Jaxxed achievement in Slay The Spire

Jaxxed

Have 50 or more Strength during combat.

Jaxxed0
2 guidesOffline Game ModeSingle Player

How to unlock the Jaxxed achievement

  • vSullyvSully1,045,693
    19 Aug 2019 19 Aug 2019 20 Aug 2019
    8 0 1
    I did this with the Ironclad in a run where I focused on keeping my deck size small and on cards that affected my strength. These were the key cards for me (edit: and J.A.X.):
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    Limit break was the most important as it loses Exhaust once upgraded and could then be used multiple times per combat.

    Demon Form, Spot Weakness, and Inflame all add one additional Strength when upgraded. Flex adds two additional. Demon Form was cumbersome along the way as you generally need to waste an entire turn to cast it.

    There are a few relics that help with Strength. I was able to get Brimstone, which adds 2 Strength to you and 1 Strength to all enemies at the start of your turn.

    And be sure to snag Strength and Flex potions along the way to get you over the top.

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    I8ITackyticsI8II had an upgraded demon form and 3 upgraded flex for this. I came up against the fight against the mystic and the suit of armour. I killed the armour and just had the mystic left. I put dekoj form on early for this battle. The great thing about the mystic is that if you get it down to low health, the next two turns it spends healing. This gives you 6 strength just during this time. You can then carefully knock the health back down and it will repeat the process. Good luck!
    Posted by I8ITackyticsI8I on 26 Aug 19 at 05:35
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  • KrakenScorchKrakenScorch382,518
    05 Sep 2019 05 Sep 2019
    3 0 0
    Found a reliable mob (as long as you do not directly attack it and clear out his friends while leaving him for last). The small army of Gremlin's you'll run into in Act 1, the one you want to leave alone till last is the "Mad Gremlin."

    -The Sorcerer then Shield Gremlin should die first in case you are new to the game, Sign bros after them and then leaving the "Mad Gremlin" to farm strength.

    The minion will always do 4 DMG has long as you do not hit him directly. So if you run Ironclad and pick up a "Spot Weakness" card early on you'll be good. Just keep targeting him with that card because he always is in attack mode. Play a Defend/any defense card you have to negate the 4 DMG each turn. Got this with a 13 card deck so I had an armor each turn, I did miss one turn for armor with 6/13 cards being defensive.

    Recommend not going over a 16 card deck unless you have 7 type of armor gain. This is so you have a very good chance at taking no unnecessary damage.
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