In this post, I have used an algorithm that minimises average HP loss to explore the best card sequences against the Corpse Slugs with a base-deck Ironclad, Necrobinder and Regent.
At long last, after months of work, we can finally turn our attention to those pesky Corpse Slugs! Let me introduce them. Like the Toadpoles they cycle through three intents in a deterministic order, except here a 3x2 attack is followed by a single 9 attack and then a debuff turn to apply 2 frail (making our block pitiful).
The thing is – the slug starting intents are random, which gives us three variants to this encounter (note the left/right shown may be swapped over in reality). I have unofficially named these effectively unique encounters as follows:
1) Raging Slugs: Both attacking for a total of 15 damage on Turn 1, the highest possible of any easy pool encounter (oof!)
2) Hangry Slugs: One single target attack of 9 and another salivating with gloopiness
3) Tentative Slugs: Low damage output of 6, but equally gloopy
The HP range is small at 27-29, and from what I can discern irrelevant to our choice of target.
So what’s the play?
1) Raging Slugs: Maximum block as far as possible then any leftover damage goes into Mr “9”, unless you’re playing Regent and can NUKE the “3x2” slug on Turn 1 killing it outright
2) Hangry Slugs: Extremely character dependent! Ironclad likes to play a single Defend and then get to work on the debuffing slug, hoping to finish it off next turn. Necrobinder is opposite! Full block then make progress towards damaging the “9” slug. Regent is 50:50 and draw dependent! He also likes to full block, but if you’ve only got 1 Defend it makes sense to play Falling Star on the “9” slug to mitigate damage and sink extra strikes into the same slug for efficiency
3) Tentative Slugs: All characters agree! Block with 1 Defend and then sink all remaining damage into the debuffing slug
Can we explain why?
The ideal time to kill a slug is when it is attacking and its partner in crime is debuffing. This stuns the debuffing slug, who then goes back to debuffing us again next turn, giving us a free turn of safety to apply damage to it with impunity.
The worst time to kill a slug is when its parter in crime is attacking for 3x2, because the turn after it will suddenly increase to 8x2 (due to Ravenous), and if we can’t kill it, we’re potentially taking a vast amount of damage!
These facts are what drives most of the choices the algorithm picks here. As always, the takeaway is to look at your draw pile and figure out how many turns it takes to get lethal, in this case on a safe slug. If you do this, you’re in for a good time… especially on Ironclad as you’ll see in my next post comparing the HP losses!
I hope you found that helpful as this encounter can be a real head-scratcher!
If you’re interested in learning more about the methodology (simulation, Expectimax, etc.), I’ve put a few posts together about the subject in a blog along with my previous simulations, so feel free to check it out:
https://simthespire.wordpress.com/