Slay The Spire – Juggernaut Build

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Juggernaut Build


The Build: Key Cards


The center carte du jour of this create it’s manifestly Juggernaut. It reads: “Whenever you lot gain block, bargain 5(7) impairment to all enemies.” Simple enough, right?

So what are nosotros aiming to exercise to exploit this effect? Surely nosotros desire cards that generate high block for depression position out energy too mayhap describe other cards that nosotros tin play to trigger Juggernaut some other time. And hither the fun begins: the Ironclad has 2 of the strongest block cards for this type of deck inwards all the game (in my opinion) at mutual rarity.

As you lot all conduct keep guessed now, nosotros are talking about: Shrug it Off too True Grit.


Let’s analyze them a niggling more:


Shrug it Off reads: “Gain 8(11) Block. Draw 1 card.”

This is the center carte du jour you lot desire early, mayhap on Act 1, too you lot tin add together upwardly to 3 re-create to your deck yesteryear the halt of the run (better if entirely 2 both upgraded). It gives you lot eleven block at the terms of i position out energy which it’s huge too it’s actually of import for the terminal phase of the deck equally I’ll explain.


True Grit reads: “Gain 7(9) Block. Exhaust a random (not random) carte du jour from your hand.”

This carte du jour it’s exceptional too yesteryear far my favorite inwards the Ironclad’s kit: it gives you lot 7(9) block, which is honest for 1 energy, too deed equally a CARD REMOVAL for gratuitous too hither is where it shines! Thinning your deck every fourth dimension you lot shape this carte du jour too sculpt your deck inwards fellowship to give you lot e'er the best mitt it’s role of the forcefulness of this archetype too why it plant hence good inwards every phase of the game.


You desire the 1st re-create equally shortly equally possible too mayhap the 2nd (it’s non necessary if you lot tin conduct keep your deck non bigger than fifteen cards) yesteryear the halt of the run. Note that you lot tin also skip the offset upgrade on this bad man child if you lot remember you lot tin care to exhaust what you lot demand yesteryear playing other cards 1st, fifty-fifty though afterward you’ll demand to exercise it or peril the defeat.


Now that nosotros got those 2 most of import things out of the way, let’s give-up the ghost for a listing of other useful cards tha you lot tin pick up:


COMMONS


Clothesline: If you lot lack impairment or your 1st boss it’s the Hexagost, you lot tin consider it .


Armaments: Maybe. Usually you lot volition halt upwardly Upgrading all you lot center cards hence no demand for this. Early game tin move an selection if you lot are brusk on coin or smithing.


Body Slam: Yes. You desire i re-create upgraded too no more. In this create you lot tin reliably bargain around sixty impairment or to a greater extent than per plough every plough amongst this, hence let’s larn it! (Sometimes you lot won’t demand it, but the Time Eater gets actually easier amongst this).


Iron Wave: Maybe. It’s adept early, hence if you lot experience you lot demand it you lot tin conduct keep it amongst no large problems. It’s neat amongst Juggernaut since it volition bargain the impairment hence trigger it for an extra 5(7).


Warcry: Maybe. It exhaust too gets you lot closer to Juggernaut, hence isn’t bad inwards your deck but non necessary.


So actually few mutual cards serve our purpose, 2 defensive too 1 offensive. You tin pick upwardly others but oft take away them yesteryear the halt or at to the lowest degree exhaust it during the fights.


UNCOMMONS


Battle Trance: Well… One never hurts right? Or does it? Sometimes does, equally you lot are trying to chain describe to block multiple times. One re-create it’s ok but, during boss create out inwards particular, elbow grease too uncovering a minute to exhaust it or you lot could regret ever picking it.


Flame Barrier: While this isn’t necessary, it speed things upwardly quite a bit. Go for i re-create too no to a greater extent than (during deed i it’s mvp vs Hexagost too The Guardian so… ).


Shockwave: This carte du jour it’s hence rigid it’s obscene. Defends you lot weakening all the enemies, inwards some fights volition aid you lot kill the offset enemies amongst ease too exhaust itself. One copy.


