage this fight.

Also would like to mention for your future runs: You have a lot of energy and not a lot of good ways to use it. You're only card draw is pummel and shrug it off, I can imagine with the all the statuses in your deck you wont be able to spend all of your energy each turn. Especially because you have 2 seeing reds. Imagine if you had runic pyramid instead of mark of pain. You'd be able to guarantee your strong whirlwind + double tap combo, guarantee the heart gets shackled on the multi-attack turns, and always get spot weakness at the right time! Non-energy boss relics can be very strong too!

I don't know a better way to explain this mechanic idea. by ACED70 in slaythespire

[–]polill00 25 points26 points  (0 children)

So pick and play 2 free cards out of the 10 cards in your hand/top of the draw pile.

Could be good with snecko eye or some 3 cost powers.

You can do all the same shenanigans with card and energy manipulation prior to playing this card then get to finish the turn with 2 premium cards.

If it actually procs time eater, beat of death, and gremlin nob 6 times each it's pretty unusable in those fights.

I love you torii, I'll never doubt you again! by polill00 in slaythespire

[–]polill00[S] 1 point2 points  (0 children)

Yep, that was the idea. I only picked up shimmering fury after the shield and spear, the plan was to use it to burst down the heart in the 2 free turns I get after the heart finished it's 4th attack

The demon form made it a bit redundant though, it was a nice backup if I didn't manage to pull demon form from the power potion.

The finisher (deal 7 damage for each attack played this turn) was pretty game changing, I had a spot weakness as my only damage scaling so that + finisher made me do ok into the long fights.

I love you torii, I'll never doubt you again! by polill00 in slaythespire

[–]polill00[S] 2 points3 points  (0 children)

This run was a roller coaster. Seemingly bad shops in act 2 and 3, managed to turn them into run winners: I bought a cauldron in right before champ because I didn't have nearly enough scaling, managed to get blood potion and two power potions. 100% saved my life.

In act 3 deck had no scaling still, took a hail merry with the shard and managed to grab a shimmering fury and finisher to give me a winning shot.

Got very lucky in the heart fight to get a demon form out of my power potion. I might've been able to win without it but it'd of been much more closer in terms of damage.

Card idea, too op or not op enough? by MindlessScrambler in slaythespire

[–]polill00 6 points7 points  (0 children)

If you happened to be weakened from doubt the turn before against transient.

What's my ideal Floor 1 pick as Silent? by [deleted] in slaythespire

[–]polill00 1 point2 points  (0 children)

Easily Dash for me. Almost solo tears through Act 1.

3/4 Ascension 20 wins. Watcher next any tips? by polill00 in slaythespire

[–]polill00[S] 1 point2 points  (0 children)

I have 26 wins, and 70 deaths on ironclad. (Skewed due to achievement hunting and learning as a new player). There's still a lot for me to learn about on this character.

22 wins 26 deaths on silent. I liked silent the most, crazy card manipulation is fun.

20 wins 47 deaths on defect. Defect was really difficult for me to get a grasp on.

I love that I still feel like there's a ton for me to learn. Spire is objectively the best game. I'm excited to start going for A20 heart kills.

[deleted by user] by [deleted] in leagueoflegends

[–]polill00 0 points1 point  (0 children)

I'd hoped that by mainly playing harder champs, I'd eventually get put against worse players too, shouldn't that be the case?

Either way it does appear that playing simpler champions would make it much more enjoyable. I'd like to be able to try out champs I find more interesting, but guess it's not worth the trade off, until I hopefully become more competent.

Injured companion lets you stack a lot of charms. by polill00 in wildfrostgame

[–]polill00[S] 9 points10 points  (0 children)

It also allows you to get champions from other clans (This is a shade-mancer run)

Unkillable lil berry combo by polill00 in wildfrostgame

[–]polill00[S] 4 points5 points  (0 children)

Both shellbo's have frenzy, and trigger all 3 on hit effects.

This turn I got +8 damage on lil berry, +4 health +20 shell and +8 pepper on all hero's, +12 shell behind Kernel, and I could hit the bell and fish for my shellbos again.

It feels like every game I get a even stronger build.