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你可以通过如下操作将游戏语言设置为简体中文:点击游戏菜单中的“Settings”选项,在设置窗口中将右下角的“Language”从“English”改为“Chinese (Simplified)”,然后重新启动游戏。我们将卡牌游戏与Roguelike游戏融为一体,制作出了这款最棒的单机组牌游戏。打造出独一无二的牌组、遇见无数离奇的生物、发现威力强大的遗物、去屠戮这座高塔吧!游戏特色动态构建的牌组:谨慎选择你的卡牌!在攀爬高塔的途中邂逅百余张不同的卡牌,选择是否将它们加入你的牌组,通过组合和搭配来让牌组发挥力量,打败敌人、挑战登顶。不断变化的高塔:每次开始爬塔的旅程时,高塔的构造都会发生变化。是选择高风险高回报,还是谨慎前行?面对不同的敌人、选择不同的卡牌、发现不同的遗物、甚至挑战不同的Boss!威力强大的遗物:在塔中你将发现名为遗物的各种强大物品,这些遗物可能会与你的牌组产生强大的化学反应,让你的战力得到飞跃。但也不要过于大意,为了获得遗物,有时你所付出的代价,可会超过区区金钱……《Slay the Spire》已经结束抢先体验,目前游戏共有下述内容:四名角色,各自拥有独特的牌组。350多张可用的卡牌。200多种可被找到的物品与道具。50多场完全不同的战斗。50多件神秘的事件,可能给你带来帮助,也可能将你害得很惨。每日挑战模式,让你可以在进行独特游戏的同时,与世界各地的玩家们比较你的表现。自定模式,让你可以自由混合各种疯狂的特殊效果。
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会长天下第二
2026-02-19 22:00:16 · 发布在 「Slay the Spire」
《杀戮尖塔》全成就指南
《杀戮尖塔》100%成就达成指南 简介 欢迎阅读我的《杀戮尖塔》100%成就指南。本指南包含一些技巧和策略,希望能帮助你达成100%成就。 免责声明 这些技巧和策略均来自我的个人游戏经验。达成目标的可行策略有多种,我仅列出了对我个人有效的那些。 由于我的母语并非英语,文中肯定存在一些语法和拼写错误,欢迎指出。 基本信息 对于大部分成就,你需要采用【龟缩流】玩法。关于《杀戮尖塔》的“龟缩流”玩法,已有一篇内容十分详尽的攻略,你可以参考Iacker的指南。 目前共有44个成就可供获取,其中14个为隐藏成就。 无需额外说明的成就: 1. Ruby(使用铁甲战士通关游戏)翡翠(使用静默猎手通关游戏)蓝宝石(使用缺陷者通关游戏)My Lucky Day(赢得每日攀登)Who Needs Relics?(仅携带一个遗物通关游戏)6. 飞升0(解锁飞升模式)要解锁飞升模式,你需要使用所有角色成功完成5次通关,或者击败3个不同的第三章 Boss(时间吞噬者、觉醒者、多努与迪卡)。7. 飞升10(完成飞升等级10)8. 飞升20级(完成20级飞升)甜甜圈来啦!(用喂食击败多努)成就部分1 10. Adrenaline(在单次战斗回合中拥有9点能量)我推荐使用【静默猎手】或【故障机器人】来完成这个成就。 【静默猎手】:有几张+能量的卡牌(优先升级)可以帮助你达成该成就。我建议选择那些需要最少准备的卡牌,例如:在使用【爆发】后接【机动】,再配合【肾上腺素】和/或【集中】的组合。 【故障机器人】:你应该构建【回响】+能量/等离子卡牌(【双倍能量】、【回收】、【涡轮加速】、【融合】和【流星打击】)的卡组。根据你的手牌,有多种打法。例如:你可以用(升级后的)【回收】以零能量回收【流星打击】,然后使用【双倍能量】或【涡轮加速】。你也可以使用多个等离子球,这种情况下建议在卡组中加入【电容】和【消耗】。只有当你的卡组足够强力时,将【Aggragrate】加入卡组才是可行的。 遗物:有许多遗物能帮助完成此成就,其中【Ice Cream】遗物可能是最佳选择。其他有帮助的遗物包括:【Ancient Tea Set】、【Art of War】、【Happy Flower】、【Lantern】、【Sundial】、【Busted Crown】、【Coffee Dripper】、【Cursed Key】、【Ectoplasm】、【Fusion Hammer】、【Mark of Pain】、【Philosopher Stone】、【Runic Dome】、【Sozu】、【Velvet choker】。 药水:能量药水 11. Barricaded 和 12. Impervious(11. 在战斗中拥有99点格挡值 12. 在战斗中拥有999点格挡值)铁甲战士:建议使用【壁垒】+【固守】的组合。这是获取这些成就的最快方式。如果运气不佳没能抽到这些卡牌,也可以选择较慢的【双持】+【金属化】组合(不过不推荐)。当然,将这些组合搭配使用也是可行的。 静默猎手:用静默猎手获取这些成就需要更多规划,但也是可行的。你应该以构筑小卡组为目标,其中【爆发】+【模糊】(最好是多张升级后的版本)是核心。推荐加入此卡组的额外卡牌包括:【周密计划】、【肾上腺素】、【逃脱计划】、【翻滚闪避】、【智取】和【偏转】。还有更多卡牌可以列举,但由于你需要保持卡组精简,显然只应选择那些适合你卡组的卡牌。缺陷:我个人认为用缺陷角色获取这些成就是最麻烦的。由于缺陷的卡牌库中没有能保留格挡的卡牌,因此获得【卡尺】遗物是非常理想的选择。你可以构建一套专注/冰霜球体系的卡组(回响、电容器、消耗、循环、全息影像、裂变、冷静头脑、冰川),或者一套“纯粹”的格挡体系卡组(回响、全息影像、强化躯体、平衡、充能电池),通过这些卡组你可以不断增加自己的格挡值(每回合超过15点)。 另一种选择,但非常依赖随机数生成,那就是获得【棱镜碎片】遗物,并希望在后续的卡牌奖励中能拿到【壁垒】这张牌。 遗物:卡尺、棱镜碎片、永动陀螺、锚、自塑形黏土、针线 药水:格挡药水、钢铁精华催化剂(对单个敌人施加99层或以上中毒效果)使用毒系卡牌的龟缩流打法应该能奏效,比如致命毒药、剧毒烟雾、弹跳烧瓶,再搭配爆发和催化剂(最好已升级)。生命值高的敌人应该是你的目标(Boss、巨头、巨口) 遗物:史耐克头骨、扭曲漏斗 药水:毒药药水 14. Come at Me我建议使用静默猎手来完成这个任务,这样你就能从中毒效果(除了毒刺卡牌)和撒菱卡牌中获益。拥有造成伤害的遗物和/或药水只会让这变得更容易。 * 正如Xgpmcnp所建议的,你也可以用故障机器人非常轻松地做到这一点: 对于【Come at me】成就,你可以在开始时选择尼奥的悲叹遗物,使所有敌人都只有1点生命值。然后,使用故障机器人,让你的闪电球消灭敌人。即可获得成就。 遗物:青铜鳞片、铜铃、沙漏 药水:液态青铜 15. 常识(使用不包含稀有或史诗卡牌的套牌击败游戏)这里有多种可行的卡组。一套围绕【完美打击】构建的铁甲战士卡组是可行的,前提是你的卡组中要塞满额外的打击类卡牌(如【柄击】【双重打击】【狂暴打击】【完美打击】)。由于这是一套进攻型卡组,建议加入1张或更多【猛击】卡牌。在较长的战斗中,我不建议频繁使用【狂暴打击】(如果有的话),因为它会让你的卡组充满【伤口】,导致你的手牌瘫痪,无法打出【猛击】。如果你觉得缺乏范围伤害,可以在卡组中加入【雷霆一击】和/或【横劈】。 另一种选择是围绕【身体撞击】构建更具防御性的铁甲战士卡组。重点是获取多张升级后的【身体撞击】卡牌,并搭配【耸肩无视】等防御卡牌。装备卡牌(最好是升级后的)在你游戏初期会是个很棒的助力。 注意:诅咒牌可能会让你无法获得Common Sense成就,因为它不被视为普通卡牌。显然现在情况已经不是这样了,你的牌组中有诅咒牌也能获得该成就。 16. The Transient - 17. Minimalist - 18. You Are Nothing - 19. Perfect (16.在短暂者消失前击败它) (17.用不超过5张卡牌的牌组通关游戏) (18.在第一回合击败首领) (19.不受任何伤害击败首领)我已将这些成就归为一组,因为使用包含以下卡牌的5副牌组进行一次游戏,你可以获得4个成就中的3个(如果不是全部4个):猛击+、2张侧踢+、耸肩+、冲突+。你可以用任何伤害卡牌替换冲突。 极简主义成就最困难的部分显然是移除卡牌。