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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:

  1. High-cost powers (reduce by 1 energy)
  2. Cards used every turn
  3. Block cards for more efficient defense

Merchant (Shop)

Spend gold on cards, relics, and card removal.

Shop priority order:

  1. Card removal (highest priority): 75–100 gold to thin the deck — this is almost always the best spend
  2. Key relics: Purchase relics that complement your build
  3. 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:

  1. Early fights for gold income
  2. 1–2 elite fights for relics (75%+ HP condition)
  3. Shop stop for card removal (1–2 cards) and key cards/relics
  4. 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:

  1. 2–3 elite fights for additional relics
  2. Shop stop for refinement (cards, relics, remaining removal)
  3. 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:

  1. Shop for final deck adjustments
  2. Remaining elites for last relics
  3. 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

  1. Use event nodes: Often safer than combat
  2. Visit merchants early: Secure key items before HP gets low
  3. Time elites: Rest immediately before entering if possible

Map Routing: 10 Key Principles

  1. Maintain 80%+ HP through early acts
  2. Take at least 1–2 elites per act for relics
  3. Always remove at least one card at the first shop
  4. Evaluate rest vs. smith every time — never automatic
  5. Unknown events have higher average value than normal fights
  6. Maximize HP before every boss fight
  7. Act 2 is the most dangerous segment — have a potion before elites
  8. The Act 3 shop is your final deck-tuning opportunity
  9. HP is a resource — sometimes losing HP for a relic is correct
  10. Spend time studying the map — forward-looking routing decisions have compounding value