Map Routing Guide
Map Basics
Slay the Spire's map is randomly generated each run. Node types include:
| Icon | Node Type | Primary Reward |
|---|---|---|
| ⚔️ | Normal Combat | Card choice + gold |
| 💀 | Elite Combat | Card choice + relic + gold (more) |
| 🔥 | Rest Site | HP recovery OR card upgrade |
| 💰 | Merchant (Shop) | Buy cards/relics, remove cards |
| ❓ | Unknown Event | Random (can be beneficial or harmful) |
| 🏆 | Boss | Act finale + boss relic selection |
Node Evaluation Framework
Normal Combat
Normal fights are the lowest-risk nodes but offer modest rewards.
Worth taking when:
- Early in a run when you want more cards to build your deck
- Need gold income (15–45 gold per fight)
- Unavoidably on the path to a desirable next node
Skip if possible when:
- HP is low
- Deck is nearly complete and you don't need more cards
- A merchant or rest site is accessible nearby
Card reward philosophy:
- Take no card rather than taking a bad card
- Synergy with current deck matters more than raw card power
Elite Combat
Elites are high-risk, high-reward. A relic is guaranteed, plus more gold.
Enter elites when:
- HP is above 70%
- Deck can handle elite attack patterns (has Block sources)
- Current state of the run benefits from more relics
- Early-run elites supercharge the rest of the run
Avoid elites when:
- HP below 50%
- Deck lacks reliable Block or damage
- Need to recover HP at a rest site first
Elite value calculation:
- One elite win ≈ 3–4 normal fights' worth of value
- Relic provides persistent run-long value
Rest Sites
Choose: Rest (heal 30% max HP) or Smith (upgrade a card).
Rest when:
- HP below 60%
- Final rest site before a boss
- Entering a dangerous segment with elites ahead
Smith when:
- HP above 80%
- High-value upgrade available (e.g., Barricade costs 3→2, Corruption costs 3→2)
- Upgrading your most-used card increases consistency significantly
Priority upgrades:
- High-cost powers (reduce by 1 energy)
- Cards used every turn
- Block cards for more efficient defense
Merchant (Shop)
Spend gold on cards, relics, and card removal.
Shop priority order:
- Card removal (highest priority): 75–100 gold to thin the deck — this is almost always the best spend
- Key relics: Purchase relics that complement your build
- Useful cards: Cards that complete a synergy
Don't buy:
- "Generically strong" cards on impulse
- Cards that don't fit current deck direction
- Relics when gold is scarce (consider saving for next shop)
Shop visit timing:
- Visit when gold exceeds 100–150
- Always prioritize the first shop for removal, even with limited gold
Unknown Events
Events are random but statistically tend to be beneficial.
Take events when:
- HP is near full
- Better expected value than a normal fight
- Only path to a desired node goes through an event
Reducing event risk:
- Higher HP absorbs unfavorable outcomes
- Some events' results depend on current relics
- Experience reveals the optimal choice for each event
Act-Specific Routing
Act 1: Foundation
Goal: Establish deck direction, gain as many rewards as possible, minimize HP loss
Target end state: 60%+ HP entering the boss
Ideal route:
- Early fights for gold income
- 1–2 elite fights for relics (75%+ HP condition)
- Shop stop for card removal (1–2 cards) and key cards/relics
- Final rest site: HP recovery or upgrade the most critical card
Act 1 priorities:
- "Take at least one elite": Going into Act 2 without a relic is inefficient
- "Remove at least one card at the shop": Don't carry too many weak cards into Act 2
- "Commit to a deck direction": Act 2 should reinforce the chosen strategy
Act 2: Mid-Game Crucible
Goal: Strengthen the deck further; survive the hardest elites in the game
Target end state: 75%+ HP entering the boss
Ideal route:
- 2–3 elite fights for additional relics
- Shop stop for refinement (cards, relics, remaining removal)
- Pre-boss HP recovery
Act 2 challenges:
- Enemies hit significantly harder than Act 1
- Curse-adding events are more common
- Act 2 bosses (Collector, Automaton, Awakened One) are dramatically harder
Act 2 specifics:
- Evaluate curse-granting events carefully — is the reward actually worth it?
- Enter elites with at least one potion in reserve
Act 3: Final Preparation
Goal: Finalize deck, secure remaining relics, prepare maximum resources for the final fight
Target end state: 75%+ HP entering the final boss
Ideal route:
- Shop for final deck adjustments
- Remaining elites for last relics
- Fill potion slots before the final boss
Act 3 key considerations:
- If Keys were collected, the Corrupt Heart is accessible
- Standard win condition is defeating the Act 3 boss
- Confirm HP is adequate for the final encounter
HP as a Resource
In Slay the Spire, HP is a resource — spending HP to gain advantages is often correct.
Spend HP when:
- Taking elite fights for relics (-15–25 HP → 1 relic)
- Gold-earning fights enable key shop purchases
Protect HP when:
- Act-end HP drops below 30%
- A strong boss fight is imminent
- Potions are depleted
Maximizing HP Through Routing
- Use event nodes: Often safer than combat
- Visit merchants early: Secure key items before HP gets low
- Time elites: Rest immediately before entering if possible
Map Routing: 10 Key Principles
- Maintain 80%+ HP through early acts
- Take at least 1–2 elites per act for relics
- Always remove at least one card at the first shop
- Evaluate rest vs. smith every time — never automatic
- Unknown events have higher average value than normal fights
- Maximize HP before every boss fight
- Act 2 is the most dangerous segment — have a potion before elites
- The Act 3 shop is your final deck-tuning opportunity
- HP is a resource — sometimes losing HP for a relic is correct
- Spend time studying the map — forward-looking routing decisions have compounding value