Champion Guide in Downfall: Cards, Relics, and Builds

Dive into the Downfall mod with this detailed Champ's guide. Discover key strategies and get access to a comprehensive list of all Champ’s cards and relics.

Updated by Single Player in Modded Slay the Spire

Contents

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Champ Basic Mechanics

Playing as the Champ in the Downfall mod revolves around Stances. Despite the superficial resemblance to the Watcher, the Champ’s stance mechanics differ significantly. Stances neither directly boost damage nor generate energy. Instead, they confer temporary buffs upon playing any skill.

To benefits more from a stance, Finishers are employed. These potent cards additionally grant 8 Defense or 1 Strength, depending on the current stance. The Champ’s deck also features combo cards, which have various effects tailored to the stance in play.

The Champ has three stances: Berserker, Defensive, and Ultimate. Each of these will be examined in detail in the following three sections.

Berserker Stance

Berserker Stance

The Berserker stance is aggressive, in which the Champ gains 2 Vigor for each skill played. Vigor is expended on the next attack, increasing its damage; the value is affected by the enemy's Vulnerable or the hero’s Weak debuffs. Essentially, Vigor is what the Akabeko relic from the base game provides.

Multi-attacks benefit the most from Vigor. Although the Champ's deck does not contain an exact replica of the Ironclad's Whirlwind, it boasts many potent alternatives.

Berserker Finishers grant 1 Strength for the remainder of the fight. Additionally, combo cards are designed to enhance attacks: they either attack an additional time, draw attacking cards, or apply Vulnerability to the enemy.

Defensive Stance

Defensive Stance

The Defensive is the Champ’s passive stance. Finishers in this stance provide defense, and using skills provides 3 Counters. The Counter acts when the enemy attacks and is not affected by anything - neither Strength nor Vulnerable nor Weak (it also deals full damage to Byrds); it differs from Thorns in that it is spent on one touch. In a fight with multiple enemies, the Counter strikes back at the first attacking opponent.

Finishers increase the Champ’s defense by 8, and this value does not depend on Dexterity or Frail. The value can be increased to 13 with the Defensive Manual relic.

The bonuses from combos in this stance are also aimed at defense: they offer additional Block, remove Frailty, and impose Weakness on the foe.

Ultimate Stance

Ultimate Stance

The Ultimate stance combines the two previous stances, yielding double bonuses from skills, finishers, and combos. It stays active for the entire round and is not disrupted by the use of finishers. The only downside is that entering the Ultimate stance is not that simple - only two cards and one relic make the transition possible.

Champ Strategies and Builds

The strategies described below have been successfully used to complete the 20th ascension in Downfall mode, including the battle with Neow in the fourth act.

Vigor Preservation Build

This build is based on two key cards:

  • Crooked Strike - an uncommon Finisher attack that doesn’t consume Vigor.
  • Backstep - a common defensive skill, which Block is increased by Vigor.

The main strategy of the build is to accumulate Vigor without spending it, which increases the damage from Crooked Strike and the amount of block from Backstep. Backstep is a common card and is easily found in the game, while Crooked Strike may not appear immediately as a reward. However, even without Crooked Strike, the preserved Vigor will eventually be enough for one powerful finishing attack.

Starting Strikes are completely unsuitable in this build and heavily clog the deck. Remove them all at the first opportunity - by paying for the removal in the store or through random events.

To preserve excess block for the next turn, the rare skill Hold Firm fits well into the build. An easier victory is guaranteed by the Calipers relic, which allows you to transfer unused block to the next turn - it is worth buying this relic in the store at any price.

The build is effective against bosses and slow single opponents. For battles with multiple opponents, it is recommended to have an attack with an AOE effect, for example, Death Blow, which also adds Vigor after use.