尽可能避免获得诅咒,节省金币用于移除卡牌,并祈求随机数生成神能带来大量卡牌移除事件以及和平烟斗、微笑面具等有利遗物。 一图胜千言。还有其他可行的卡组配置,但如果你能组出这套卡组,至少能完成4个成就中的3个,因为【短暂过客】是随机遭遇。 遗物:【弹珠袋】、【手动钻】、【和平烟斗】、【微笑面具】 药水:【恐惧药水】 20. Focused正如Dist所建议的,有一个比我的方法更简单的获取该成就的方式: 你只需要【消耗】卡牌本身,以及足够的【防御】牌来对抗一个简单的敌人,这样你就可以积攒【专注】且不会死亡。即使你没有剩余的【能量槽】,使用【消耗】后仍然可以继续获得【专注】。 卡组构建应专注于以能量为导向,包含【创意人工智能】、【回响形态】、【碎片整理】和【消耗】。【创意人工智能】会为你提供多张能量卡牌来积累【专注】。建议采用【冰霜球】的龟缩玩法,这样你就有足够的时间生成所需的【专注】。 遗物:【插入器】、【符文电容】 药水:【专注药水】 成就第二部分 21. Infinity(单回合使用25张卡牌)建议使用【静默猎手】来完成此成就,因为她的技能组拥有最多且最容易获取的能量增益和抽牌加成。结合小刀流构筑,这个成就应该不难达成。 如果你想用【铁甲战士】获取此成就,我推荐使用极小的卡组,并搭配易伤 debuff 来利用【飞踢】卡牌。上述提到的5张卡牌卡组(【猛击+】、2张【飞踢+】、【耸肩+】、【冲突+】)会很理想,但需要较好的随机数生成。 【静默猎手】推荐遗物:【忍者卷轴】、【冰淇淋】、任何加能量的遗物 【铁甲战士】推荐遗物:【冰淇淋】、【弹珠袋】、任何加能量的遗物 22. Jaxxed发现弱点、灵活、恶魔形态、撕裂(除非牌组中同时有残暴,否则不推荐)均能生成力量。将这些与升级后的极限突破搭配使用,效果会很不错。和许多其他成就一样,建议采用稳健的游戏风格来获取此成就。 遗物:金刚杵、手里剑、哑铃 药水:类固醇药水、力量药水 23. Neon(单回合引导9点等离子)要达成这个成就,你需要【Snecko之眼】或【Snecko药水】。建议使用小卡组(以提高抽到【全息投影+】和【流星打击】的概率),卡组中包含【回响】、【全息投影+】和【流星打击】(不建议升级【流星打击】,因为升级只会增加伤害,不会增加等离子球的数量)。由于需要在一回合内施放3次【流星打击】,你需要一个能承受3次【流星打击】的敌人(因此基础版【流星打击】比升级版更合适)。 另一个关于该成就的建议(感谢Caos Spawn): 我想分享我完成等离子成就的方法。这很难但有效! 你需要一个小卡组,最好包含【平衡】,以及:【融合】、升级后的【冷静头脑】和另一张抽2+牌的卡牌。思路是让你手牌中有每一张牌,然后打出融合,接着打出冷静头脑,之后再次抽回这两张牌并重复此过程,直到完成。 遗物:【史耐克之眼】 药水:【史耐克药水】 24. Ninja拥有2张或更多【隐匿与匕首】、【刀刃之舞】和【爆发】(最好已升级),再搭配一些获得能量的卡牌/遗物,应该能轻松达成这个成就。 遗物:忍者卷轴 25. 瘟疫(在一场战斗中用中毒击败3个敌人)一种乌龟流玩法,搭配适量的中毒卡牌(【剧毒烟雾】很有用,因为它能对所有敌人施加减益效果),就是你达成这个成就所需的全部条件。当然,还需要一个有3个敌人的房间。 遗物:【标本】、【扭曲漏斗】 药水:【中毒药水】 26. Powerful(战斗中拥有10个或更多增益效果)要达成这个成就,我推荐使用【缺陷】角色。你应该以一套侧重能力的卡组为目标。计入该成就的缺陷能力卡牌包括:认知偏差、缓冲、创意人工智能(如果你还缺少某些无法通过其他方式获得的能力卡牌,这个会很有帮助)、回响形态、电动力学、散热片、世界你好、循环、自我修复、静电释放和风暴。结合遗物和药水的增益效果,这个成就应该相当容易达成。 遗物:任何增益类遗物(例如:青铜鳞片) 药水:任何增益类药水(例如:力量药水) 27. Purity(手牌、抽牌堆和弃牌堆的卡牌总数不超过3张)我推荐使用小型铁甲战士卡组,包含灵魂割裂或二次之风,以及升级后的坚毅(升级后可使灵魂割裂或二次之风不会被耗尽)。遗物:蓝蜡烛(若卡组中有诅咒牌)。28. Shrug It Off对我来说,这个成就是在游戏过程中自然解锁的。如果你难以获得它,可以尝试以下策略:让你的铁甲战士在满血状态下,在第一幕找到一个奴隶主敌人,让他对你造成3次7点伤害和4次12点伤害,使你剩余1点生命值。注意不要使用【中和】技能,以免影响计算。 29. Speed Climber就我个人而言,这是最难获得的成就。我通常喜欢轻松、不慌不忙的玩法,所以差点就放弃了。我的记录时间是34分钟,当时我觉得自己可能永远无法获得这个成就。幸运的是,快速模式和快捷键功能实装后情况有所好转,但我还是花了60多个小时才最终达成。至于使用什么策略或角色,我只能根据自己的经验来说。在尝试了多种构筑后,我用铁卫的力量专注构筑成功将时间控制在20分钟以内(仅差几秒)。当时太激动了,忘了截图保存构筑,但如果我没记错的话,核心卡牌应该有祭品、怒火中烧、交锋、旋风斩(多张)、弱点感知和双持。这个速通网站或许能给你一些思路。 30. The Pact(在一场战斗中耗尽20张卡牌)最简单的方法可能是在面对施放【眩晕】的敌人(例如:斥力者)时采取龟缩策略,等待效果结束。或者,你可以结合“Ninja”成就的战术,组建一副包含大量【匕首】抽牌的卡组。 遗物:忍者卷轴 隐藏成就 31. The Boss(击败史莱姆 boss)第一幕 Boss,剧透:史莱姆首领 32. The Guardian (击败守护者)第一幕 Boss,剧透:【幽灵】(击败六面兽)第一幕 Boss,剧透:【青铜自动机】(击败青铜自动机)第二幕 Boss,剧透:青铜自动机 35. The Champion(击败冠军)第二幕 Boss,剧透:【收藏家】 36. The Collector (击败收藏家)第二幕 Boss,剧透:【收藏家】 37. 乌鸦(击败觉醒者)第三章首领,剧透:觉醒者 38. 时之吞噬者(击败时之吞噬者)第三幕 Boss,剧透:【时间吞噬者】 39. 形态(击败多努与迪卡)第三章首领,剧透:多努与迪卡 40. 红宝石(使用铁甲战士完成结局。)要获得3个职业相关成就,你首先需要解锁第四幕。解锁方法是用3个职业各完成一次通关(建议在0级进阶难度下进行)。解锁第四幕后,你需要在接下来的游戏中收集全部3把钥匙。 你可以从任意营火处获得红宝石钥匙:蓝宝石钥匙可从宝箱中获得翡翠钥匙可从精英怪(在地图上寻找带有动画效果的精英怪)处获得。使用铁甲战士成功完成第四幕将解锁Ruby+成就。 41. Emerald +(使用静默猎手完成结局。)蓝宝石+(以缺陷者完成结局)结局?(使用铁甲战士、静默猎手和故障机器人完成结局)44. Eternal One(获得其他所有成就。)结论 感谢阅读我的指南。希望它多少能帮到你。我想要感谢以下人员: Iacker,感谢他制作的优秀的龟龟流派指南。 《杀戮尖塔》维基的贡献者们。
杀死女巫
2026-02-20 16:00:08 · 发布在 「Slay the Spire」
铁甲连胜指南
