Patch v0.100.0 is the first major balance update for Slay the Spire 2, and it reshapes how you should approach every character. This guide breaks down the most impactful changes and what they mean for your runs.
The Big Picture: Infinite Combos Are Dead (Mostly)
The developers made it clear — this patch targets infinite loops. The Necrobinder was the primary offender, but every character felt the ripple effects.
What changed:
- Banshee's Cry jumped from 6 to 9 cost (upgraded 7), making it far harder to chain
- Seance now costs 1 Energy (upgraded 0), destroying the zero-cost infinite Soul generation loop
- Borrowed Time self-Doom went from 3 to 6, making repeated use genuinely dangerous
- Dirge now Exhausts, cutting off another repeatable engine piece
- Power values are capped at 999,999,999 — no more integer overflow exploits
What still works: While pure infinites are largely dead, finite engines remain strong. Necrobinder can still build powerful Soul generation decks — you just can't loop forever. Focus on efficient Soul conversion rather than trying to go infinite.
Character-by-Character Breakdown
Ironclad: Exhaust Builds Rise
Ironclad received mostly buffs this patch, and the theme is clear: Exhaust synergy is the new meta.
Key changes to your strategy:
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Break at 1 cost is a game-changer. Previously at 2 cost, Break was too expensive for most decks. At 1 cost with 20 (30 upgraded) damage, it's now a premium damage card that competes with the best Uncommons.
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New Stoke enables all-in Exhaust builds. Exhaust your entire hand, get random upgraded cards back. This pairs incredibly well with Feel No Pain for massive block generation while cycling into fresh cards.
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Dominate rework rewards Vulnerable stacking. The old Dominate was niche. The new version — gaining Strength equal to enemy Vulnerable — synergizes perfectly with Tremble (now applying 3 Vulnerable base) and Bash. A Tremble + Dominate opener can give you 3+ Strength on turn 1.
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Spite is an excellent 0-cost option. Deal 5 damage, hitting 2-3 times if you've lost HP. For Ironclad, who regularly trades HP, this is essentially a free 10-15 damage card. Pairs well with Burning Blood for sustain.
Recommended build priority:
- Exhaust Engine: Stoke + Feel No Pain + Burning Pact + Dark Embrace
- Vulnerable Stack: Dominate + Tremble + Bash + Bully + Dismantle
Silent: Precision Over Power
Silent took meaningful nerfs across key defensive and offensive cards. The message: stop doing everything well and pick a lane.
Key changes to your strategy:
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Anticipate nerf hurts defensive builds. Dexterity dropping from 3 to 2 (5 to 3 upgraded) means you need more dedicated Block cards rather than relying on a single Anticipate to carry your defense.
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Untouchable nerf (9→7 Block) compounds the problem. Between Anticipate and Untouchable nerfs, pure defense-stacking is weaker. Consider hybrid offense-defense strategies instead.
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Grand Finale is now a legitimate win condition. With damage jumping from 50 to 60 (60 to 75 upgraded), Grand Finale rewards thin deck strategies. If you can reliably empty your draw pile, this card now deals enough damage to one-shot many Elites.
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Prepare rework adds an interesting Energy battery. Discarding 2 cards to gain 2-3 Energy next turn creates new combo potential. Use it on turns where you have dead draws to power up your next turn.
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Flick-Flack and Pinpoint nerfs reduce raw damage output. Silent's damage ceiling is lower across the board. Focus on Poison strategies or Shiv builds rather than raw damage.
Recommended build priority:
- Poison: Core strategy remains strong and mostly untouched
- Grand Finale: Viable with thin decks — prioritize card removal
- Shivs: Unaffected by nerfs, still a solid fallback
Regent: From Weakest to Competitive
Regent received the largest buff package of any character — 15+ cards improved. If you've been sleeping on Regent, now is the time to revisit.
Key changes to your strategy:
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Bundle of Joy at 1 cost is a massive quality-of-life buff. This opens up significantly more flexible turns for Star-based decks.
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Minion Dive Bomb at 0 cost is borderline broken. A free minion attack is incredible tempo. Prioritize this card highly in any Minion-focused build.
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Damage buffs across the board. Collision Course (+2/+3), Heirloom Hammer (+3/+3), Kingly Kick (+3/+5) — Regent can now actually kill things efficiently. The character's biggest pre-patch weakness was low damage output, and this patch directly addresses it.
