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The game received its [[https://store.steampowered.com/app/646570/Slay_the_Spire/ full Steam release]] on January 23, 2019 with three fully-playable characters and a daily run mode. On May 21, 2019, the game released for the UsefulNotes/PlayStation4, followed by subsequent releases for the UsefulNotes/NintendoSwitch on June 6, and the UsefulNotes/XboxONE on August 14. A fourth class, the Watcher, was released in 2020. The Watcher would go on to represent the series in ''VideoGame/{{Fraymakers}}''.

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The game received its [[https://store.steampowered.com/app/646570/Slay_the_Spire/ full Steam release]] on January 23, 2019 with three fully-playable characters (The Ironclad, The Silent, and The Defect) and a daily run mode. On May 21, 2019, the game released for the UsefulNotes/PlayStation4, followed by subsequent releases for the UsefulNotes/NintendoSwitch on June 6, and the UsefulNotes/XboxONE on August 14. A fourth class, the Watcher, was released in 2020. The Watcher would go on to represent the series in ''VideoGame/{{Fraymakers}}''.
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* SaveScumming: [[PlayingWithATrope Played with,]] as soon as you make any decisions about where to move on the map or what choices to make in an event they are locked in. However by using the save and quit option mid-battle then choosing continue from the main screen any battle can be restarted. Your deck order will remain exactly the same, and the RNG output will be unchanged (so you can't abuse luck), but you can try different tactics using this method.

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* SaveScumming: [[PlayingWithATrope Played with,]] as soon as you make any decisions about where to move on the map or what choices to make in an event they are locked in. However by using the save and quit option mid-battle then choosing continue from the main screen any battle can be restarted. Your deck restarted and your draw order will remain exactly the same, and the RNG output will be unchanged (so change if you can't abuse luck), but you can try play different tactics using this method.cards out of your opening hand.
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* RandomizedTransformation: The "Face Trader" event where you can choose to swap your face for something new. The effects are randomized and there are 2 good heads and 2 bad heads, while the fifth one is a JokeItem which has you yell out something along the lines of "CACAAW!" at the start of each combat.
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** Runic Dome gives you one additional energy per turn if you grab it, at the cost of hiding all enemy intents. This is pretty much a straight upgrade as long as you're highly familiar with the game, as enemy intents never change from run to run (for instance, Cultists will always apply 1 Ritual and then deal 6 damage every other turn after that). As a result, you can take this item and predict exactly what an enemy is intending to do, meaning you have another point of energy to work with in playing more cards.
** Cracked Crown makes it so that you can only add one card to your deck after a fight instead of the usual three. If your deck is functional, or even complete, then this is a free source of energy for the rest of the run.

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* AntiFrustrationFeatures: The game's [[spoiler:secret final act and its two fights, the Spire Shield/Spear and Corrupt Heart]], are a step high above everything else in the game. As a result, you only have to go through it once with each character to get every achievement, and it can be done on the base difficulty. Ascension level progresses regardless of whether you [[spoiler:enter the Final Act or not]], and losing the run by then still unlocks the next difficulty.

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* AntiFrustrationFeatures: AntiFrustrationFeatures:
**
The game's [[spoiler:secret final act and its two fights, the Spire Shield/Spear and Corrupt Heart]], are a step high above everything else in the game. As a result, you only have to go through it once with each character to get every achievement, and it can be done on the base difficulty. Ascension level progresses regardless of whether you [[spoiler:enter the Final Act or not]], and losing the run by then still unlocks the next difficulty.difficulty.
** The Writhing Mass enemy in Act 3 has a gimmick where it will change its intent based on whether or not the player damaged it. As even one point of damage is enough to make its intent change, certain mechanics like poison and lightning orb strikes do not cause the intent to change even though they deal damage. This is to prevent the Writhing Mass from changing its intent after the player has spent an entire turn preparing to deal with it, which would have been incredibly irritating.
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* AllYourPowersCombined: On a Custom game, if you select the Chimera and Diverse option, you get to start with that deck that has cards from all the characters and they can earn cards of different colours as they progress through the game.
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** The Book of Stabbing and some other enemies can sometimes do high DPS attacks that's actually just a flurry of weak hits. Having thorns on your character will really ruin the enemy's day as they inflict tons of damage on themselves as they often use multi-hit attacks.
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* ArmorPiercingAttack: Melter will remove an enemy's block for that turn and then deals its damage. This makes it an excellent opening attack on enemy's with high block scores.

