Struggling? Don’t know what cards to look out for? I’ll help you get to hard (explorer) mode
Intro
This guide will help you get to and clear hard (explorer) mode
If you’re new to roguelikes, remember it’s normal to lose. Some runs are just unlucky
Team Composition
- The Starter should have utility, Accompanying starters should “sustain” themselves. Kilimaro and Furble are great early starters. Amethyst Ant is a top tier Accompany, with great heals and high speed. Bull Weevil and Bell Rat die eventually, but work as solid early tanks.
- Try to keep only 5-7 tames. Less RNG that way and it lets you cycle “when placed” skills
- The basic idea of my comp looks like 1-2 damage carries, 1-2 tanks, some kind of support, and a throwaway meat shield for emergencies. Support could increase survivablility OR buff damage so that “hits all enemies” or “attack hits X times” hits big numbers. But by rounds 6-8 this changes since your attackers and tanks ideally buff themselves
- Generally you need 2 tanks and 2 damagers by round 8
Consistently Good Cards
- Pillar Pole (2*) and Hollow Ape (2*): cards like these that tank huge hits or heal substantially are essential
- Peacarp (1*): highly effective early debuffer. It can stay relevant the entire run



- Spinehog (2*): insane damage when buffed. It can come with “attacks first”, “attacks all enemies”, AND “attacks twice”
- Xiphonoir (4*, with Berserk talent): a solid panic button tame when you have no DPS on round 7
So what is “building” a tamed card?
Most monsters only have 1 talent/move that’s desirable. If you see a great skill (like +2 ATK on kill, or move first for 1 turn when placed) but it’s on a bad monster, it might still be worth taming just to extract it
By mid-run you’ll need a damager that can safely 1v1 huge threats. That can be 1 shotting, out sustaining, or high-speed finishing when they’re vulnerable (but that takes meatshield fodder or a good tank). A monster swinging for 5+ damage can leave you with no options in just a few turns
Here’s a straightforward end-game carry:

Extraction Syringe
- Use these wisely. You only get ~5 a run
- Forget to pack a meatshield? Extract a monster’s OP skills before it dies
- Don’t risk curses on an essential card
- The Golden Syringe reward can be great, but if you don’t draw that new DPS+Tank+Debuff masterpiece you’ll just lose. Spread the skills around to multiple carries
Bonus Tips
- Always take the beetle reward
- Remember to use items BEFORE everyone starts dying
- Don’t waste healing items on Starting Accompany cards
- Strategize before the fight. You might want an OP tame but how much will you sacrifice to get it?
- Specific synergies (Ex: poison, speed debuffing, sleep) are generally less important than building 1 or 2 very strong tames to carry you. The key card in your comp can die unexpectedly, but a damage carry with Sturdy becomes VERY hard to kill