This guide describes the strategy I use to maintain long (10+) win streaks when playing as The Ironclad. I describe the cards I prioritize at different points in the game, my approach to navigating the map, and more. Introduction This guide will focus on a particular way to play the Ironclad class that is very defensive. The Ironclad supports many different styles of play, but I have found this style to be the most simple and consistent for securing consecutive victories. I (Quincunx/ForgottenArbiter) have personally used primarily this style to obtain a current active win streak of 25+. Hopefully, you can use this knowledge as well to improve your skills on the Ironclad. Note: This guide contains significant spoilers. If you want to explore the game yourself, stop reading now! Also, if all you want is a spreadsheet telling you which cards to take, you can find that here[docs.google.com]. Up to date for Weekly Patch 15 (03-09-2018). Why Defensive? A larger portion are offensive-oriented, rather than defensive. Also, their main stat is Strength, while the Silent is focused more on Dexterity. Why should we build the Ironclad in a defensive manner? In short, I find it more consistent. As long as you defend against all of the incoming damage every turn, you only need a minimum amount of offense to win the fight. If your deck is filled with defensive cards, you have a high chance of being able to defend against enough damage every turn. If your deck relies on killing the enemy as quickly as possible, then if you ever enter a battle and cannot win in one or two turns, you face taking large amounts of damage from the enemy attacks. The best way to mitigate this risk is to create small, focused decks. However, I find that making these types of decks with Ironclad relies a bit too much on finding certain key cards. Another big reason why defensive decks work well is the presence of one-card win conditions that will eventually lead to a win despite playing mostly blocks every turn. I will talk more about these later when I get into how to actually draft your cards. Here we go! General Strategy There are a few constant playstyle decisions that I will be assuming throughout the run. They all have exceptions, but all card and event decisions should be made with them in mind. Don't take curses. Necronomicurse is fine, because it always comes with a game-winning relic. Upgrading a card is probably worth a 25% chance at an Injury, if you don't feel like the curse will kill your deck. If you really want the extra power, a 50% chance of a curse can be worth a relic. I suggest avoiding every other optional means of obtaining curses, unless you have Omamori. This includes Calling Bell. Never take Calling Bell from a boss without 2 charges of Omamori. Keep a small deck. Generally, I advocate only taking about as many cards as you are going to upgrade. When every card in your deck is strong, it makes turns very consistent. I will give a bit more specific advice on which cards to take later, but my average final deck size is less than 20 cards. Keeping a small deck also requires you to remove cards. I recommend removing Strikes first, followed by Defends. If you do not upgrade Bash, consider removing it before Defends. Save Dexterity potions. Dexterity potions are the best potion in the game for us. If you make it to the final boss with 3 Dex potions, it almost doesn't matter what cards are in your deck; it's that hard to lose. These potions are sometimes worth picking up in a shop, and should mostly only be used in encounters where you think you are likely to die or take overwhelming damage otherwise. When do I rest? It's hard to give a general answer, but it's good to rest when you're below 50% hp or about to take some tricky fights. Hopefully, when following this guide, you won't need to rest more than once or twice throughout the run. Card Upgrade Priority Whirlwind is the highest priority, followed by True Grit and Body