HomeGamesUpdatesPricingMethodology
Steam News3 August 202616d ago

Challenge Roundup - Rotating Challenge: Clovers

Last week’s challenge was testing some ‘passive' spells, which provide passive buffs while equipped rather than casting when rolled.

Full notes

Full Spellsided update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes0 additions4 changes0 removals
  • Gameplay
  • Balance
  • Events
changedLast week’s challenge was testing some ‘passive' spells, which provide passive buffs while equipped rather than casting when rolled. These buffs turned out to be incredibly effective, with Lucky Charm giving a significant boost to damage output, and Heart Charm acting as a single-use Shield with no positioning requirements. The Ace of Clubs enemies served as predictable ‘dummies’ to work against.
changedBoth spells were critical in the 13-move solution found by DZUltra. Heart Charm let him ignore an instance of damage to get to an optimal position, and Lucky Charm let him defeat both enemies in just 3 hits. Otherwise, this solution just uses the classic method of hitting as many enemies as possible with each spell - first with Splinter, then with Champion’s Lance.
changed[c]🎲 Spellsided Rotating Challenge: Clovers - 13 moves[/c]
changedDid you try working with Hop and Loaded Roll in this challenge? How did those spells feel in a combat context?

Spellsided changes

changedLast week’s challenge was testing some ‘passive' spells, which provide passive buffs while equipped rather than casting when rolled. These buffs turned out to be incredibly effective, with Lucky Charm giving a significant boost to damage output, and Heart Charm acting as a single-use Shield with no positioning requirements. The Ace of Clubs enemies served as predictable ‘dummies’ to work against.
changedBoth spells were critical in the 13-move solution found by DZUltra. Heart Charm let him ignore an instance of damage to get to an optimal position, and Lucky Charm let him defeat both enemies in just 3 hits. Otherwise, this solution just uses the classic method of hitting as many enemies as possible with each spell - first with Splinter, then with Champion’s Lance.
changed[c]🎲 Spellsided Rotating Challenge: Clovers - 13 moves[/c]
changedDid you try working with Hop and Loaded Roll in this challenge? How did those spells feel in a combat context?

Last week’s challenge was testing some ‘passive' spells, which provide passive buffs while equipped rather than casting when rolled. These buffs turned out to be incredibly effective, with Lucky Charm giving a significant boost to damage output, and Heart Charm acting as a single-use Shield with no positioning requirements. The Ace of Clubs enemies served as predictable ‘dummies’ to work against.

Both spells were critical in the 13-move solution found by DZUltra. Heart Charm let him ignore an instance of damage to get to an optimal position, and Lucky Charm let him defeat both enemies in just 3 hits. Otherwise, this solution just uses the classic method of hitting as many enemies as possible with each spell - first with Splinter, then with Champion’s Lance.

[c]🎲 Spellsided Rotating Challenge: Clovers - 13 moves[/c]

[c]1️⃣ Splinter 2️⃣ Dash 3️⃣ HeartCharm 4️⃣ Lucky Charm 5️⃣ 6️⃣ Dash + Lance[/c]

[c]⬆️⬆️⬆️⬆️⬆️ ⬆️⬇️⬆️⬇️⬆️ ⬆️⬆️⬆️[/c]

Lucky Charm seems pretty powerful, but I think in the context of the campaign it’ll be quite limiting to keep avoiding a face like that. Heart Charm just seems like a good option to have for difficulty scaling, since it’s basically an extra life. I thought extra lives would feel awkward but I think a free Heart Charm would actually be great for an ‘easy mode’, since it’s so easy to die in this game.

So I’m curious to hear your feedback:

  • How did you find working with Lucky Charm? Did it limit your pathing?

  • Did you try working with Hop and Loaded Roll in this challenge? How did those spells feel in a combat context?

Source

Steam News / 3 August 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.