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Slay the Spire 2 · builds

Slay the Spire 2 Hyperbeam on Beta: Temporary Focus Loss and Orb Timing

On this page
  1. Build the useful turn, in order
  2. What the plan needs
  3. A concrete comparison
  4. When the interaction fails
  5. Version and sources
  6. Related decisions

Applies to: Beta v0.111.0 rework. Check the installed card text before following the combination.

Beta v0.111.0 changes Hyperbeam to 24 damage to all enemies, or 30 upgraded, with 3 Focus lost for this turn. That is different from the older lasting Focus penalty. A temporary penalty still matters to orb effects that resolve during the affected turn.

Published October 18, 2026 · Developer-source analysis

Slay the Spire 2 official gameplay presentation
Official publisher image © Mega Crit. Game context, not proof of this exact card combination or current beta text. Press-kit source.

Build the useful turn, in order

  1. Compare the installed card text with the beta rework. Do not use a permanent-loss warning as the only reason to reject the new card.
  2. Inspect the current enemy group and what survives the listed damage. A clearing attack that leaves a dangerous target needs a follow-up plan.
  3. Before casting, identify any orb action you still need this turn. Do not assume that a temporary penalty has no immediate consequence.
  4. Compare the value of clearing now with preserving the current turn’s orb contribution. Read previews again after playing the card.

What the plan needs

The card can support an orb-oriented deck when its immediate area attack solves a problem without permanently undermining the engine. That does not make it automatically correct: its energy use, draw timing and same-turn penalty remain opportunity costs. A deck that already handles groups comfortably may need a different pick, while a deck losing too much health before scaling may value an immediate clearing tool.

A concrete comparison

The beta damage line gives 24 to each eligible enemy before defenses. Against three unmodified targets, summing the printed damage yields 72 across the group, but it does not mean one target takes 72. The upgrade adds 6 printed damage per target. Compare remaining enemy health and the current intent rather than treating summed group damage as a single-target finish.

Check current branch → Plan same-turn orbs → Clear or preserve engine
Original decision diagram. It explains the check order and is not a game interface.

When the interaction fails

A guide says Hyperbeam permanently ruins Focus

Check whether it predates the temporary-loss rework.

My orb contribution dropped this turn

Temporary does not mean inactive; check the affected resolution window.

The big damage number did not clear everything

Printed damage, defenses and individual enemy health are separate checks.

Version and sources

Sources retrieved October 18, 2026. The stated branch is part of the mechanic, not an optional label. Main and beta may have different card text; do not combine values from both into a fictional build. Calculations and decision sequences are independent analysis, not a personal gameplay result, win-rate claim or guaranteed infinite.

Before adopting the route, compare the current card, its upgrade state and the encounter you need it to solve. If a required piece is absent, choose the next useful action from the existing deck rather than taking a risky reward solely to force this example.

Related decisions