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attack

Sash Whip

1

B-

Deal 8 damage.
If the last card played this combat was an Attack, apply 1 Weak.

attack

Sash Whip+

1

B-

Deal 10 damage.
If the last card played this combat was an Attack, apply 2 Weak.

Sash Whip

What we think of Sash Whip

Sash whip is one of the few sources of week that exists in the class. For this reason, I usually pick up one or two copies, no matter what act I am on. Weak continues to scale very well into the late game. This card can be quite awkward to play, since the card played before it must be an attack, and if you are applying weak you typically want to be playing skill to prevent incoming damage. Note that if you end your turn with an attack, sash whip will start already active on your next turn. If your deck has multiple copies of sash whip, it is recommended that you try to finish turns with an attack where possible.

Card Synergies

  • power

    Sadistic Nature

    0

    B

    Whenever you apply a Debuff to an enemy, they take 5 damage.

Relic Synergies

  • Molten Egg

    uncommon

    Whenever you add an Attack card to your deck, it is Upgraded.

    A-

    A-

    A-

    A-

  • Torii

    rare

    Whenever you would receive 5 or less unblocked Attack damage, reduce it to 1.

    C-

    C+

    C+

    C+

  • Paper Krane

    uncommon

    Enemies with Weak deal 40% less damage rather than 25%.

    A+

Card Antisynergies

  • attack

    Signature Move

    2

    E

    Can only be played if this is the only Attack in your hand.
    Deal 30 damage.

Relic Antisynergies

  • Snecko Eye

    boss

    Draw 2 additional cards each turn. Start each combat Confused.

    A

    A-

    A-

    A-

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