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STS2 Act 1 Strategy Guide

Act 1 Overview

Act 1 is the foundation of your run. The choices you make here often decide whether the rest of the run succeeds or fails.

Map Routing Basics

Route Planning

  • Fit in 1 to 2 Elite fights: Relic rewards are crucial
  • Check Rest Site placement: Ideally you can heal after an Elite
  • Shops: Use them to remove starter cards and buy Relics
  • Question marks (events): Usually low risk with decent upside

How to Beat Elites

  • Judge whether your starter deck plus a few added cards can win the fight
  • Do not hoard potions: Act 1 potions are most efficient when spent on Elites
  • If you cannot win, do not force it and route around them

Card Pick Priorities

Cards to Prioritize

  • Quick, immediate Attacks: Covers the damage shortfall of the starter deck
  • Block skills: Reliable defense
  • AoE cards: Essential for multi-enemy fights
  • Low-cost cards: Keeps you fluid on 3 Energy

Cards to Avoid

  • High-cost Power cards: Too slow in the early game
  • Cards that require a combo: Weak until the other pieces arrive
  • Cards that do not match your deck's direction

Boss Strategy

Act 1 bosses are beatable with fundamentals.

  • Block: Enough defense to answer the boss's big hits
  • Damage: Enough offense so the fight does not drag forever
  • Potions: Keep at least one in reserve for the boss

Common Mistakes

  • Skipping so many Elites that you end up short on Relics
  • Picking too many cards and bloating your deck
  • Always choosing heal at Rest Sites and never upgrading
  • Saving potions so tightly that you die holding them

This article is updated as STS2 patches ship.

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