Slam. Afterwards, generally Powers > Utility Skills > Defensive Skills > Attacks, though it varies pretty widely. The spreadsheet in the introduction has a more detailed breakdown of upgrade priority. For example, a few other Attacks are significantly improved by an upgrade and should take higher priority, including Uppercut and Pommel Strike. Also, Bash takes medium-high priority and is often upgraded at the first Rest Site. Floor 0 Strategy: Neow As long as you have reached the boss of the first Act in your previous run, you receive a choice of four options from Neow, the mysterious space-whale-looking entity. Which choice I make depends on what lies ahead, so I recommend opening the map, and keeping the layout in mind as you make your choice. For example, 250 gold is better if a shop is present early on: Unique Choice: Lose your starting Relic. Obtain a random Boss relic. This is fun, but bad for consistently winning. The Ironclad starting relic is quite good. I judge it to be about the level of a rare relic. On the other hand, some of the Boss relics you can obtain have potentially disastrous outcomes. Calling Bell is probably the worst, giving you potentially disastrous curses in exchange for less benefit. Pandora's Box can leave you with a deck containing zero defensive cards, which will cause you to take much more damage until you can repair the problem. Drawbacks: The only two that I would avoid are "Obtain a Curse" and "Lose 50% of your current HP". Obtaining a curse is likely to cost HP in the short run, and will cost you card removal in the long run. It is not worth any of the benefits. Losing 50% of your current HP is very likely to force you to rest at a campfire later, costing you a precious upgrade. It is also a simply risky option, so it is less desirable when aiming for consistency. However, I sometimes consider taking it, especially if the other options look weak. Benefits: These are roughly in order of priority, taking into account the drawbacks that come with the options. Strongest: Remove a card from your deck (choose a Strike) Obtain a random common Relic Remove 2 cards (choose 2 Strikes, or a Strike and a Defend to be safer) Obtain a random rare Relic Upgrade a Card (upgrade Bash) Obtain 250 gold Obtain 100 gold Pickable: Obtain 3 random Potions Enemies in your next three combats have 1 HP (basically only if you can "snipe" an Elite) Choose a Card to obtain Transform a Card (pick Strike) Max HP +8 Avoid These: Choose a rare Card to obtain (not usually worth the downside) Max HP +16 (not worth the downside) Obtain a random rare Card Transform 2 Cards Act 1 Strategy: The Exordium Route Choice When choosing a route through the map, prioritize Rest Sites > Elites > Shops > Events > Monsters. I will not give up a Rest Site for an Elite, but may give up a Rest Site for 2 Elites, if I am feeling strong. Avoid paths with 2 mandatory Elite fights in a row (no Rest Site in between) unless you are sure you can win without taking much damage. If you can without giving up a Rest Site (and haven't given away all your gold), try to visit one Shop in the first half of the Act. Card Choice Priorities The logic for picking cards is somewhat complicated. For a simpler (but less detailed) spreadsheet view, look here[docs.google.com]. Generally, plan to finish the first Act with 3-6 cards added to your deck. Your top priority is to improve your offensive capabilities. The main offensive cards you want to find at this point are, in order