Pynk vs Blaquesmith • Neon Reign
Part of my first impressions series covering all 12 Neon Reign heroes in solo mode – this time it’s Pynk vs Blaquesmith in a tricky back-and-forth battle on Hard difficulty.
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Part of my first impressions series covering all 12 Neon Reign heroes in solo mode – this time it’s Pynk vs Blaquesmith in a tricky back-and-forth battle on Hard difficulty.
In this video, I ranked all of the boss relics in Slay the Spire: The Board Game based on my own experience after hundreds of hours with both the digital and tabletop versions. Some relics feel like automatic picks that can carry a whole run, while others are situational or even a bit of a trap depending on your setup.
I go through each relic, explain how I rated them, and share the reasoning behind their placement. The goal isn’t just to make a tier list but to give practical insight into when a relic actually shines and when it might not be worth the risk.
In this solo match, I played Neon against Jynn on hard mode, and it turned into a brutal back-and-forth fight. Neon’s passive gave me a few extra cards through counters, and Glow was great for unblockable damage, but Jynn’s constant shields and his devastating star ability, Posture, made him pretty hard to crack!
The Two Handed skill line is all about raw damage, and I’d say it’s probably the strongest of the starting damage-dealing options in the game. What I love about it is that most of the dice stand strong on their own, you don’t need tons of support pieces to make them work. Momentum can dish out ridiculous amounts of damage, Executioner is one of the most powerful dice in the whole game with its instant-kill effect, and Cleave gives you a way to spread damage without even targeting enemies directly. It’s aggressive, straightforward, and hugely rewarding to play if you enjoy hitting hard and cutting through tricky enemy skills.
In this video, I go through each die one by one, starting from Wrecking Blow at level one and working all the way up to Cleave. I explain how they work, when to use them, and highlight some common mistakes and rules clarifications.
The Warden is all about nature magic and companions, and it feels quite different from most other classes. Instead of dealing direct damage yourself, you’re summoning and empowering creatures like the Diving Cliff Racer and, later, the Feral Guardian, which quickly becomes the real star of any build. With abilities like Living Vines and Bond with Nature keeping your beasts alive, plus Advanced Species letting them take extra turns, you end up commanding a small army that can shred enemies while you stay relatively safe in the background. It’s a very thematic class, and I found it surprisingly strong once you get the hang of juggling your summons.
In this guide, I go over every ability the Warden has, how the novice and master sides compare, and which races and skill lines pair best with its summoning playstyle. I talk through some of the standout tricks, like using Expert Summoner to pile on damage or Pacify to shut down elusive enemies, and I share how the class plays out in practice with a bit of gameplay at the end. If you’ve ever wanted to play a summoner who leans fully into commanding companions, the Warden is definitely worth a look.
Daedric Summoning is easily one of my favourite skill lines in The Elder Scrolls: Betrayal of the Second Era. It’s just really fun and thematic, especially if you’re into companion builds. Power Stone is probably the highlight here – it lets you completely control your dice rolls, which feels amazing and is honestly one of the strongest effects in the whole game. Bound Armaments is another great one for granting extra engages (though a bit tricky to use), and Expert Summoner boosts your companions so much it feels like you’re doubling or even tripling their effectiveness. Clanfear also deserves a shout-out, as its aggressive trait makes its damage output super consistent with built-in rerolls.
In this video, I break down each of the Daedric Summoning dice and explain how their abilities work, including some common rules questions you might have. You’ll see exactly how tricky abilities like Tempered Soul can trigger in actual gameplay and how you can set up some clever combos. Whether you’re running a dedicated companion strategy or just like having dice you can fully rely on, Daedric Summoning has loads to offer, and I’ll share my best tips for getting the most out of it.
In this playthrough, I’m taking Jynn against Fae on hard mode. Jynn is easily the most defensive character in Neon Reign, starting the game with extra shield tokens and gaining even more whenever you play a left joystick. It sounds like a strong counter to aggressive opponents – but there’s a catch. Fae’s star ability, Elusive Maneuver, deals unblockable damage, completely bypassing my shields.
This was a pretty rewarding match!
Pilgrim might not be the most popular class out there, but it’s absolutely a hidden gem, and I’d argue it’s secretly one of the strongest classes in the game. Its Precision ability is phenomenal, and it makes Pilgrim incredibly consistent.
In this guide, I go through each of the Pilgrim’s abilities, compare the novice and master sides, and discuss the best race and skill line combinations to amplify its strengths. I’ll also explain exactly why Precision is so powerful (and go over my Notion database to see how to get the most value out of it). If you’re looking for a class that’s overlooked but highly effective, Pilgrim is definitely worth your attention.
In this match, I’m playing Ghost against Rainboom on hard mode. Ghost’s passive ability lets red buttons become unblockable, which is fantastic for consistent damage. His star ability, Whisper, not only deals solid unblockable damage but also grants a shield token, providing both offence and defence.
This playthrough turned out to be pretty tense and down-to-the-wire!
One Hand and Shield is an awesome skill line that’s perfect if you’re looking for strong single-target burst damage and a reliable dice recovery engine. There’s plenty of synergy between the dice, and chaining abilities together feels great. My personal favourite is Shield Charge because it never misses, so you always get guaranteed damage.
In this video, I go through each die from level one to four, talk about how to make the most of them individually, and how they combine into bigger, more effective combos. I’ll explain how the dice interact, how to manage their timing in your active slots, and why Shield Discipline is essential for getting the most out of this skill line. Whether you’re into dealing massive burst damage or prefer steady, dependable play, One Hand and Shield has you covered.