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Since Haste erases all debuffs and heals the Time Eater back to half HP, there is no reason to take offensive action once the Time Eater is below half HP unless you can kill the Time Eater in one turn. Time Eater can only use Haste once and will always use Haste the turn after falling below half HP.A single Dash+ would give roughly the same block and damage for the same amount of energy, but only 1 Time Warp charge. As an example, if you were to play Acrobatics, draw 1 Strike+ and 1 Defend+, and play them both, it would cost 3 Time Warp charges.These cards will quickly increment the Time Warp ability and Time Eater will gain too much strength to be dealt with. Try to avoid using low-cost, spammable cards when you can.For example, it's usually preferable to play 4 cards, then 5, then 3, rather than 7 cards, then 4, then 1. Playing a consistent number of cards per turn may be useful so that Time Warp does not limit you to a one-card turn.If you are relying heavily on this deck type in Act 3, it may be worth reconsidering your strategy. The Time Eater punishes decks that play many cards per turn, such as infinite or Shiv decks, especially hard.The player should take special care to ensure that they can play an appropriate number of cards each turn.
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Unique among enemies, Time Eater is capable of ending the player's turn immediately.Heal back to 50% HP, gain 32 Block, and remove all debuffs. Heal back to 50% HP and remove all debuffs. Gain 20 Block, inflict 1 Weak, 1 Vulnerable, and 1 Frail. Gain 20 Block, inflict 1 Weak and 1 Vulnerable. Ripple cannot be used twice in a row, Head Slam cannot be used twice in a row and Reverberate cannot be used three times in a row.ĭeal 32 damage, apply 2 Draw Reduction, and shuffle 2 Slimed into the discard pile. Has a 20% chance of using Ripple, 45% chance of using Reverberate and a 35% chance of using Head Slam. If its HP drops below 50%, will use Haste next turn.