of priority: Whirlwind, Pommel Strike, Cleave, Fiend Fire, Inflame, Body Slam, Rampage, Heavy Blade, Headbutt, Iron Wave, Uppercut, Spot Weakness, and Twin Strike. If you are past Floor 4 and haven't seen any of the cards above, try to at least get one of the cards below before fighting any elites: Armaments, Clash, Clothesline, Flex, Bludgeon, Hemokinesis, Thunderclap, Pummel, Infernal Blade, Sever Soul, Carnage, Wild Strike For this strategy, I don't recommend ever any offensive cards on Act 1 that are not on these lists (it is strong to, for example, pick Searing Blow on the first floor and pursue a Searing Blow strategy, but that is not covered by this guide). You generally want 2-3 of the above cards, which will comprise a large portion of your damage until the end of the game. Defensive and utility cards are less desirable than offensive cards until you have enough offense, but again, there are a few that you should be looking for. Pick mostly from this list, in order of priority (a maximum of one copy should be picked for each card with a *): Battle Trance*, Shrug it Off, True Grit, Disarm*, Shockwave*, Inflame*, Offering, Reaper, Impervious, Double Tap*, Flame Barrier, Evolve*, Ghostly Armor, Feed Finally, there are a few rare cards that you should always keep an eye out for. These are your win conditions: Limit Break, Demon Form, Barricade After you feel comfortable with the rest of your deck, you should take the first one of these that you see, but no more. Afterwards, you will build your deck around the one you choose. Be careful when picking these, however, as they are likely to be dead cards in your deck until at least the boss of Act 1. Shop Choices My general priority for shops in Act 1 is: Thread and Needle > Apotheosis > Key Cards > Remove a Card > Relics = Useful Misc Cards Key cards include Whirlwind or cards that you desperately need to maintain a decent offense/defense. Useful Miscellaneous cards include Disarm, Shockwave, Battle Trance, Shrug it Off, and Inflame. You can also buy potions, though I would only recommend that if you are nervous about an upcoming Elite. Encounter Strategy Lagavulin This enemy sleeps for 3 rounds if you do not wake it up by doing HP damage. I recommend using these turns to play powers and set up, if you can. This fight gets very painful if it drags on for too long, so it can be beneficial to take damage in order to end it faster. 3 Sentries These enemies always alternate between dazing and attacking. Your first priority in this fight is to kill either the Sentry in front or the Sentry in back (usually I pick the one with lowest HP), so that you only receive a maximum of 8 damage each turn. Boss Strategy The Guardian: Suggested safe HP: 35 Strategy: Burst through the offensive mode if possible to avoid the biggest attacks. Watch the Sharp Hide power, and try not to take unnecessary damage. Hexaghost: Suggested safe HP: 45 Strategy: This is a DPS race. It may be worth taking minor damage in order to kill this boss faster. Trivialized by Disarm (safe HP 20). Slime Boss: Suggested safe HP: 50 Strategy: Try to set things up so you split him on the turn when he does his big (35-damage) attack, using the largest amount of extra damage possible. I prefer to focus the Acid Slime (L) first. Choosing Boss Relics The highest priority is to choose a relic that gives an additional energy per turn. All of these relics are better than any other relics, though Philosopher's Stone is not preferred