What is Potions and Campfire Decision Guide?
A practical original guide to potions and campfire decision guide, organized around actual Slay the Spire 1 decisions and the threats those decisions must solve.
This reference covers gameplay decisions in the original Slay the Spire. Character-specific options and relic synergy can change how useful an item is, so consider your current deck, health, upcoming enemy and available resources before applying a strategy.
When and how to use it
Start with the first section of this walkthrough, apply its sequence in a real run, then adapt the recommendation to the cards, relics and map you actually received.
What to avoid
Do not treat this as a predetermined perfect deck or guaranteed seed; enemy intents, card rewards, potion availability and path options change every run.
Step-by-step guide
Time a potion to an enemy intent
A Weak Potion is strongest before a big attack; an Energy Potion is strongest on a hand that can actually spend more energy. Duplication Potion requires deliberate card order. Check effects and enemy intent before clicking through a turn.
Manage potion slots
When slots are full, a mediocre potion can block a stronger future drop. Use a potion when it changes a difficult fight and recognize that some relics alter potion availability. Entropic Brew is especially sensitive to empty slots.
Rest or Smith at campfires
Rest provides survival margin while Smith improves future turns. The correct choice depends on the next encounters, current HP and whether the upgrade changes an important damage or defensive breakpoint. Do not always Smith at lethal HP or always Rest when healthy.
Use key and relic alternatives deliberately
Ruby Key consumes a campfire action and Sapphire Key sacrifices a chest relic. These choices must be weighed against the endgame objective. Decide early when the sacrifice is least painful rather than forgetting the keys until the final act.