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* OneHitKill: The Watcher card Judgment can become this. Judgment kills any enemy which currently has 30 or less HP, or 40 if upgraded. Since some enemies start with low HP, such as Spherical Guardian, Louses, Gremlins, etc., Judgment can be used to kill them straightaway. Due to its specific wording (it "sets HP to zero" rather than dealing damage or merely reducing HP) it completely bypasses all block and immunities, and is a powerful counter to ArmoredButFrail
enemies.

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* OneHitKill: The Watcher card Judgment can become this. Judgment kills any enemy which currently has 30 or less HP, or 40 if upgraded. Since some enemies start with low HP, such as Spherical Guardian, Louses, Gremlins, etc., Judgment can be used to kill them straightaway. Due to its specific wording (it "sets HP to zero" rather than dealing damage or merely reducing HP) it completely bypasses all block and immunities, and is a powerful counter to ArmoredButFrail
ArmoredButFrail enemies.


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* PsiBlast: Mind Blast is a colourless, uncommon card that has your character shoot a cone of mental energy out of their heads. This can easily be one of the deadliest attacks in the game as its damage is based on how many cards are in your draw pile and it's innate. With a large deck and certain relics, you can easily do hundreds of points of damage in a single blast.
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* FlawlessVictory: Defeating at least one Boss without getting hurt will net you the score Perfect. If you kill all 3 Bosses without losing any health, you get a special score called Beyond Perfect.
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Added Big, Thin, Short Trio trope.

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* BigThinShortTrio: In one city event, you can encounter a group of masked bandits: the tall and slim leader Romeo, the large and defensive Bear, and the small and aggressive Pointy. They put up a formidable challenge together, but they'll let you through unharmed if you give them all your gold.

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** PlayedWith. The game has two score bonuses for completing a run in under 60 minutes and 45 minutes (though the latter overrides the former). These two, along with other score bonuses, help you progress towards the next level and unlock new cards and relics. However, after unlocking everything, the points stop being useful and simply just show your score.
** Played straight by the Secret Portal event in Act 3, which lets you skip straight to the boss and end the run if you manage to get an Act 3 ? Room in under 13 minutes. Useful if you already have a good build.

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** PlayedWith. The game has two score bonuses for completing a run in under 60 minutes and 45 minutes (though the latter overrides the former). These two, along with other score bonuses, help you progress towards the next level and unlock new cards and relics. However, after unlocking everything, the points stop being useful and simply just show your score.
relics, so it counts as Actually Advantageous until everything is unlocked, at which point it becomes Completely Cosmetic.
** Played straight Completely Cosmetic: The Speed Climber achievement is unlocked by completing a run in under 20 minutes.
** Inverted
by the Secret Portal event in Act 3, which lets you skip straight to the boss and end the run if you manage to get an Act 3 ? Room in under 13 minutes. Useful is potentially useful if you already have a good build.build to end the run quicker. It can only appear from an Act 3 ? Room if ''more'' than 13 minutes and 20 seconds had elapsed on the current run.



* UnstoppableRage: The Watcher's main gimmick is going into a flying rage that doubles her attack, but also doubles the attack of enemies, and the only way to stop it is to gain Calm.



* UnwinnableByDesign: It's theorized that even with perfect play, [[https://forgottenarbiter.github.io/Is-Every-Seed-Winnable/ some seeds are probably completely unwinnable]]: on high ascensions, the Silent mathematically ''cannot'' do damage fast enough to kill Lagavulin with her starter deck, and it's plausible, though extremely rare, that a seed may contain an early forced Lagavulin fight with no additional damage sources dropping beforehand. Such a seed has yet to be found, though.

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* UnwinnableByDesign: It's theorized that even with perfect play, [[https://forgottenarbiter.github.io/Is-Every-Seed-Winnable/ some seeds are probably completely unwinnable]]: on high ascensions, the Silent mathematically ''cannot'' do damage fast enough to kill Lagavulin with her starter deck, and it's plausible, though extremely rare, that a seed may contain an early forced Lagavulin fight with no additional damage sources dropping beforehand. Such a [[https://oohbleh.github.io/losing-seed/ Only one such seed has yet is known to be found, though. exist, as detailed here.]]
* UnstoppableRage: The Watcher's main gimmick is going into a flying rage that doubles her attack, but also doubles the attack of enemies, and doesn't go away on its own, requiring her to enter a different stance (most commonly Calm) to stop it.