Warning! This build struggles against the final boss Neow. On top of Neow clogging the deck with curses, she gains Buffers later that reliably protect her from single big attacks. 200 damage limit also makes one-shotting the enemy impossible. Gladiator Form to restore Vigor every turn solves that problem, otherwise it is advisable to have more Crooked Strikes for faster damage or other damage solutions for the final fight.

Strength Build

The Strength build is used much less frequently in practice, as increasing Strength is much more difficult than collecting Vigor. Then why not stick with the first build? The fact is that some relics and cards make the process of accumulating Vigor more complex:

  • Power Armor (a boss relic) limits the amount of Vigor to 10.
  • Spectre's Hand (a rare relic) adds free strikes to your hand, which consume Vigor.
  • Snecko Eye (a boss relic) increases the cost to enter stances on average: their initial cost is 0-1 energy. Without stance dancing, there won't be much Vigor.
  • Strike of Genius (a rare card) also adds random strikes each round.

Boosting Strength is a fully achievable goal for the Champ, as all his Finishers in Berserker mode grant 1 Strength. With this strategy in mind, the following cards deserve more attention:

  • All Out — adds 2-3 Strength for one energy.
  • Reckless Strike — provides +2 Strength, accompanied by 18 damage and a loss of 1 Dexterity.
  • Endure — this skill's block is increased by Strength.

These are uncommon cards and may not appear early, so some improvisation will be necessary at the start of the game. This build implies a more flexible approach to the game.

Random Card Build

A strategy based on randomness might seem unreliable, but remember how powerful Dead Branch and Nilry's Codex are. The Champ's random build also has its advantages. It is based on a few key cards:

  • Strike of Genius (a rare talent) adds a free random strike to your hand at the start of the turn. Among the Champion's cards, there are a dozen different strikes, both common and rare. They do not clutter the deck, as they are exhausted after use.
  • Masterful Slash (a rare attack) adds a free skill to your hand. This skill remains free for the entire fight for multiple uses.
  • Arena Preparation (an uncommon skill) adds two random skills that can be retained for the most appropriate moment.

Developing a random build is optimal if you get one of the above cards very early in the game. If you are already comfortable with accumulating Vigor, then taking random strikes might not be worth it. However, this build works well with increased Strength.

Other Builds

The strategies suggested above are not the only ways to win. Experiment with different combinations of cards and relics and come up with your own unique builds. Share your methods in the comments.

Champ's Relics

Champion's Crown
Champion's Crown

At the start of combat, enter Defensive or Berserker Stance.

The effect of the relic is useful, but not extremely powerful - you can enter a stance using the free starting cards. It might be worth trading this relic for another boss relic at the start if the other three Heart's options are less suitable.

Victorious Crown
Victorious Crown

Replaces Champion's Crown. Start each combat in Ultimate Stance, which lasts 1 turn.

In the very first turn, you build up Strength and play all the necessary cards for Scaling. Naturally, the more cards and energy you have in the first turn, the better. The Bag of Preparation, the Game Chip, and the Lantern are especially valuable in combination with this crown.

Berserker's Guide
Berserker's Guide

At the start of your turn, gain 3 Vigor.

The Berserker’s Guide is a nice bonus of Vigor. Unfortunately, you will have to pay the merchant for this relic. Nevertheless, it often turns out to be worth its money.

Defensive Thesis
Defensive Thesis

Defensive Stance's Finisher Bonus grants 5 more Block.

Defensive Thesis It significantly increases the Defensive Champ's chances of survival - there are no other ways to increase the block from his Finisher.

Dolphin's Style Guide
Dolphin's Style Guide

If you end your turn while in no Stance, draw 1 additional card next turn.

If you are left without a stance at the end of the turn, then the additional draw is especially useful to return to the necessary stance.

Gladiators Manual
Gladiators Manual

Whenever you play a Combo, a Finisher, and enter a Stance in the same turn, gain 1 Strength and Dexterity.

The relic is not beneficial in every battle. Playing three specific cards depends on a good set of cards or Pyramid, which is not always available.