until Act 2, as it has much more severe downsides when taken early. If Cursed Key is selected, I recommend not opening non-boss chests in order to avoid the curses. If no energy relic is available, choose anything other than Calling Bell or Pandora's Box, according to preference. Act 2 Strategy: The City Route Choice If you have access to Whirlwind or another AoE, or your deck has otherwise good offense, prioritize Rest Sites > First Shop > Elites > Events > Other Shops > Monsters. Otherwise, avoid all Elites if possible. Card Choice Priorities Hopefully, you managed to acquire one of the following win conditions by now (probably from the boss): Limit Break, Demon Form, Barricade If so, you no longer need any more offensive cards in your deck. The main exceptions are getting at least one copy of strength gain with Limit Break, and getting Body Slam or Rampage with Barricade. If you didn't, then try to obtain a strength synergy package of (Strength gain card + Heavy Blade/Twin Strike/etc.) as your main damage. It doesn't take very much to easily kill any enemy, just a couple extra cards. Things like Necronomicon, Double Tap, and Girya all help you get enough damage, too. Other than what I stated above, the cards you take should be very limited now. Basically, only take these (in order of priority, and anything marked with a * should have at most one copy in your deck): Battle Trance*, Reaper, Disarm*, Shockwave*, Whirlwind*, Entrench*, Feel No Pain*, Offering, Shrug it Off, Impervious, Double Tap*, True Grit+*, Evolve*, Warcry+ It is likely that your deck is still weak in some areas. In that case, consider taking these cards, only to shore up these weaknesses (didn't find defensive cards in Act 1, still need more damage, etc.): Inflame*, Cleave*, Fiend Fire, Pommel Strike, Body Slam, Rampage, Heavy Blade, Flame Barrier, Ghostly Armor, Spot Weakness*, Thunderclap*, Metallicize* Shop Choices My general priority for shops on Act 2 is: Thread and Needle > Remove a Card > Relics = Cards > Potions The only cards worth considering are those listed above, plus Apotheosis, if you are still on the first half of Act 2. If you see a Dexterity potion in the shop, it may be a good idea to pick it up, especially if you don't have one already. Encounter Strategy Most encounters are fairly straightforward, but there are a few where I recommend focusing a certain enemy first. Looter + Mugger To start, focus the Mugger in the back, unless HP values work out so that you can burst the Looter in one turn but not the Mugger. He hits harder on turn 3 and blocks for more in general. Often it is worth using a potion in this fight if it saves you 45 stolen gold. Centurion + Mystic Focus the Centurion before the Mystic. It seems counter-intuitive, but you are likely to lose less HP this way, as the Centurion hits harder with the Mystic dead. Slavers Focus the Red Slaver (in the back) first here. If you can kill him before he makes you Vulnerable, then you should come out of this fight without losing too much HP. Event Strategy Vampires: This event gives you the option to exchange all of your Strikes and either 30% of your max HP or a Blood Vial for 5 copies of Bite. Bite is a very powerful card, especially in a defensive deck. If you have enough block to avoid damage every turn, you can usually use Bite to heal up to full health in every encounter. The biggest downside is that you get 5 copies of the card, and you would probably rather have only about 3, if