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Advanced · Intermediate · 10 min

Act 1 Pathing and Elite Strategy

Boss-specific preparation, elite gauntlet planning, and potion management.

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Act 1 sets the trajectory for your entire run. The decisions you make in the first three floors — which path to take, which elites to challenge, which cards to draft — determine whether you enter Act 2 with a functioning deck or a collection of random pieces.

Check your Act 1 boss before choosing a path

The very first thing after seeing your starting hand and Neow bonus: check which boss awaits you at the top of Act 1. The three bosses demand very different things from your deck.

Slime Boss tests your burst damage — you need to kill the slime before it splits too many times. Hexaghost tests sustained blocking and consistent output across a fixed timeline. Guardian tests your ability to handle a high-defense enemy that shifts modes. Draft accordingly — against Slime Boss, prioritize damage over everything in the first half of Act 1.

Elite pathing: 2-3 elites is ideal

Take 2-3 elites in Act 1 if your deck can handle them. Elite rewards are valuable — relics can define your run direction. But do not force an elite path if your first three card rewards are all slow setup cards.

If your first draft is defensive or slow, choose a route with an exit — a branching path that lets you skip the elite if you are not ready. A forced elite with no damage is a common run killer. Always count campfires before elites: at least one campfire between you and an elite makes aggressive pathing much safer.

Potions are run-saving resources

A strong potion can turn a mediocre run into a winning one. Buy potions at shops when you know an elite or boss is coming. Use potions BEFORE the fight is lost — the best potion often prevents 15 damage, not 3 lethal damage.

If all potion slots are full and a new potion drops, be willing to spend or replace the weakest one. Hoarding a low-impact potion can block a run-saving reward. Key potions: anything that gives energy, block, or strength for a critical turn.

Act 1 route diversity matters

Overgrowth routes reward attacking (Big Bird, Statue, Parasite events). Underdocks routes reward blocking (Coral Man, Eel, Gardener events). Pay attention to which route you are on — it tells you what kind of cards your deck will need.

Events are extremely strong in Act 1 — prioritize event nodes over hallway fights when you have a choice, especially if your deck still needs a specific type of card. But do not take too many events in a row; fights give you card rewards and gold that events rarely provide.

Early card priorities

Within the first 3 combats, aim for: burst damage (14-20 damage per turn across 3-5 turns), at least one AOE card, one dense block card (12+ block), and one source of card draw or selection. These four pieces form the minimum viable deck that can survive Act 1 elites.

Do not force archetypes in Act 1. Think in terms of packages — a small group of cards that work together — rather than committing to a full build direction before you know what your relics support.