Deflecting Bracers
Deflecting Bracers

At the start of your turn, gain Counter equal to half the amount of expired Block.

Another relic that can become the cornerstone of your strategy and the main tool during the run. It transforms unspent Block into Counter - for example, 100 units of Block turn into 50 units of Counter on the next turn. With this relic, excess Block becomes highly valuable. The Callipers relic does not pair well with it, as you lose only 15 units of excess Block per turn.

Dueling Glove
Dueling Glove

After using a single-target Attack, if the target has no Vulnerable, apply 1 Vulnerable.

Dueling Glove is quite simple - you apply Vulnerable to the enemy. It's important to note that the first hit, even if it's a multi-attack, will be dealt without the 50% damage bonus, as Vulnerable is applied after this hit.

Power Armor
Power Armor

Gain 1 energy at the start of your turn. Your maximum Vigor and Counter is 10.

Extra energy is always welcome. Just spend Vigor as it reaches max 10 value. However, the Gladiator’s Form and a few other cards become almost useless after choosing this armor as a boss reward.

Black Knight's Helm
Black Knight's Helm

The first time you enter each Stance each combat:
Defensive: Gain 2 Dexterity and lose 1 Strength.
Berserker: Gain 2 Strength and lose 1 Dexterity.

For some reason, I haven't seen this relic in my 40+ runs.

Signature Finisher
Signature Finisher

Upon pickup, choose a Finisher. This Finisher costs 0, can be used without a Stance, and never causes your Stance to be exited.

A strong relic around which you can build your entire strategy. If it comes across to you at an early stage of the game, then the Execute card is an excellent candidate for the role of a signature finisher. This multi-attack will be sufficient to fight single enemies throughout the game. You will simply need to use it more frequently, either by speeding up the deck cycling or by bringing it back into play with the use of Headbutt.

Spectre's Hand
Spectre's Hand

Whenever you enter a Stance, gain a basic Strike or Defend. It costs 0 and has Exhaust.

With Spectre's Hand, stance dancing becomes even more advantageous. However, accumulating Vigor with Strikes is no longer a viable strategy.

Barbell
Barbell

Whenever you enter a Rest Site, if you have at least 10 Upgradable cards in your deck, Upgrade one at random.

The least useful relic. On the one hand, it’s nice to get a free upgrade, but the conditions are too strict. Firstly, in a good deck, most of the cards are already upgraded. Secondly, with a random choice from 10+ cards, the necessary one is rarely upgraded. Thirdly, the Barbell can't be obtained for free and you will have to pay the merchant for this relic. Buy it only if you have an extra thousand coins lying around.

Inner Strength
Inner Strength

Start each combat with 1 Strength.

It's straightforward here - the relic grants 1 Strength for the entire run. You can obtain this relic from a random event, and you might find other options more appealing - for example, adding the Finisher property to one of your cards.

Starting Champ Cards

Champ's starting deck has 10 cards: 4 strikes, 3 defends, 2 stance switchers and 1 finisher.

This set is sufficient to comfortably get through the first few rooms - the total damage in the first round with one upgraded card can reach 30 points.

Strike
Strike

Strikes are the least suitable cards for the Champion. In most cases, it is more beneficial to play Defense to protect yourself, increase Vigor, and then spend it on Execute.

It is recommended to remove them at every opportunity. An event that offers to exchange 3 cards for a curse is a quite appropriate deal.

Defend
Defend

Unlike Strikes, Defends are useful in the early stages of the game when you don’t have other skills yet. However, as the game progresses, the Champion will have other, more effective and functional defensive skills.

Berserker's Shout
Berserker's Shout

With this card, the game as the Champion is exciting right from the start. I prefer to upgrade it first, thus, the attack following it, Execute, will deal 24 damage, and all this for 2 energy. It remains a free and reliable way to change stances even in the late game.