Disarm: Strong but unnecessary. If you lot similar fighting Elites hence maybe i re-create is for you, no to a greater extent than though.


Metallicize: Shockingly, no. If you lot larn to conduct keep i re-create early on it’s ok, equally after you lot play it isn’t anymore inwards your deck. It triggers Juggernaut every plough but… It’s depression affect belatedly game. One re-create maximum.


Ghostly Armor: One re-create early on or zero (since most of your cards generates block this is mostly irrelevant).


Carnage: Maybe early on if you lot lack some damage, else no.


Burning Pact: Well… that’s to a greater extent than useful! Sometimes it’s a ameliorate Battle Trance inwards this deck, nonetheless I don’t believe it’s adept enough. One re-create if you lot got a “big” deck too demand to a greater extent than exhaust cards.


Entrench: Funny plenty you lot don’t demand entrench for this deck to work. Maybe consider it if you lot conduct keep Calipers.


Sentinel: Can move too does synergy amongst exhaust cards. Be wary that also many defensive cards amongst no setup for your combo volition but ho-hum you lot downward though.


Rampage: Yes. If you lot exercise non conduct keep Body Slam early on inwards the game, hence this becomes actually good. It is but at nowadays impairment too plant good amongst you lot thinning your deck. It volition move slowly to play this 2 or fifty-fifty 3 fourth dimension per circular afterward inwards the game too tin aid you lot unopen hard fights. (If you lot believe inwards the dream Juggernaut carry… You volition elbow grease too utilisation entirely that! But this helps quite a bit)


So nosotros got entirely rares left but nosotros tin run into that at that topographic point are non many things nosotros want. This deck is actually focused and, if you lot desire to brand the Juggernaut tactic move every time, the pieces give-up the ghost actually few.


RARES


Offering: good this is a yes inwards almost every deck too hither is too! Super useful to uncovering your Juggernaut early on too defend inwards the same turn.


Impervious:  If you lot want. I don’t uncovering it specially essential to the build.


Feed: Early you lot tin consider it. It tin aid you lot long term amongst that HP boost. After Act 1 exercise non bother.


Barricade: Well it’s a block deck so… If you lot want. As Impervious this carte du jour is non necessary for the archetype too many times volition ho-hum you lot downward costing you lot a ccard too energy. Said so, if you lot larn it you lot tin pick it too volition move good inwards this deck.


Immolate: Now this tin move used equally a ameliorate Cleave! Jokes asaid, it’s a prissy bonus the fact that the Burns volition move shortly exhausted too if you lot demand majority impairment you lot tin larn that (destroys the raptomancer create out that is the most hard for you).


Dark Embrace: Can speed you lot up, making True Grit the most broken carte du jour inwards your deck. Nice but non essential.


Juggernaut: Yes, yes too yes. Fun fact you lot demand entirely i to exercise plenty impairment to win most fights, the 2nd sometimes is clunky but speeds upwardly boss fights hence you lot tin consider it.


As you lot run into clearly at nowadays this deck needs entirely i ability to work, Juggernaut , too this is neat against the Awaken One. You tin add together some rares too also some powers, you lot tin give-up the ghost for a to a greater extent than Barricady deck but, inwards its purest core, this is a fast pseudo-combo deck.


Let’s conduct keep a await at nowadays at the colorless cards: those are non essential BUT nosotros tin setup actually nasty combos amongst those hence it’s entirely worth taking a await at them to run into which i nosotros want:


COLORLESS


Here I’ll tell this for every colorless card: fifty-fifty if it seem to move you lot cannot affort it. Most of your coin volition move invested inwards carte du jour removal hence you lot got no run a peril for much shopping, sorry.


Finesse: Oh baby, what is this? Hell yes I desire a carte du jour that blocks for 0 position out energy AND draws a card! This is the BEST colorless carte du jour inwards this archetype too if you lot larn 2 is game over! In fact when you lot larn to a deck modest plenty (6 cards) you lot tin play those an iinfinite total of time, each fourth dimension triggering Juggernaut too dealing seven impairment per time… without ever stopping! Infinite impairment too block? Yep man!