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* FlechetteStorm: The Silent's primary weapon of choice is daggers, complemented by many, ''many'' shivs. Much more so if you're building your deck around the A Thousand Cuts Power. How many Shivs does the Silent have? One of her powers is called ''Infinite'' Blades.



* KnifeNut: The Silent's primary weapon of choice is daggers, complemented by many, ''many'' shivs. Much more so if you're building your deck around the A Thousand Cuts Power. How many Shivs does the Silent have? One of her powers is called ''Infinite'' Blades.



* MasterPoisoner: If she's not [[KnifeNut shivving her enemies to death]], the Silent is likely poisoning them instead. Or doing both at once with the Envenom Power.

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* MasterPoisoner: If she's not [[KnifeNut shivving her enemies to death]], death, the Silent is likely poisoning them instead. Or doing both at once with the Envenom Power.
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** The Watcher's Establishment card's beta art imitates a famous Spider-Man meme.
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** The Tesseract reveals that the Ironclad asked a demon to make him the strongest of his clan. The demon did this… by killing everybody else and pointing out that since he's the only member of his clan alive, he's strongest by default.

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** The Tesseract reveals that the Ironclad asked a demon to make him the strongest of his clan. The demon did this… by killing everybody else and pointing out that since he's the only member of his clan alive, he's strongest by default. Although unlike most examples of this trope, he also granted the Ironclad his burning blood (which is how he killed the rest of his clan)
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** In the story, the Ironclad asked a demon to make him the most powerful member of his clan. While the demon DID grant the Ironclad his burning blood, the result was the complete obliteration of his entire clan save him, which the demon happily points out '''"YOU REALLY ARE THE STRONGEST NOW! Haha.. HEHE... HAHAHAAAAH!!"'''
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* BloodyMurder: Ironclad's Hemokinesis involves sacrificing HP to spray a deadly spray of blood on enemies for high damage. And since he has "Burning Blood" and a number of flame-related powers, they could tangentially be considered under this trope as well.

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* BloodyMurder: Ironclad's Hemokinesis involves sacrificing HP to spray a deadly spray of blood on enemies for high damage. And since he has "Burning Blood" and a number of flame-related powers, they could tangentially be considered under this trope as well. [[note]]Particularly Combust, since it deals damage to yourself to hurt others[[/note]]

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* BossInMookClothing: Elite fights are marked on the map and pit you against one of three special encounters depending on the Act (for example, Act I's possible Elite enemies are Lagavulin, Gremlin Nob, and three Sentries), with strength far above the normal fights around them. Beating an Elite is guaranteed to reward a relic, while powered-up Elites (found in a single room in each Act) hold one of the keys needed to fight the TrueFinalBoss on that run.

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* BossInMookClothing: Elite fights While the MiniBoss elites are marked on the map clearly marked, Act II's Snecko, and pit you against one of three special Act III's Transient are Hallway encounters depending on the Act (for example, Act I's possible Elite enemies are Lagavulin, Gremlin Nob, and three Sentries), with strength far above the normal fights around them. Beating an Elite is guaranteed to reward a relic, while powered-up Elites (found in a single room in each Act) hold one of the keys needed to fight the TrueFinalBoss on that run.have unique mechanics and are just as hard as an elite without being marked (and without the rewards).



* EquipmentUpgrade: All cards except curses and status cards can be upgraded once, increasing their power, decreasing their cost and/or reducing their negative side effects (if any). The Ironclad card Searing Blow is the only card that can be upgraded an unlimited amount of times, dealing more damage with each upgrade. Certain cards and relics can upgrade cards for the current fight, though they revert afterwards (except the Watcher's Lesson Learned, which gives a permanent upgrade if it kills an enemy).

