Slay the Spire Mobile Iron Clad tier list. This guide focuses on achieving consistency in Watcher wins at Ascension 0, without the Heart, and is based off my experience and thoughts from a 29+ winstreak.
#Slay the spire tier list mods
Create and upload your own mods to explore new ways to ascend the Spire! American studio MegaCrit’s roguelike Slay the Spire has been out for some time now. The other gimmick is that you also take 50% increased damage from the enemy that you are not facing (you can use cards and potions that target a specific enemy to change which direction you are facing). Spire Shield and Spire Spear: Honestly, the biggest gimmick of the Act 4 elite is simply that it forces you to draw 2 burns on turn 2.
#Slay the spire tier list upgrade
Priority: POTENTIAL: Archetype/Comments: Adrenaline !S 1 every deck, machine gun Apotheosis A+ every deck Neutralize A 2 machine gun, every deck Alchemize A 1 every deck, A+ once upgraded Envenom A 1 A+ poison, machine gun Finesse A every deck, machine gun Thinking Ahead A every deck, machine gun Escape Plan A- 4 machine gun, every deck Bite A+ 4 if you still have strikes, take bites Flash of Steel A+ machine gun, every deck Master of Strategy A+ machine gun, every deck Secret Technique A+ every deck, machine gun Secret Weapon A+ every deck, machine gun Cloak and Dagger B 2 B+ machine gun Dagger Throw B 3 B+ discard Prepared B 2 A discard Backstab B 2 Bouncing Flask B 2 A- poison, block Footwork B 2 A block Infinite Blades B 2 A- machine gun Die Die Die B 3 solid overall Doppelganger B 1 B+ machine gun, A once upgraded JAX B A- machine gun Blind B B+ needs draw Dramatic Entrance B B+ needs draw Calculated Gamble B 4 A- discard Dark Shackles B hard to evaluate this one Catalyst B 1 !S poison, pick AFTER poison cards Transmutation B Panache B- A- machine gun Bandage Up B- B+ needs draw Good Instincts B- B+ block, needs draw Swift Strike B- B+ Needs draw Deadly Poison B- 2 B+ poison, block Deflect B- 2 B+ block, needs draw Flying Knee B- 4 Poisoned Stab B- 2 B+ poison Endless Agony B- 2 machine gun, discard Bullet Time B- 1 A- very deck dependent Tools of the Trade B- 1 A- discard, A once upgraded Trip B- Acrobatics B- 4 B+ discard Slice B- 3 B+ needs draw Terror B+ 1 only pick 1 Backflip B+ 2 A machine gun, block Quick Slash B+ 3 A- machine gun Distraction B+ 1 machine gun, every deck Noxious Fumes B+ 2 A block, poison Well-laid Plans B+ 3 every deck After image B+ 2 A machine gun Burst B+ 1 A once upgraded Glass Knife B+ 2 solid overall Deep Breath B+ machine gun, every deck Jack of All Trades B+ every deck Madness B+ Mind Blast B+ Survivor C 4 B+ discard Dagger Spray C 3 Piercing Wail C 4 All-Out Attack C 4 Caltrops C 4 B+ block Eviscerate C 4 B discard Flechettes C 2 B+ very deck dependent, heavy skills Heel Hook C 4 A+ A+ if “on” (lots of weak in deck) Masterful Stab C 4 B+ hard to pull off, sometimes Reflex C 4 B+ discard Phantasmal Killer C 2 B Deck dependent Storm of Steel C 2 …weird, must upgrade Unload C 4 B discard Sadistic Nature C B if you have a TON of debuffs Underhanded Strike C- 5 B discard Blur C- 5 B+ block Enlightenment C- B if you have high cost cards Bane C+ 3 B poison A thousand cuts C+ 1 A machine gun Dodge and Roll C+ 3 B- block Outmaneuver C+ 2 B deck dependent Sucker Punch C+ 2 B with weak/debuff synergy Blade Dance C+ 2 B machine gun Choke C+ 3 B- machine gun Crippling Poison C+ 2 Dash C+ 2 B- block Finisher C+ 3 A- machine gun Leg Sweep C+ 3 B- machine gun Predator C+ 2 Corpse Explosion C+ 3 B+ poison, only pick 1 Tactician C+ 3 A- discard Panacea C+ Defend D 5 Malaise D 2 i think its a trap Riddle With Holes D 4 B- strength deck only Skewer D 2 Nightmare D 1 A- crazy with strong 0 drops (distraction, adrenaline, etc) Wraith Form D 4 B- machine gun, too slow! it’s a trap.Mode Rapide. Ironclad Archetypes: Strength, block control, exhaust, machine gun, every deck The Silent Cards: BASE: Up. POTENTIAL: A good/synergistic card in the archetype deck F: Even worse than strike/defend AVOID THESE Silent Archetypes: poison, machine gun, block control, discard, every deck B - BASE: good general use cards, overall solid “deck filler” POTENTIAL: potential will probably never go this low Upgrade priority is ranked from 1-5, and ranks how good the upgrade is, not how good the card is. POTENTIAL: Very strong or important/key card for the archetype D - BASE: bad card, only slightly better than strike/defend POTENTIAL: rates how good/necessary the card is in it’s specific archetype deck, which I will mention in the comments, I only fill in this grade if it is significant A - BASE: great general use, strong in almost all decks POTENTIAL: even in its archetype, this card is only decent BASE: rates the base power level of a card in an “average” deck. POTENTIAL: A card which single handedly defines and carries its archetype deck C - BASE: decent card, but pick these only for synergy S - BASE: Amazing use case, incredible in every deck