you could choose. Losing 30% max HP isn't usually a bit penalty, especially given the healing from Bites. I recommend usually taking the Bites. If you have fewer than 2 Strikes left in your deck or are running Demon Form, it comes down to personal preference, because the added cards will bloat your deck somewhat, and it is harder to stall with Bites while Demon Form is active. Boss Strategy The Champ: Suggested safe HP: Max (or 30 if running Barricade) Strategy: Get him to close to 50% as possible, and then deal as much damage as you can in the next two turns to spend the minimum amount of time with him enraged. Try not to take unnecessary damage early, and consider using a Dexterity potion to be extra safe, if you have any doubts about your deck. I consider this boss is the #1 win streak killer. Much easier if running Barricade, and Disarm helps significantly. Bronze Automaton: Suggested safe HP: 60 (or 40 if running Barricade) Strategy: This boss summons orbs which will steal the rarest card in your deck. Kill the orbs first, and then focus the Automaton. Keep in mind that his pattern is to repeat Attack -> Defend -> Attack -> Defend -> Hyper Beam -> Stunned. The Collector: Suggested safe HP: Max Strategy: Since the recent buff, the Collector is quite scary. If you keep one minion at low HP while he is summoning, you can waste half of the summon. Otherwise, I suggest focusing the minions, then the Collector, as before. The game refuses to give me this boss since the patch, so I will update as I am able to test some more. Act 3 Strategy: The Beyond Route Choice Elites are pretty much the only thing that can end your run if you've made it this far by following this guide, so avoid them. Otherwise, Rest Sites are probably the highest priority, since you can always keep upgrading cards. Sometimes you will enter this Act with 600+ gold, in which case Shops become a much higher priority. Card Choice Priorities You should be pretty much done with your deck by now. The card priorities are similar to Act 2, except that by now, a few cards have definitely fallen off in terms of usefulness: Battle Trance*, Reaper*, Disarm*, Shockwave*, Entrench*, Feel No Pain*, Offering, Shrug it Off, Impervious, Double Tap*, Warcry+ Shop Choices Thread and Needle > Remove a Card > Relics = Cards > Potions Pretty similar to Act 2, except now you should plan a way to spend all of your remaining gold. Encounter Strategy Darklings All three Darklings are not the same. The middle one is much less dangerous, as it cannot use the double attack. If you have to kill one before the others, or if you have to choose which one to disarm, it is often correct to kill/disarm the Darkling on the left or right. Shapes (Spiker/Exploder/Repulsor) If you have Feel No Pain, then the Repulsors provide a renewable source of block, and it makes sense to leave one alive. Otherwise, I suggest focusing them first, as their daze attack can be very deadly for a thin deck, especially if it happens twice per turn. Usually, I focus Exploders before Spikers, as they can be whittled down in relative safety with a defensive build. Boss Strategy The Awakened One: Suggested safe HP: Max Strategy: This guy received a serious buff recently. Disarm is very helpful to reduce his damage output. He never scales in damage, so as long as you can weather his hits, you can build up your win condition (Barricade, Limit Break, Demon Form) as much as you like, and there is little point in playing a power that