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Parry buff makes Minion defense viable. Block going from 6 to 8 (9 to 11 upgraded) gives Regent a respectable defensive option.
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Watch out for the nerfs though. Alignment's Star cost increase (2→3) and Void Form gaining Ethereal mean Star management requires more thought. Don't blindly stack Stars — plan your spending.
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Glow rework is excellent. Gaining Stars + card draw + delayed card draw makes Glow one of the most efficient utility cards in Regent's pool.
Recommended build priority:
- Minion Rush: Dive Bomb + Minion Strike + BEGONE! (now creates Minion Strikes)
- Star Control: Glow + Bundle of Joy + alignment cards
- Forge: Spoils of Battle and Wrought in War both buffed — forge builds are more consistent
Necrobinder: Adapt or Die
The nerf hammer hit Necrobinder hard, specifically targeting infinite loops. But the character isn't dead — you just need to change your approach.
Key changes to your strategy:
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Forget infinite Banshee's Cry loops. At 9 cost (7 upgraded), you can't reliably chain this anymore. Treat it as a powerful single-use burst rather than an engine piece.
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Seance at 1 cost kills the free Soul factory. The upgrade still makes it 0-cost, so an upgraded Seance is now essential rather than optional. Prioritize upgrading Seance at every opportunity.
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Borrowed Time is now a calculated risk. 6 self-Doom is serious. You need to have a clear plan for how you'll spend that Energy before committing. Don't play it speculatively.
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Dirge Exhausting changes deck composition. You can no longer rely on Dirge as a repeatable piece. Consider it a one-time burst and plan your Soul economy accordingly.
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Buffs reward honest play. Danse Macabre (better Block), Debilitate (better damage), and Sculpting Strike (better damage) all encourage straightforward Soul-and-strike gameplay over degenerate loops.
Recommended build priority:
- Honest Souls: Focus on efficient Soul generation and spending, not infinite loops
- Block + Souls: Danse Macabre + Defy + Grave Warden for sustainable defense
- Burst Damage: Debilitate + Sculpting Strike for reliable output
Defect: Minor but Meaningful
Defect received only two card changes, but both are significant for certain builds.
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Hotfix Exhausting changes recursion. The card now Exhausts by default (upgrade removes it). This means unupgraded Hotfix is a one-shot — prioritize upgrading it or skip it entirely.
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Rocket Punch cost reduction persisting is a huge buff. Previously the discount expired at turn end. Now a discounted Rocket Punch stays cheap until you play it. This makes hand-size strategies and holding cards across turns much more viable.
Economy Changes You Need to Know
Shop Relics Are 25 Gold Cheaper
This is a universal buff to every run. Relics you previously couldn't afford are now in reach. Adjust your gold spending accordingly:
- Consider holding gold for shops more aggressively
- Shop relics now compete more favorably with card removal (which should still be a priority)
- Gold-generating relics are gone from the Merchant — don't visit shops hoping to snowball gold
Relic Buffs to Watch
- Stone Cracker now works in ALL combats and upgrades 2 cards. This went from niche to potentially best-in-slot for many builds.
- Book of Five Rings healing 15→20 is meaningful for longer fights.
- Bowler Hat gold bonus 20%→25% makes it even better for shop-focused strategies.
New Neow Blessings
Hefty Tablet
Choose 1 of 3 Rare cards, but gain 1 Injury. This is usually worth taking. A Rare card in Act 1 can define your entire run, and a single Injury is manageable — you can remove it at the first shop.
Neow's Talisman
Upgrade 1 Strike and 1 Defend. Decent but rarely exciting. Take this if the other options are bad. An upgraded Strike deals 9 damage and an upgraded Defend gives 8 Block, which is solid for early Act 1.
TL;DR — Quick Meta Guide
| Character | Before Patch | After Patch | Best Strategy |
|---|---|---|---|
| Ironclad | Solid all-around | Stronger exhaust builds | Exhaust Engine or Vulnerable Stack |
| Silent | Strong defense + damage | Defense nerfed, damage nerfed | Poison or Grand Finale |
| Regent | Weakest character | Competitive across builds | Minion Rush or Star Control |
| Necrobinder | Infinite combo king | Honest gameplay only | Efficient Soul economy |
| Defect | Balanced | Slightly better with Rocket Punch | Orb strategies unchanged |
Good luck climbing the Spire — and remember, the patch is still in beta, so expect further adjustments.