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* EquipmentUpgrade: EquipmentUpgrade:
**
All cards except curses and status cards can be upgraded once, increasing their power, decreasing their cost and/or reducing their negative side effects (if any). The Ironclad card Searing Blow is the only card that can be upgraded an unlimited amount of times, dealing more damage with each upgrade. Certain cards and relics can upgrade cards for the current fight, though they revert afterwards (except the Watcher's Lesson Learned, which gives a permanent upgrade if it kills an enemy).enemy).
** Each of the starting relics can be upgraded/replaced with a more powerful version of the same relic.
*** The Ironclad can replace his Burning Blood (heal 6) with Black Blood (heal 12)
*** The Silent can replace the Ring of Snakes (draw 2 extra cards on your first turn) with the Ring of Serpents (draw 1 extra card EVERY turn.)
*** The Defect can replace his Cracked Core (generate one Lightning orb on your first turn) with the Frozen Core (generate one ice orb any turn you have an empty orb slot)
*** The Watcher can replace their Pure Water (gain 1 miracle card on your first turn) with Holy Water (gain 3 miracle cards on your first turn)
** A couple of other character-specific relics also fit this description thematically.
*** The Slient's [[VideoGame/AssassinsCreed Wrist Blade]] (more damage with 0 point cards) is an upgrade to deploying her knives and shivs.
*** The Watcher's Cloak Clasp (gain one block for each card in your hand) is an upgrade to her typical ClothingCombat.
*** Other than the Symbiotic Virus, every Defect-specific relic is upgrading his computers.

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* OneHitKill: The Watcher card Judgment can become this. Judgment kills any enemy which currently has 30 or less HP, or 40 if upgraded. Since some enemies start with low HP, such as Spherical Guardian, Louses, Gremlins, etc., Judgment can be used to kill them straightaway.

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* OneHitKill: The Watcher card Judgment can become this. Judgment kills any enemy which currently has 30 or less HP, or 40 if upgraded. Since some enemies start with low HP, such as Spherical Guardian, Louses, Gremlins, etc., Judgment can be used to kill them straightaway. Due to its specific wording (it "sets HP to zero" rather than dealing damage or merely reducing HP) it completely bypasses all block and immunities, and is a powerful counter to ArmoredButFrail
enemies.
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removed "and luck" as redundant when talking about seeds - the seed already determines RNG outcomes.


* UnwinnableByDesign: It's theorized that even with perfect play and luck, [[https://forgottenarbiter.github.io/Is-Every-Seed-Winnable/ some seeds are probably completely unwinnable]]: on high ascensions, the Silent mathematically ''cannot'' do damage fast enough to kill Lagavulin with her starter deck, and it's plausible, though extremely rare, that a seed may contain an early forced Lagavulin fight with no additional damage sources dropping beforehand. Such a seed has yet to be found, though.

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* UnwinnableByDesign: It's theorized that even with perfect play and luck, play, [[https://forgottenarbiter.github.io/Is-Every-Seed-Winnable/ some seeds are probably completely unwinnable]]: on high ascensions, the Silent mathematically ''cannot'' do damage fast enough to kill Lagavulin with her starter deck, and it's plausible, though extremely rare, that a seed may contain an early forced Lagavulin fight with no additional damage sources dropping beforehand. Such a seed has yet to be found, though.
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cast from HP

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* CastFromHitPoints: Many of the Ironclad's cards cost HP, in exchange for powerful effects such as gaining energy, drawing cards or damaging enemies. Due to a card that causes the Ironclad to gain strength from self-damage, as well as a LifeDrain attack, this can be a very powerful mechanic, allowing the player to treat their HP as a renewable resource rather than (as usual for roguelikes) as precious.

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* SuperpoweredEvilSide:
** Averted with the Defect's Echo Form, which causes the first card played every turn to be played twice, and the Watcher's Deva Form, which grants an accumulating amount of bonus energy, as both forms are not explicitly 'evil' or 'dark', and seem to be just an empowered version of the characters.

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* SuperpoweredEvilSide:
** Averted with As well, each climber has one unique "Form" Power that gives the player a huge boost to their combat prowess. Demon Form causes Ironclad to gain two strength every turn, Wraith Form gives Silent two stacks of Intangibility but plummets her Dexterity, Echo Form causes Defect's Echo Form, which causes the first card played every per turn to be played twice, and the Watcher's Deva Form, which grants an accumulating amount of bonus Form causes her to gain one energy, as both forms are not explicitly 'evil' or 'dark', and seem to be just an empowered version of the characters.which increases by one each turn.

