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Slay the Spire - Who Watches The Watcher?

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Summary — Slay the Spire: “Who Watches the Watcher?”

The Watcher is a combo- and stance-driven character who toggles Calm and Wrath, builds Mantra toward Divinity, and relies on retained cards and timing for huge burst turns.

Overview / storyline

Slay the Spire is a roguelike deckbuilder: climb floors of the Spire, fight monsters/elites/bosses, collect cards and relics, and build a deck to beat the final boss. This stream focused on the Watcher — a monk-like fighter whose gameplay centers on stance management (Calm and Wrath), Mantra/Divinity, and retained-card setups rather than the Ironclad’s straightforward strength or the Defect’s orb mechanics.

Core gameplay mechanics (Watcher)

  • Calm stance
    • Entering Calm gives no immediate effect, but leaving Calm grants +2 energy on exit. This makes Calm → Wrath transitions key for big opening turns.
  • Wrath stance
    • Damage dealt is doubled while in Wrath, and damage taken is doubled as well. Best used to kill enemies quickly or in turns where you can avoid retaliation.
  • Mantra / Divinity
    • Playing Mantra-building cards accumulates Mantra; reaching the Divinity threshold grants an extremely powerful single-turn buff.
  • Retain
    • Many Watcher cards have Retain (they stay in your hand between turns), enabling careful multi-turn setups and combining with energy/miracle effects.
  • Starter relic / potion notes
    • Pure Water (starting relic): one free energy once per combat — useful for single-turn burst.
    • Potions like Bottle Lightning (start combat with a skill in hand) or Regen can be worth taking depending on the run.

Notable Watcher cards & short descriptions

  • Eruption — enter Wrath (attack-focused).
  • Vigilance — gain Block and enter Calm (used to set up Calm exits).
  • Fear No Evil — deals damage and returns you to Calm if the enemy was going to attack; useful to finish a Wrath turn safely.
  • Flurry of Blows — attack that benefits from stance changes; good for reusable stance-swap damage.
  • Crescendo — enter Wrath and often draw cards; upgrading (Crescendo+) was a key smith target in the run for free Wrath transitions.
  • Smite / Smite-like cards — high-damage retained attacks, excellent for burst windows.
  • Battle Hymn — a power that generates a Smite-like attack every turn.
  • Tantrum, Sands of Time — big single cards that can be retained or reshuffled for massive burst.
  • Blasphemy — instantly grants Divinity but kills you next turn unless you win immediately — very high risk, high reward.
  • Establishment — reduces cost of retained cards (strong synergy with Retain/Mediate effects).
  • Ritual Dagger — scales with permanent kills; extremely powerful when boosted.

Strategy & key tips

  • Stance management is core
    • Enter Calm before going into Wrath — leaving Calm grants +2 energy for the Wrath turn.
    • Avoid staying in Wrath if enemies will strike you for doubled damage; either kill them that turn or use a card (e.g., Fear No Evil) to exit Wrath safely.
  • Use Retain and Miracle (Pure Water) intelligently
    • Hold high-impact retained cards (Smite, Tantrum, Sands of Time) until you have the setup (Miracle + Calm → Wrath).
    • Save Pure Water for the turn you want the big Wrath burst.
  • Upgrade priorities
    • Prioritize upgrades that grant free/safer Wrath transitions (e.g., Crescendo+). Upgrading powers and reliable damage sources is valuable.
  • Early-game caution
    • The Watcher can be squishy if Wrath is mistimed; early floors often require caution (use Vigilance/Defend to reach setups).
  • Powers and draw
    • Powers that put attacks in your hand every turn (Smite generation) and card draw synergize strongly with retained-card plans.
  • Example synergies used in the stream
    • Establishment + Meditate: retrieve a card from discard with Meditate, then reduced retained-costs via Establishment makes it cheap the next turn.
    • Crescendo + Pure Water/Miracle: Calm → use Crescendo or Pure Water to leave Calm into Wrath, creating huge-turn windows.
    • Fear No Evil as insurance: does damage and returns you to Calm if the enemy planned to attack, mitigating Wrath’s risk.
  • Shop / relic / potion considerations
    • Relics that boost energy or make Miracle-like effects more reliable (e.g., Velvet Choker) are strong for energy-hungry Watcher builds.
    • Potions such as Regen for elites/bosses or Bottle Lightning to guarantee a good opening card are useful.
  • Enemy-specific notes
    • Malleable plants that gain block can be annoying — use armor-ignoring or big single-shot damage.
    • Multi-minion elites need area damage/cleave planning.
    • Hexaghost and multi-attack enemies typically require defensive setup or an immediate Wrath burst to kill them before they act.
  • Recovery & risk
    • Blasphemy can win instantly (Divinity) but kills you next turn; only use it if you can finish the fight that same round.
    • Safely getting to Divinity (stored Mantra or careful setup) is game-changing but rare.

Walk-through / highlights from the run

  • Early fights
    • Streamer experimented with Vigilance/Eruption/Crescendo to demonstrate Calm → Wrath windows and how leaving Calm enables massive Wrath turns.
  • Campfires / shops
    • Crescendo was upgraded (Crescendo+) at the smith; potions and relics were purchased to shore up the build.
  • Elites & bosses
    • Fought multi-minion elites and bosses (Hexaghost, plant elites, a skeleton elite that summons orbs), highlighting the balance between offense and survival.
  • Draw luck and run-ending
    • The streamer discussed several unlucky draws and how card order affected outcomes; the run ultimately ended in a defeat against an elite because the streamer lacked defensive cards in hand to survive a large incoming attack.

Practical quick-play tips

  • Get Calm before you go into Wrath — leaving Calm gives +2 energy, making Wrath turns huge.
  • Retain matters — pick and keep 1–2 high-impact retained cards (Tantrum, Smite, Sands) for your Wrath turn.
  • Make Crescendo (or similar free Wrath-transition) a smith priority for Wrath-centered decks.
  • Use Fear No Evil (or similar) as insurance to exit Wrath safely when enemies will strike.
  • Consider relics/potions that guarantee opening plays or extra energy (Velvet Choker, Bottle Lightning, Regen).
  • Be cautious vs. enemies that punish staying in Wrath; plan to end the fight or return to Calm in the same turn.

Stream / meta commentary

  • The host enjoyed playing the Watcher and suggested she could become a new favorite (behind the Silent for poison builds), noting the Watcher is more combo- and decision-heavy than the Ironclad.
  • Emphasized the importance of planning turns ahead (two-turn thinking) with the Watcher.
  • The stream included a lot of interaction with chat and donors; the streamer explained shop and relic decisions and the reasoning behind smith/upgrades aloud.

Gamers / sources featured

  • Streamers / hosts: John (host), Claire (co-host)
  • On-stream pet: Tabby (cat)
  • In-game characters referenced: The Watcher (main focus), Ironclad, Silent, Defect
  • Chat / donors / viewers mentioned: Mr. Joseph, Simon, Sean, Zachariah, Kristen, Michael, Alvaro, Anika, Diablo, Dima, Jinx, Adam, Daniel, Nathaniel, Eric, “Brandon” (plus a large live chat participation)
  • Miscellaneous references: Lord Helix (meme), S. Kerrigan (pop-culture), various Slay the Spire card/relic names and enemy types (Jaw Worm, Hexaghost, malleable plants, gremlins, skeletons)

End — no further conversation.

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