Your first run: what to do at every stop
Choose a character, read the map and make the first combat decisions.
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16 of 16 guides
Choose a character, read the map and make the first combat decisions.
Early card choices, healing and the cost of shrinking your deck.
Make Sly trigger correctly and avoid a deck that cannot finish fights.
Budget two resources and build a repeatable Forge plan.
Understand two health bars, Summon and the delayed kill threshold.
Plan passive effects, Evokes and Glass before adding more slots.
A practical decision process for rewards, upgrades, shops and elites.
Evaluate act-start offers against the deck you are already playing.
Removal costs by Ascension, a purchase order, and a practical rest-versus-upgrade decision.
Use hit counts against Slippery and facing against Surround.
A Main-branch preparation guide, with a plan for each character and checks before ending your turn.
Party size, platform support and a short connection checklist.
Check profile and mode, distinguish a lost Timeline Epoch, then use the applicable recovery path with preserved saves.
Current branch baselines, important changes and what is still coming.
Compare deck size, useful copies and draw count without an account.
Evaluate timing, hand space and immediate value without relying on a universal potion tier list.
Say where you’re stuck in Slay the Spire 2. You get one hint at a time from a published kingy.wiki guide, and the answer and its clip stay covered until you ask.
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