Pay attention to the crown icons above the character and how they are activated. If the character has only one of the three crowns left unactivated, it is worth changing the stance. The stance change skill activates the last, third bonus. Finishers, if they are skills, also activate the bonus right before exiting the stance. Naturally, this rule does not apply when the stance change or exit from it occurs through Powers or Attacks.

Defensive Shout
Defensive Shout

By itself, this card does not provide any protection. Counter also doesn't solve many problems. However, the Defensive stance is useful thanks to the effects of Finishers and combo effects of cards. In particular, Tornado Punch is an extremely useful card for defending against multiple enemies.

Execute
Execute

The starting Finisher, Execute, is a very powerful card that lets the Champ to easily get through the First Act and defeat the first boss. However, the Champion has many other strong attacking cards, so you shouldn’t limit yourself to this attack in the later stages of the game.

Common Champ Cards

There are 19 cards in Champ's common pool: 11 attacks and 8 skills.

Interlude: The descriptions and my opinion on the cards are not yet ready. I decided to publish the little I have managed to write so far. In the future, I plan to add descriptions for all the cards and provide examples of other builds.

Chain Lash
Chain Lash
Crownarang
Crownarang
Encircle
Encircle
Fan of Knives
Fan of Knives
Flash Strike
Flash Strike
Flurry of Strikes
Flurry of Strikes
Headbutt
Headbutt
Perfecter Strike
Perfecter Strike
Piledriver
Piledriver
Precise Thrust
Precise Thrust
Tornado Punch
Tornado Punch
Adrenal Armor
Adrenal Armor
Backstep
Backstep
Bob and Weave
Bob and Weave
Bring It On
Bring It On
Circumvent
Circumvent
En Garde
En Garde
Stance Dance
Stance Dance
Taunt
Taunt

Uncommon Champ Cards

There are 31 cards in Champ Uncommon cards pool: 11 attacks, 15 skills and 5 powers.

Challenge
Challenge
Crooked Strike
Crooked Strike
Death Blow
Death Blow
Enraged Bash
Enraged Bash
Face Slap
Face Slap
Gut Punch
Gut Punch
Preemptive Strike
Preemptive Strike
Rapid Strikes
Rapid Strikes
Reckless Strike
Reckless Strike
Rising Strike
Rising Strike
Shatter
Shatter
All Out
All Out
Arena Preparation
Arena Preparation
Battle Plan
Battle Plan
Endure
Endure
Fancy Footwork
Fancy Footwork
Moment of Truth
Moment of Truth
Parry
Parry
Refreshment
Refreshment
Reinforced Body
Reinforced Body
Rope-a-dope
Rope-a-dope
Set A Trap
Set A Trap
Sigil of Victory
Sigil of Victory
Skillful Dodge
Skillful Dodge
Vicious Mockery
Vicious Mockery
Wind Up
Wind Up
Berserker Style
Berserker Style
Defensive Style
Defensive Style
Good Clean Fight
Good Clean Fight
Iron Fortress
Iron Fortress
Technical Jig
Technical Jig

Rare Champ Cards

There are 20 cards in Champ's Rare cards pool: 9 attacks, 6 skills and 5 powers.

Cheap Shot
Cheap Shot
Clobber
Clobber
Devastate
Devastate
Masterful Slash
Masterful Slash
Murder Strike
Murder Strike
Shield Throw
Shield Throw
Steel Edge
Steel Edge
Sword Throw
Sword Throw
Triple Strike
Triple Strike
Enchant Crown
Enchant Crown
Enchant Shield
Enchant Shield
Enchant Sword
Enchant Sword
Hold Firm
Hold Firm
Ignore Pain
Ignore Pain
Ultimate Stance
Ultimate Stance
Dancing Master
Dancing Master
Gladiator Form
Gladiator Form
Improvising
Improvising
Last Stand
Last Stand
Strike of Genius
Strike of Genius

Closing Notes

Thank you for reading the guide.

Tags: Guides