Bottom line: climb one level at a time and prepare for bosses
Ascension is a high-difficulty mode whose penalties stack with every level you clear. The bottom line: success comes down to two things — climbing one level at a time instead of skipping ahead, and never improvising a boss fight. Because the effects accumulate, jumping straight to a high level throws several headwinds at you at once and your runs end abruptly.
Ascension penalties stack. When you play on A3, the penalties from A1 and A2 are also active. That is exactly why clearing the highest level you can win consistently, one step at a time, ends up being the shortest path.
What changes at each level (1–20)
Here is the per-level breakdown. The early levels strengthen enemies; the later ones mostly penalize the player.
| Level | Main change |
|---|---|
| A1 | Elites spawn about 60% more often |
| A2–A4 | Normal enemies, then elites, then bosses deal more damage |
| A5 | Post-boss healing drops to 75% of missing HP |
| A6 | You start each run having lost 10% of max HP |
| A7–A9 | Normal enemies, elites, then bosses gain HP and may gain Block |
| A10 | You start with the curse card Ascender's Bane |
| A11 | You have one fewer potion slot |
| A12 | Upgraded cards appear half as often in Acts 2 and 3 |
| A13 | Bosses drop 25% less gold |
| A14 | Lower max HP (Ironclad -5, others -4) |
| A15 | Event outcomes become harsher overall |
| A16 | Shop and other costs rise by 10% |
| A17–A19 | Normal enemies, elites, then bosses use tougher tactics |
| A20 | You fight two Act 3 bosses in a row |
The heaviest milestones are A10 (curse), A14 (lower max HP), and A20 (double boss). From A6 on, your lower starting HP demands careful elite-hunting risk management; at A20, you need to finish the first boss near-flawless and conserve HP and potions for the second.
Boss and elite tactics (Acts 1–3)
Bosses follow fixed patterns, so simply knowing when the big hit lands makes them far easier. The universal rule: stack defense on the big-hit turn and shave the enemy's damage and Block with debuffs like Weak and Vulnerable.
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1
Learn the pattern
Each boss and elite fires big damage or a nasty effect on a fixed turn. Once you have seen it, move with the next turn's threat in mind.
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2
Bank your defense
Concentrate Block on the big-hit turn. You can attack normally otherwise, but when it counts, switch to defense first without forcing offense.
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3
Cut damage with debuffs
Vulnerable, Weak, and Strength reduction are especially good against bosses. They lower the enemy's output directly, suppressing damage over the whole fight.
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4
Gear up on elites
Elites are a primary source of powerful relics. With a tidy deck, A1's extra elites become an opportunity to power up rather than a threat.
For how each character plays and deckbuilding basics, see the beginner guide; for the relics that carry boss fights, see the relic tier list.
The Act 4 finale: the Corrupt Heart
The Act 4 final boss, the Heart, is the ultimate test of how complete your deck is. It has 750 HP and Invincible 300, capping the damage you can deal in one turn at 300. Expect a fight of at least three turns.
Pros
- +Cards and relics that trigger per hit shine (multi-hits proc each strike)
- +Strength reduction and damage mitigation slash its output
- +Defense to survive the debuff burst plus Artifact-style debuff counters help
Cons
- −Turn one forces Vulnerable, Weak, and Frail plus a pile of status cards on you
- −Beat of Death deals damage every time you play a card
- −Invincible 300 forbids a quick kill — stable long-game survival is a must
The Heart casts a debuff burst on turn one, then alternates Blood Shots (2×12) and Echo (40) from turn two, and self-buffs every three turns from turn four. Blood Shots' multi-hits pair well with cards and relics that react on each hit. The longer it drags on, the stronger it gets, so aim to deal right up to the Invincible 300 cap every turn.
★ Verdict: Ascension is a yardstick for deckbuilding
Frankly, Ascension is not a mode that gets easier through rewards. It is still well worth climbing. As the levels rise, play that "somehow worked" stops working, and the fundamentals — relic choices, trimming your deck, and per-boss preparation — get tested without mercy. An A20 clear is a real mark of skill. Climbing patiently, one level at a time while you refine your deck, looks like a detour but is the shortest path.