
The Incense Burner is a rare relic in Slay the Spire that grants the player one Intangible every five or six turns, depending on the source. The counter for the Incense Burner is maintained between combats, so players can plan their last combat before a boss fight to end on a turn where they become Intangible and block the boss's big attack. For example, ending the last combat in Act 1 with a counter of 3 will block the Slime Boss's Slam attack. The best number for the Incense Burner depends on the boss being faced and the player's strategy. For example, against the Gremlin Nob, a counter of 3 is recommended on Ascension 18+, while a counter of 4 is recommended for the Sentries if the player wants to quickly kill one of them.
| Characteristics | Values |
|---|---|
| Type | Relic |
| Rarity | Rare |
| Character | Any |
| Flavour | The smoke imbues its owner with the spirit of the burned |
| Effect | Every 5 or 6 turns, gain 1 Intangible |
| Best numbers to leave Incense Burner on for each boss/elite | Gremlin Nob: 3 on Ascension 18+, 4 otherwise. Sentries: 2 or 4. Lagavulin: 2, 3 or 4. Slavers: 4 or 5. |
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What You'll Learn

Incense Burner is a rare relic
For example, ending the last combat before a boss fight at turn 3 will ensure the player becomes Intangible on the turn that the Slime Boss uses Slam. Similarly, for the Guardian boss, players should end their previous combat at turn 4 to block the boss's big attack. The specific number of turns to end the previous combat at varies depending on the boss and their attacks.
For the Gremlin Nob, the number is 3 on Ascension 18+ and 4 otherwise. Against the Sentries, a number of players suggest ending at either 2 or 4, depending on whether the player prioritizes blocking or damage. For the Lagavulin, ending at 2 guarantees a block, unless the player wants to wake up on turn 1, in which case 3 or 4 is preferable.
The Incense Burner relic is a powerful tool that, when used effectively, can provide a significant advantage in boss fights. By planning their turns and ending their previous combats at specific turn numbers, players can ensure they become Intangible during a boss's powerful attacks, reducing the damage taken and increasing their chances of victory.
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Gain 1 Intangible every 5 or 6 turns
The Incense Burner is a rare relic in Slay the Spire that grants the player one Intangible every five or six turns. This counter is maintained between combats, so players can plan their last combat before a boss fight and time their Intangible status to coincide with a boss's attack.
For example, ending the last combat before a boss fight with the counter at three will ensure that the player becomes intangible on the turn that the Slime Boss uses Slam. Similarly, a counter of four will block the Guardian's big attack.
The ideal counter number depends on the boss being faced and the player's strategy. For instance, against the Gremlin Nob, the counter should be three on Ascension 18+ and four otherwise. Against the Sentries, a counter of two or four is recommended, depending on whether the player prioritises blocking or damage.
Players should also consider the timing of specific attacks. For instance, against the Heart, a counter of four will activate Intangible status during the Blood shots/echo attack.
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The counter carries over between combats
The Incense Burner is a rare relic in Slay the Spire that grants the player one Intangible every five or six turns, depending on the source. The counter for the Incense Burner is maintained between combats, meaning that it is advantageous to plan the final combat before a boss fight, ending the previous combat on a turn that ensures the player becomes Intangible during the boss's attack.
For example, ending the final combat of Act 1 with a counter of three will ensure the player becomes Intangible during the Slime Boss's Slam attack. Similarly, a counter of four will block the Guardian's big attack. This strategy can be employed for other bosses as well, such as the Hexaghost, where a counter of four will block the Divider attack, and a counter of three will block the Inferno attack.
The player can also strategize based on the number of turns. For instance, against the Gremlin Nob, a counter of three is recommended on Ascension 18+, while a counter of four is suggested for lower Ascensions. When facing the Sentries, a counter of two or four is preferable, depending on whether the player prioritizes blocking or damage. If the player wishes to wake on turn one against Lagavulin, a counter of three or four is recommended, whereas a counter of two guarantees a block.
By maintaining the counter between combats, players can effectively utilize the Incense Burner relic to time their Intangible status and mitigate boss attacks in Slay the Spire.
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Plan the last combat before a boss fight
In Slay the Spire, planning the last combat before a boss fight is crucial for success. Here are some strategies to consider:
Understanding the Bosses:
Each boss in Slay the Spire has unique abilities and attack patterns. Familiarize yourself with the boss you will be facing, including their strong points and weaknesses. Knowing your opponent will help you devise effective strategies and counter their attacks.