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** The ability to remove cards from your deck in general. Adding new cards is surely more exciting, but getting rid of your generally subpar starting set of Strikes and Defends helps streamline your deck and allow you to draw more useful cards more often in battle. Most strategies work perfectly fine with only a handful of specific cards, so any additional ones are more or less just dead weight.

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** The ability to remove cards from your deck in general. Adding new cards is surely more exciting, but getting rid of your generally subpar starting set of Strikes and Defends helps streamline your deck and allow you to draw more useful cards more often in battle. Most strategies work perfectly fine with only a handful of specific cards, so any additional ones are more or less just dead weight. Card removal also gets rid of any Curses you incurred during your journey.
** Exhausting and discarding cards may look like a downside at first but they can also be handy in getting rid of temporary debuff cards added mid-combat or mitigating the effects of curse cards you've gained during your journey.



* DeathOrGloryAttack: The Watcher card Blasphemy immediately puts the player into the Divinity stance, which grants three energy upon activation and ''triples'' any damage dealt to the opponent. The Death part comes into the equation when it kills the user at the start of the following turn. On a lesser note, being in Wrath stance doubles all attack damage - yours ''and'' the enemy's.

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* DeathOrGloryAttack: DeathOrGloryAttack:
**
The Watcher card Blasphemy immediately puts the player into the Divinity stance, which grants three energy upon activation and ''triples'' any damage dealt to the opponent. The Death part comes into the equation when it kills the user at the start of the following turn. On a lesser note, being in Wrath stance doubles all attack damage - yours ''and'' the enemy's.enemy's.
** Downplayed with X-cost cards. They use up all your remaining energy and have effects based on how much energy was spent on them -- devastating if you've built up your energy properly before unleashing them, but without any energy afterwards you'll have to end your turn barring any 0-cost cards you have.



** Mechanically, the Ironclad has his own set of cards that remove cards from the deck, but they're based on Exhausting (removing them from play entirely) rather than simply discarding them. Special mention goes to the Sentinel card, which is a basic Defend card that gives bonus energy if you manage to Exhaust it.

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** Mechanically, the Ironclad has his own set of cards that remove cards from the deck, but they're based on Exhausting (removing them from play entirely) for the rest of combat) rather than simply discarding them. Special mention goes to the Sentinel card, which is a basic Defend card that gives bonus energy if you manage to Exhaust it.



** All For One - shares the name with a villain in ''Manga/MyHeroAcademia'' and depicts the Defect in a pose similar to All Might's signature punches.



** Fossilized Helix — a reference to the Helix Fossil from ''VideoGame/Pokemon''.

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** Fossilized Helix — a reference to the Helix Fossil from ''VideoGame/Pokemon''.''Franchise/{{Pokemon}}'' and how it became memetic from LetsPlay/TwitchPlaysPokemon.
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Gradual Grinder is being merged to Damage Over Time, cut for misuse


** Decks which fall into a GradualGrinder archetype of using a bunch of zero cost attacks such as Shivs (for the Silent) and Anger (for the Ironclad) are generally pretty easy to build up in any given run, can be easily boosted by Strength stacking or in the case of Shivs, have a host of cards which play into that archetype. The only thing that makes them inconsistent is that there are several Boss and Elite enemies in Acts II and III designed to punish GradualGrinder style decks, but an experienced player can sometimes work around it.

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** Decks which fall into a GradualGrinder archetype of using use a bunch of zero cost attacks such as Shivs (for the Silent) and Anger (for the Ironclad) are generally pretty easy to build up in any given run, can be easily boosted by Strength stacking or in the case of Shivs, have a host of cards which play into that archetype. The only thing that makes them inconsistent is that there are several Boss and Elite enemies in Acts II and III designed to punish GradualGrinder style these decks, but an experienced player can sometimes work around it.



* TacticalRockPaperScissors: Each of the Act III bosses are designed to punish one particular deck type via specific Strength gain: The Time Eater counters SpamAttack decks (it counts the amount of cards played over time, ending the player's turn and gaining Strength for every twelfth card played), The Awakened One counters Power-based decks (it gains one Strength for every Power played before its second form), and Deca and Donu counter GradualGrinder and GatheringSteam decks (Donu's Strength buffs can stack up very fast if it isn't killed early into the fight). Since your deck should be taking shape by Act III, this can mean matching the "wrong" boss will make for [[ThatOneBoss a really troublesome final fight]]. And if that wasn't bad enough: [[spoiler: on Ascension 20, you have to fight two bosses out of three, and the second one is unknown until you face it.]]

