Latest beta note: v0.106.1 continues the current beta cycle where dangerous fights and setup pressure are major topics. This A10 guide focuses on potion planning as a practical win-rate lever.

Source context: official Slay the Spire 2 Steam news hub, v0.106.0 beta notes, and v0.106.1 hotfix notes.

A10 runs are often lost with full potion slots. That sounds dramatic, but it is true. Players save potions for a perfect future fight, then die to the fight that was actually in front of them. In the current beta, where Aeonglass, Infested Prism, Skulking Colony, and faster setup checks are getting attention, potion discipline is one of the easiest ways to raise win rate.

A10 potion planning board
An A10 potion planning board for damage, block, draw, energy, and route risk.

The Potion Job System

Every potion should have a job before the fight starts. If you cannot name the job, you probably do not understand why you are carrying it.

Potion JobUse It WhenDo Not Save It For
DamageA threat must die this turn or next turnA boss if the current elite can kill you
BlockYour hand cannot survive a spike turnA theoretical perfect panic moment
DrawYou need to find one specific answerRandom extra value
EnergyYour hand has plays but lacks resourcesA weak hand with nothing worth playing
DebuffReducing enemy output buys multiple turnsA fight where the debuff barely matters
RecoveryIt prevents route collapseA late boss if you will not reach it

This system stops the most common mistake: treating potions like collectibles instead of resources.

A10 Changes The Math

On lower difficulty, you can get away with messy potion usage because the run gives you more space to recover. On A10, a bad fight can turn into a bad route, and a bad route can turn into a forced rest, and a forced rest can turn into a weak boss deck.

The potion is not just saving HP. It is protecting future choices.

If a potion saves enough HP to let you upgrade instead of rest, it created an upgrade. If it lets you take an elite safely, it helped buy a relic. If it prevents a card reward panic pick, it protected deck quality.

For the bigger economy picture, read resource management guide and rest vs upgrade guide.

Before The Fight Checklist

Before entering a serious fight, ask:

  1. What is the fight most likely to punish?
  2. Which potion answers that problem?
  3. What HP number makes the next route unsafe?
  4. Is this potion worth more later than it is right now?

The fourth question is where players lie to themselves. "It might be good later" is not enough. Later needs to be specific.

Route Examples

Early elite route

If your deck has damage but weak block, a block potion may be the correct reason to take the elite. Do not wait until you are nearly dead. Use it on the turn it prevents the most damage.

Shop before boss

If you reach a shop with full potion slots and no clear boss answer, consider buying a specific potion over a medium card. A potion that solves one boss turn can be stronger than a card that only makes the deck slightly larger.

Dangerous hallway chain

If a route has multiple hallway fights with no campfire, your potion threshold should be lower. Spending one potion to preserve 18 HP can be correct even if the fight was technically winnable without it.

Character Notes

Ironclad can spend HP as a resource, but potions prevent the "I can heal later" trap. Use them to protect key upgrades.

Silent often turns draw and energy potions into explosive turns. Assign the potion to a specific hand pattern before entering the fight.

Regent wants potions that protect Forge or setup turns. If a potion buys one safe setup turn, it may be worth more than raw damage.

Defect benefits from draw and energy potions, but only when the deck has real targets. Do not drink an energy potion into a hand full of setup with no payoff.

FAQ

Should I save potions for bosses on A10?

Save a potion only if it has a real boss job. If a potion prevents a bad elite or hallway from ruining the run, using it earlier is correct.

How many potions should I carry into a dangerous elite?

One relevant potion is often enough. Three irrelevant potions are worse than one potion that solves the fight's actual problem.

What is the best potion planning habit?

Name the job before the fight starts: damage, block, draw, energy, debuff, or emergency recovery.