kills him faster in phase 1. Make sure you kill the Cultists first. Donu and Deca: Suggested safe HP: Max Strategy: Focus Donu first. If you know you are facing this boss, picking up a copy of Feel No Pain can be helpful. This is the hardest boss for our strategy, so it's extra helpful to bring at least one Dexterity potion. Time Eater: Suggested safe HP: Max Strategy: Watch the card counter and try not to play too many cards. Don't play unnecessary cards, and if you drafted one of my three win conditions, you should win by default. Even if you didn't, you can probably block almost all of his damage, making this fight fairly straightforward. Watch out for his heal to 50% hp and debuff cleanse, which he uses one turn after being brought below 50%. Sample Decks Here are some of the final decks from my current win streak, for an example of how to choose cards. Unfortunately, due to how game logs are saved, I do not know which cards were upgraded. However, it is safe to assume that almost every card other than Defend is upgraded in most decks. Deck 1 (game 4 in streak) 3x Defend, Bash, True Grit, Bludgeon, Pommel Strike, Shockwave, Cleave, Fiend Fire, Shrug it Off, Apotheosis, Flame Barrier, Uppercut, Ghostly Armor, Reaper, Flame Barrier (17 cards) In my first few floors I picked True Grit, Bludgeon, and Pommel strike, satisfying my need for early damage and defense. Shockwave was the next pick, as it is always a card that is worth taking when available. Because I still lacked a source of AoE, I picked Cleave when it showed up right before the boss. Fiend Fire was offered as a boss card, so I took it to ensure an easier path through Act 2. Philosopher's Stone was the only Energy relic available, so I chose to take it. Shrug it Off was offered from the first fight, and is rarely bad to pick. A very early shop had Apotheosis, as well. Because Philosopher's Stone can be painful, I took it to allow more resting, along with a Flame Barrier. The second boss gave me Snecko's Eye. With that in hand, I drafted a few higher cost cards to round out my deck, including the very valuable Reaper, whic helped me end every fight at full HP. Deck 2 (game 5 in streak) 3x Defend, Bash, Uppercut, Whirlwind, Shrug it Off, Body Slam, Juggernaut, True Grit, Disarm, Entrench, Evolve, Demon Form, Iron Wave, Thunderclap (16 cards) I took Juggernaut from the first boss, perhaps hoping for some supplementary damage on Act 2. With Mark of Pain, Evolve was a priority Act 2 pick. Picking up Demon Form afterwards basically invalidated my Juggernaut, however, as it was used to scale my damage on Act 3. Thunderclap was a final pickup to add some Artifact stripping against Donu and Deca. Deck 3 (game 6 in streak) I actually have a picture of this one!从匹配游戏中被迫选了【掘墓】,但对套牌影响不大。一个力量遗物让【极限突破】能单独生效,不过和【灵活】配合效果更好。后期拿到的【奉献】和【战吼+】进一步提升了稳定性。 套牌4(连胜第16场) 打击,4张防御,猛击,冲突,暴怒,2张耸肩无视,身体撞击,壁垒,劈砍,幽灵护甲,火焰屏障,冲击波,头槌,缴械(共18张牌) 第三幕没有抓任何牌。【灵质】导致移除的牌相对较少,但除此之外,这是一套非常标准的壁垒/身体撞击套牌。 常见问题 问:会做关于静默猎手的攻略吗? 答:我终于抽出时间做了一份静默猎手的简易攻略!关于卡牌选择的指南。除此之外,请使用与铁甲战士指南相同的游戏策略。 问:什么时候应该挖掘遗物? 答:谢谢!根据我的表格数据,平均而言,挖掘遗物比升级优先级中等或更低的卡牌更有价值。通常,挖掘遗物时唯一需要担心的是获得【死亡分枝】,它可能对许多卡组造成负面影响。如果你在50层时只有通过获得【死亡分枝】才能击败敌人,那么在追求连胜时我会避免挖掘。否则,请随意挖掘!反正我觉得挖掘很有趣。如果你有【神化】,在升级完【神化】以及可能的几张关键能力牌后,可以尽情挖掘。 问:某个敌人的行动模式是什么?我有【符文穹顶】,记不起来了!另外,所有事件都有什么作用? 答:可以查看相关参考文档!目前,它比任何《杀戮尖塔》维基都更完整,而且非常准确。 总结 希望你能从我的指南中学到一些关于铁甲战士玩法的知识!我想强调的是,这并非该职业唯一的玩法,也不一定是最佳玩法,但如果你能运用这些建议取得自己的长连胜(甚至是首次胜利),我就认为这是成功的。祝你在尖塔冒险中好运!

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