Map Awareness:
Study the map and plan your route accordingly. The map can provide valuable information to prepare for the upcoming boss fight. Each act in Slay the Spire typically ends with a boss, and the preceding map location will usually be a rest site, allowing you to heal before the boss encounter.
Card and Relic Selection:
Choose your cards and relics wisely. Select cards that work well together and artifacts that are strong for your build. Powerful stand-alone cards can be very useful for defeating elites and bosses. Additionally, consider relics such as the Incense Burner, which grants 1 Intangible every 5 or 6 turns, depending on the version you are playing. Plan your combats to take advantage of this effect during boss fights.
Elite Encounters:
Don't shy away from elite fights. While it may be tempting to avoid them, elite encounters provide valuable experience and rewards. They help you improve your skills and acquire useful items that can aid you in the boss fights.
Potions and Buffs:
Make use of potions and buffs strategically. Don't hold back on using your potions when facing a boss. They can provide significant advantages and help turn the tide of battle. Additionally, pay attention to buffs and debuffs, as they are essential for success in Slay the Spire.
Practice and Adaptation:
Slay the Spire is a game that rewards practice and adaptability. Each attempt is an opportunity to learn and improve. Embrace failure as a path to growth, and don't be afraid to experiment with different strategies and card combinations.
By following these strategies and planning your last combat carefully, you can increase your chances of success in the boss fights and ultimately triumph in Slay the Spire.
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Numbers to block a boss' big attack
In Slay the Spire, the Incense Burner is a rare relic that grants the player one Intangible status every 5 or 6 turns, depending on the source. This status carries over between combats, making it a valuable tool for mitigating boss damage. Here are some numbers to keep in mind to block a boss's big attack using the Incense Burner:
General Strategy
The key to effectively using the Incense Burner is to plan your combats accordingly. Try to end the combat before facing a boss when the Incense Burner counter is at a specific number. This ensures that you gain Intangible status on the turn when the boss uses their big attack. Here are some specific numbers to aim for when facing different bosses:
Slime Boss
End the previous combat when the Incense Burner counter reads 3. This will grant you Intangible status on the turn that the Slime Boss uses its Slam attack, reducing the damage you take.
The Guardian
End the previous combat with a counter reading of 4. This will help you block The Guardian's big attack.
Hexaghost (Divider Attack)
Similarly, ending the previous combat with a counter of 4 will help you block Hexaghost's Divider attack.
Hexaghost (Inferno Attack)
For Hexaghost's Inferno attack, aim to end the previous combat with a counter of 3.
Gremlin Nob
On Ascension 18 or higher, a counter of 3 is ideal. Otherwise, a counter of 4 will suffice.
Sentries
For the Sentries, you have two options. A counter of 2 will give you good block on a turn, especially if you already have Dazes in your hand. Alternatively, a counter of 4 will allow you to kill one of them quickly, depending on whether you have more block or damage.
Lagavulin
A counter of 2 guarantees a block against Lagavulin. If you want to wake up on turn 1, consider a counter of 3 or 4 instead.
Slavers
A counter of 5 is ideal against Slavers, as it is rare to kill one of them on turn 1. A counter of 4 can also work, but it is less effective on turn 2.
Considerations
Note that the Incense Burner's effect does not activate on demand, and it may not be a common item to obtain. Additionally, some bosses, like the Time Eater, have unique mechanics that require careful deck-building and card-playing strategies, which may require a different approach than solely relying on the Incense Burner's Intangible status.
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Frequently asked questions
The Incense Burner is a rare relic that grants the player 1 Intangible every 5 or 6 turns. The counter is maintained between combats.
Here are some strategies for Act 1 bosses:
- Gremlin Nob: 3 on Ascension 18+, 4 otherwise.
- Sentries: 2 or 4. 2 blocks on a turn when you may already have dazes in your hand, 4 allows for quickly killing one of them.
- Lagavulin: 2 guarantees a block, but if you want to wake on turn 1, use 3 or 4.
- Book of Stabbing: 3 or 4.
- Slavers: 5 or 4. 5 is better since it's rare to kill one of them on turn 1.
Starting the Incense Burner at 4 will proc when blood shots/echo come up.
Plan your last combat before a boss fight so that you become Intangible on a turn that the boss will surely attack. For example, ending the last combat in Act 1 when the Incense Burner reads 3 ensures you will become Intangible on the turn that the Slime Boss uses Slam.
Here are the numbers to block a boss' big attack by ending your previous fight when the counter reads a specific number:
- Slime Boss: 3
- The Guardian: 4
- Hexaghost: For the Divider attack: 4, for Inferno attack: 3








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