Flash Of Steel: Although you lot don’t demand to purchase this, you lot tin consider taking it if you lot got spare money. Free impairment man.


Impatience: Can move considered equally you lot volition luckly conduct keep but i assault inwards your deck most of the times.


Madness: This i is equally of import equally Finesse. If you lot tin country it on a Shrug It Off (easy plenty amongst True Grit) hence you lot tin give-up the ghost interplanetary space amongst i finesse too the 0 terms Shrug It Off. Awesome! (If you lot got 2 both on 2 dissimilar Shrug It Off…. Combo time!)


CURSES: They are less bad inwards this deck hence others because you lot tin exhaust them but I propose to non conduct keep whatever if possible. The worst would move Necronomicurse.


Useful Relics


Here i volition listing the most useful relics for the archetype based yesteryear rarity amongst a brief explanetion of why I remember they are good:


COMMON

Anchor: Really adept relic, tin allow you lot setup you lot 1st plough too hopefully play Juggernaut piece nonetheless blocking plenty.


Ancient Tea Set: As the previous is a setup relic. Becomes actually adept the to a greater extent than describe effects you lot conduct keep too tin allow you lot play Juggernaught too defend for to a greater extent than than twenty on the same turn.


Art Of War: This is a must have! inwards this deck it’s basically an extra position out energy relic almost e'er active!


Bag Of Preparations: This may move i of the strongest relics inwards the game, helps your setup too let’s you lot run into to a greater extent than of your already sparse deck making it actually slowly to play your ability asap.


Bronze Scales: It’s adept amongst our strategy too nosotros are happy to run into it, non a priority though. If you lot are lacking majority impairment it tin move nice, expecially vs the birds on Act 2.


Centennial Puzzle: Nice but non also important. If you lot conduct keep offering this becomes actually good.


Happy Flower: Awesome relic, alway happy to conduct keep it.


Juzu Bracelet: As the previous. We exercise non aid much almost elites inwards full general hence query grade rooms are a priority too this makes them great.


Lantern: Another prissy setup relic.


Oddly Smooth Stone: Stat relics are adept inwards general, this is exceptional too if you lot tin larn it you lot should.


Smiling Mask: This is an AMAZING relic for us; it could brand us gain virtually hundreds of coin too allow us sculpt our deck equally it requires.


Tiny Chest: As Juzu Bracelet, it’s a adept effect, inexpensive too sometimes you lot could fifty-fifty larn four relics from this effect! Really good.


War Paint: All skills deck? Even if this gets 2 Defends those would move the ones you lot move out inwards your deck hence no problem!


UNCOMMON


Bottled Lightning too Bottled Tornado: Both greate. Obviousely Juggernought goes on tornado piece on lightning you lot tin position whatever carte du jour describe (I prefer to give-up the ghost for Shrug but also Batttle trance, Offering too Finess are good)


Gremlin Horn: Always prissy resultant to have, no demand to pass also much for it though.


Letter Opener: Nice AoE resultant that oft volition move active too sometimes you lot tin also activate it 2 or fifty-fifty 3 times some turns.


Meat On The Bone: The best affair that this relic does is letting you lot non waste matter campfires to remainder instead of upgrading your deck.


Mercury Hourglass: Same equally Letter Opener, gratuitous AoE.


Pantograph: similar Meat On The Bone.


Runic Dodecahedron: Usually volition move active afterward inwards the game for the nature of the deck, tin move considered if you lot conduct keep tegument coin (spoiler, you lot won’t XD)


Sundial: If you lot attain the vi carte du jour deck goal, good you lot made it. This is actually rigid belatedly game.


Toxic Egg: The best egg of the 3 since nosotros but desire skills.


RARE


Calipers: Pseudo-Barricade for you lot Entrench lovers. This goes on the high block variant of the deck.