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* TacticalRockPaperScissors: Each of the Act III bosses are designed to punish one particular deck type via specific Strength gain: The Time Eater counters SpamAttack decks (it counts the amount of cards played over time, ending the player's turn and gaining Strength for every twelfth card played), The Awakened One counters Power-based decks (it gains one Strength for every Power played before its second form), and Deca and Donu counter GradualGrinder slow damage and GatheringSteam decks (Donu's Strength buffs can stack up very fast if it isn't killed early into the fight). Since your deck should be taking shape by Act III, this can mean matching the "wrong" boss will make for [[ThatOneBoss a really troublesome final fight]]. And if that wasn't bad enough: [[spoiler: on Ascension 20, you have to fight two bosses out of three, and the second one is unknown until you face it.]]
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Wrong game - switching this entry to the one you meant


* MysticalLotus: The Lotus Clan is the most magically specialized faction in the game. Its units are all afflicted with some sort of corruption until they transform into a Warlock, at which point they violently expunge this corruption away. This symbolizes the flower's tendency to bloom in the mud, and how it seems so clean despite living in such a filthy place.

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* MysticalLotus: The Violet Lotus Clan is a boss artifact for the most magically specialized faction in the game. Its units are all afflicted Watcher that increases her energy when she exits her "Calm" stance, with some sort of corruption until they transform into a Warlock, at which point they violently expunge this corruption away. This symbolizes the flower's tendency to bloom in flavor text implying that it grew on the mud, and how it seems so clean despite living in such surface of a filthy place.pool of mystical energy.
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Crosswicking new trope.

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* MysticalLotus: The Lotus Clan is the most magically specialized faction in the game. Its units are all afflicted with some sort of corruption until they transform into a Warlock, at which point they violently expunge this corruption away. This symbolizes the flower's tendency to bloom in the mud, and how it seems so clean despite living in such a filthy place.
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fixed broken link


** The Ironclad has a pair of powers which mitigate the worst effects of curse and status cards - Evolve prevents them from ruining your draw, and Fire Breathing uses them to burn enemies en masse. An Ironclad run lucky enough to find ''both'' can end up with a deck whose victory condition is to [[CombatMasochist self-inflict curses as much as possible]].

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** The Ironclad has a pair of powers which mitigate the worst effects of curse and status cards - Evolve prevents them from ruining your draw, and Fire Breathing uses them to burn enemies en masse. An Ironclad run lucky enough to find ''both'' can end up with a deck whose victory condition is to [[CombatMasochist [[CombatSadomasochist self-inflict curses as much as possible]].
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So it's just not this trope then


** The Ironclad's Demon Form, which allows him to quickly accumulate Strength, qualifies, as do the Silent's Wraith Form, which makes her intangible, [[SubvertedTrope Subverted]] because it doesn't actually seem to make your characters any more evil.

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* CursedWithAwesome: Literally in the case of the Du-Vu Doll, which grants one Strength for any curse in your deck at the start of battle.

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* CursedWithAwesome: Literally in the case of the Literally.
** The
Du-Vu Doll, which Doll grants one Strength for any curse in your deck at the start of battle.battle.
** The Ironclad has a pair of powers which mitigate the worst effects of curse and status cards - Evolve prevents them from ruining your draw, and Fire Breathing uses them to burn enemies en masse. An Ironclad run lucky enough to find ''both'' can end up with a deck whose victory condition is to [[CombatMasochist self-inflict curses as much as possible]].
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** The Ironclad is only a colour swap away from becoming [[Franchise/BlazBlue Hakumen]].

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** The Ironclad is only a colour swap away from becoming [[Franchise/BlazBlue Hakumen]]. This was an [[https://steamcommunity.com/app/646570/discussions/0/1620599015889808693/ intentional]] ShoutOut on the developer's part, saying he liked Hakumen's stance and if Creator/ArcSystemWorks asked he'd send his praises for the inspiration.

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