Use a potion when its effect prevents a dangerous turn or enables a decisive play. Decide what it changes before drinking it, and keep enough Energy, hand space or targets to use the result.
Kingy example: suppose the visible attacker has 12 HP and your affordable attacks total 8. If your potion’s displayed effect can supply the missing damage, compare killing that enemy now with blocking its next attack. Recheck modifiers and target restrictions before assuming the kill.
For a draw potion, identify which remaining cards would help and how many you can afford. Drawing a perfect defense with no Energy to play it is a different outcome from drawing an immediately usable answer.
When inventory is full and another potion is offered, compare each option with the next visible threat. A useful potion used now can protect HP and free a slot. Do not discard a planned boss answer merely because a new bottle looks rarer.
A saved potion should have a job. Reconsider that job when your route, relics or deck change; a plan made several floors ago may no longer fit.
Kingy review suggestion: after a loss, note the potions still held and the first turn each could have changed. After a win, note whether an early use allowed a safer elite or an upgrade. These observations are more actionable than judging every potion by the final boss alone.
Potion timing and planning ↗Qualitative timing only. Numerical potion effects and broad claims about availability excluded.Walkthrough ·
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