Slay the Spire / Original game
Unlocks and Tactics for All 4 Characters
Compare starting HP, decks, relics, and selection requirements. Numerical examples explain Strength and Exhaust, Poison and Shivs, orbs, and stances.
Scope: Original game, PC Steam App 646570; includes the V2.2 balance changes. The official announcement with a confirmed version number is V2.3.4 (2022-12-20). Checked: 2026-10-02. Ports, mods, II, and the board game are separate.
Unlock the characters in order
| Character | Unlock condition | Starting HP and deck size | Starting mechanic |
|---|---|---|---|
| Ironclad | Available from the start | 80 HP / 5 Strikes + 4 Defends + 1 Bash = 10 cards | Burning Blood: heal 6 HP after each combat |
| Silent | Finish 1 run as Ironclad. A victory is not required. | 70 HP / 5 Strikes + 5 Defends + 1 Neutralize + 1 Survivor = 12 cards | Ring of the Snake: draw 2 extra cards at the start of combat |
| Defect | Finish 1 run as Silent. A victory is not required. | 75 HP / 4 Strikes + 4 Defends + 1 Zap + 1 Dualcast = 10 cards | Cracked Core: start with 1 Lightning orb |
| Watcher | Unlock the first 3 characters, then defeat an Act 3 boss in a normal, unseeded run with any character | 72 HP / 4 Strikes + 4 Defends + 1 Eruption + 1 Vigilance = 10 cards | Pure Water: start with 1 Miracle |
- Silent and Defect require finishing a run with the preceding character. Distinguish this from Watcher's victory requirement.
- Meet both of Watcher's requirements: unlock the 3 characters and win in normal mode. Check seeded runs, mods, and ports separately.
Ironclad / アイアンクラッド
Burning Blood: heal 6 HP after each combat
- In Act 1, apply Bash's Vulnerable before follow-up attacks. The starting Strike costs 1 and deals 6 damage; Defend costs 1 and grants 5 Block.
- With Strength, compare multi-hit attacks and Heavy Blade. Do not collect only Strength-dependent cards before you have a source of Strength.
- For Exhaust synergies, set up Feel No Pain first and play Corruption before using Skills. Adding Dark Embrace turns Exhaust into draw.
- To turn Block into damage, play Block cards → Entrench → Body Slam. Check whether you can defend the turn spent setting up Barricade.
- The 6 HP healed after combat is a resource for the next fight. Do not confuse recovery with protection from a lethal hit during combat.
- Example: Whirlwind with 2 Strength and 3 energy deals (5 + 2) × 3 = 21 to each enemy. Upgraded, it deals (8 + 2) × 3 = 30.
- Skills played under Corruption do not return to the discard pile. You also need enough damage to finish a long fight before running out of defense.
Silent / サイレント
Ring of the Snake: draw 2 extra cards at the start of combat
- Use Neutralize on an attacking enemy from your 7-card opening hand. Later turns normally draw 5, so do not assume the same refill as the opening turn.
- For Poison, secure a source such as Deadly Poison before adding Catalyst. Using Catalyst on 0 Poison adds nothing.
- For Shivs, generate them with Blade Dance and improve each with Accuracy. Kunai and Shuriken count Attack cards played within the same turn.
- Discard Tactician with Acrobatics or Survivor to gain energy. The automatic discard at end of turn does not trigger Tactician.
- Use Well-Laid Plans to retain defense or Piercing Wail for an enemy's attack turn. After playing Wraith Form, plan to finish before Intangible runs out.
- A base Blade Dance creates 3 Shivs. With a base Accuracy already in play, each deals 8, for 24 total. Enemy Block, Strength, Vulnerable, and Weak change this result.
- Poison works against the Heart. Handle turns with Artifact and the per-turn HP-loss cap as separate restrictions.
Defect / ディフェクト
Cracked Core: start with 1 Lightning orb
- Evoking the starting Lightning twice with Dualcast deals 8 × 2 = 16 at 0 Focus. After evoking it, refill with another orb using Zap or a similar card.
- For end-of-turn Frost Block, gather sources such as Glacier or Coolheaded. Raising Focus increases each orb's output.
- Capacitor adds slots. Empty extra slots do not defend you, so consider orb generation alongside them.
- Biased Cognition gives immediate Focus in exchange for losing it afterward. For an Artifact synergy, prepare Artifact before Biased Cognition.
- Reprogram raises Strength and Dexterity while lowering Focus. Before choosing it, decide whether your main defense comes from orbs or Attack and Skill-based play.
- You start with 3 orb slots. Channeling a new orb into full slots evokes the oldest orb first.
- Frost's passive Block normally arrives at end of turn. The Heart's Beat of Death triggers on card play, so you need Block beforehand.
ウォッチャー / Watcher
Pure Water: start with 1 Miracle
- Before entering Wrath, check whether your hand can kill or leave it through Vigilance or an Empty card. Wrath doubles Attack damage both dealt and received.
- Leaving Calm for another stance or no stance grants 2 energy. Simply entering Calm again does not repeatedly grant 2.
- Upgrading Eruption lowers its cost from 2 to 1. With 3 energy, you have 1 more left for an exit or another attack.
- Scry away unwanted cards from the draw pile. Scry does not itself draw, so check follow-up draw such as Cut Through Fate.
- Talk to the Hand is an enemy debuff; Mental Fortress is your own Power. Choose with enemy Artifact and the Awakened One's Curiosity in mind.
- A normal 6-damage Strike deals 12 in Wrath. An enemy's 10-damage Attack also deals 20 against you. Non-Attack effects such as Poison and Burn are not all doubled.
- At 10 Mantra, enter Divinity, gain 3 energy on entry, and triple Attack damage. Entering through Blasphemy adds a separate lethal effect next turn. Sources disagree on the precise timing for leaving Divinity, so this guide does not settle it.
Defect's 4 orb types
Normally 3 slots. Compare values at 0 Focus, distinguishing channeling, passive effects, and evoking.
| Orb | Passive effect | Evoke | Conditions and exceptions |
|---|---|---|---|
| Lightning | 3 to a random enemy at end of turn | 8 when evoked | At 1 Focus, these become 4 and 9. Electrodynamics makes them hit all enemies. |
| Frost | 2 Block at end of turn | 5 Block when evoked | At 1 Focus, these become 3 and 6. Distinguish defense against Beat of Death while playing cards from end-of-turn defense. |
| Dark | Stored damage increases by 6 at end of turn | Deals stored damage to the enemy with the lowest HP | A newly channeled orb starts at 6 damage. Choose between evoking quickly and letting it grow. |
| Plasma | 1 energy at the start of your turn | 2 energy when evoked | Changes to Focus do not affect it. |
Calculate Watcher's attack order
- Example: normal stance, 3 energy, Eruption+ and 2 Strikes. Eruption+ costs 1, deals 9 damage, then enters Wrath.
- Play 2 Strikes with the remaining 2 energy for 12 + 12, totaling 33 damage. Enemy Block, Vulnerable, Weak, and similar effects change the displayed result.
- If an enemy survives, reserve an exit card and its cost. Do not assume you can pay Vigilance's 2 energy after spending both Strikes.
- Entering Wrath with Eruption+ from Calm adds 2 energy for leaving Calm. Recalculate the sequence using the starting stance.
- Wrath and Divinity multiply Attack damage. Do not apply their multipliers to all Poison, orb, or Burn damage.
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