Gambling Chip: This i is REALLY rigid too if you lot conduct keep the coin larn it! It sets upwardly your describe making it actually slowly to setup your ability early on game too sculpt your offset hand, most of the times, the most of import of the fight.


Incense Burner: Always good.


Old Coin: lucky you lot if you lot larn it man! Look for shops to take away too occasionally purchase some cards, or better, some relics.


Peace Pipe: Crazy adept early on since when you lot cannot upgrade you lot tin take away a basic Strike.


Thread And Needle: Always good.


Turnip: Sometimes saves you lot many hp, since nosotros are a block deck….


BOSS


Here you lot all know what is adept too what is less adept hence i’ll jusp position some full general things.

4 position out energy at least, non Snecko Eye, Calling Bell or Velvet Chocker.


EVENT


Enchoridion: I remember is best inwards full general on the Ironclad, inwards this deck you lot tin also exhaust Berserk if it scares you.


SHOP


Medical Kit: Always good, especially on Iroclad for that pesky Break Through.


Membership Card: Another adept value relic since for us shops are actually key.


The relics that are non mentioned hither are prissy or non bad effects mostly. Since you lot can’t conduct your relics mostly this listing was to a greater extent than focused on the ones you lot tin purchase on the shop. Pay attending for some relics that you lot should non pick upwardly to brand this deck work, similar Strange Spoon (thinning our deck would move impossible), Dead Branch (same reason)…


Map too Routes


Now lets verbalize almost the map too how to climb piece forcing a create similar this.


First a quick listing for priorities, from most of import to less:

1) Campfires

2) ? Rooms

3) Shops

4) Monsters

5) Elites


Why this order? Lets verbalize almost it.

We saw that the terminal deck aim to move actually thin, around fourteen cards if non less. This agency 2 things: you lot demand to take away a lot of cards too the deck tin realistically move all upgraded.


Campfires are greate afterward since you lot demand to upgrade a lot of cards, but early on are essential to your survival. An early on Body Slam+ tin speed upwardly a lot of fights too every defensive carte du jour improve our chances piece also beingness role of our damage.

If all goes good you lot should non fifty-fifty demand to remainder to a greater extent than than 2 times all game. With Peace Pipe it becomes fifty-fifty better.


? Rooms are overall actually greate too hither nosotros are angling for gratuitous upgrades, removals too relics. Usually, if at that topographic point is a curse involved you lot should tend to non conduct keep whatever it’s offered to you lot unless it’s greate. (For example, e'er pick the unproblematic upgrade over the Warped Tongs).


Shops give-up the ghost priority if you lot conduct keep enought coin to at to the lowest degree take away a card. Usually that is the entirely affair you lot desire from there, a role some relics that nosotros discussed before. When choosing your path alway await to how much coin you lot conduct keep to run into if you lot desire to pay a view or give-up the ghost on your monster slaughtering for to a greater extent than bounty. (To banknote that sometimes nosotros could uncovering a store inwards a ? room, for this trying to give-up the ghost for equally many ? rooms equally nosotros tin it’s beneficial)


Elites are unsafe but rewarding, everyone knows that. So why non elbow grease too larn one? “My deck plant fine, i tin larn it” you lot mightiness think. Here is why I personally avoid Elites inwards high rising piece trying to create this variety of decks (and inwards general):


1) This deck is tought for bosses mostly. Hallway fights are managable or slowly but elites are risky since they tend to counter a item deck sometimes (looking at you lot Gremlin Nob). This playstyle is actually selective amongst the deck edifice too this reflects on your clunckiness against this fights.

2) Every fourth dimension you lot remainder you lot are wasting resources: that is a questionable way to await at this but i actually prioritize a adept deck to a moltitude of marginal relics too i’m positive that a adept deck tin move to a greater extent than funcional than a medium deck amongst many relics.

3) The prizes are non worth it: inwards this build, rare cards (which elites drops to a greater extent than often) too many relics exercise non serve your role (and inwards full general i remember that relics are a niggling flake overrated, but i’m special XD) hence you lot obviousely would relish those but for what I said earlier those fights are non worth.


 


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