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Combat Mechanics

Hand size (5 draw, 10 max), energy (3 base), block decay, damage formulas — Strength, Dexterity, Vulnerable, Weak, Frail.

Attack Mechanics

An attack's damage is computed in a fixed order. First, the printed value is added to the attacker's Strength stacks (one stack = +1 damage, additive — negative stacks reduce damage). The total is then multiplied by 0.75x if the attacker has Weak, and by 1.5x if the target has Vulnerable. Whatever's left is absorbed by the target's Block; any remainder hits HP.

Block follows the mirror path: card block + Dexterity stacks, then multiplied by 0.75x if the player has Frail. Multi-hit attacks apply the full pipeline per hit. Source: VulnerablePower, WeakPower, FrailPower, StrengthPower, DexterityPower.

Scaling

EffectPer stackLifetime
Strength+1 attack damagepersists
Dexterity+1 card blockpersists
Vulnerable1.5x damage taken (debuff cap, not per-stack)decays 1/turn
Weak0.75x damage dealt (debuff cap, not per-stack)decays 1/turn
Frail0.75x block from cards (debuff cap, not per-stack)decays 1/turn

Buffs (Strength, Dexterity) accumulate additively and last the whole combat. Debuffs (Vulnerable, Weak, Frail) are counters — the multiplier is fixed regardless of stack count, but the counter ticks down by 1 at the end of each turn until it reaches zero. Multi-hit attacks apply the full damage pipeline (Strength + multipliers + Block) on every hit.

Enemy ascension scaling. Monster HP and damage are bumped per-monster at ToughEnemies (A8+) and DeadlyEnemies (A9+) respectively, using the AscensionHelper.GetValueIfAscension pattern. Each monster ships with both its base and ascended values — see the full scaling table.

Hand & Draw

MechanicValue
Cards drawn per turn5
Max hand size10
Base energy per turn3
BlockClears at start of turn

On turn 1, Innate cards are moved to the top of the draw pile. When the draw pile is empty, the discard pile is shuffled in.

Damage & Defense Modifiers

EffectModifier
Strength+N attack damage (additive)
Dexterity+N card block (additive)
Vulnerable1.5x damage taken
Weak0.75x damage dealt
Frail0.75x block from cards

Strength and Dexterity are additive (applied before multipliers). Vulnerable, Weak, and Frail are multiplicative.

End of Turn

Ethereal cards in hand are exhausted. Cards with Retain stay in hand. All other cards are discarded. Block clears at the start of your next turn (unless prevented by Barricade, Calipers, etc.).

Combat Mechanics - Slay the Spire 2 | Spire Codex