Complete tier list ranking the best builds for every character in Slay the Spire 2. Find the strongest decks and strategies to beat Ascension 20.
Consistently clears Ascension 20. Reliable win condition with multiple paths to assemble.
Strong and reliable. May need specific relic/card combos but wins most runs.
Viable but situational. Requires good RNG or specific shop/event outcomes.
Niche or fun builds. Can work but not recommended for high Ascension.
The classic Strength scaling build. Stack Strength through Inflame and Demon Form, then unleash devastating Heavy Blade attacks. One of the most consistent and beginner-friendly archetypes in Slay the Spire 2.
Stack Poison on enemies and watch them melt. Noxious Fumes provides passive scaling while you focus on survival. Catalyst doubles or triples Poison stacks for explosive burst damage. The most reliable Silent archetype.
Channel Lightning orbs and boost them with Focus for devastating passive damage each turn. Electrodynamics turns every Lightning evoke into AoE. Echo Form doubles your best play each turn for exponential scaling.
A defensive powerhouse that converts Block into lethal damage. Barricade keeps your Block between turns while Body Slam deals damage equal to your current Block. The ultimate 'best defense is a good offense' strategy.
Generate waves of Shivs boosted by Accuracy for rapid-fire damage. Each Shiv is a free 0-cost attack that triggers on-attack relics. Fast, aggressive, and deeply satisfying.
Leverage Exhaust synergies to turn your entire deck into an unstoppable engine. Every exhausted card generates Block, draws cards, and with Dead Branch, creates random replacements. Controlled chaos at its finest.
Become an impenetrable wall of Frost orbs. Generate massive Block passively each turn while your orbs chip away at enemies. The ultimate 'I can do this all day' defensive strategy for the Defect.
S-tier builds consistently clear Ascension 20 with multiple paths to assemble the win condition.
Ironclad Strength and Bloodletting builds scale through Demon Form or infinite loops; Offering accelerates both.
Silent Poison and Sly discard dominate; Noxious Fumes bypasses block; Acrobatics and Prepared enable free plays.
Defect Lightning and Frost scale with Defragment and Hot Fix; Electrodynamics provides AoE for multi-enemy fights.
Regent star builds with Glow, Convergence, and Gamma Blast loop effectively; Bombardment one-cards many fights.
Necrobinder Soul builds with Capture Spirit and Haunt outscale; Doom bypasses all defenses when stacked.
Key relics include Vajra, Mummified Hand, Bag of Preparation, and energy boss relics.
Card removal and transforms are essential for small-deck infinites and consistent draw.
A-tier builds are strong but may need specific relic or card combos; they win most runs with good drafting.
Ironclad Barricade requires Barricade, Unmovable, and Impervious; weaker without Feel No Pain and Power Through.
Silent Shiv works but Blade Dance exhausting hurts Accuracy draw order; consider Poison or Sly instead.
Defect Claw has fallen in STS2; Frost and Lightning are more reliable.
Regent Forge is situational; star strategies outperform in most runs.
Necrobinder Doom needs Countdown, Sleight of Flesh, and Death's Door for full value.
Pivot based on boss rewards and shop offerings; don't tunnel on one archetype.
Upgrade key cards at campfires; dodge elites if your deck isn't ready.
Skipping is often the correct play when card rewards don't fit your build or dilute your deck.
Ironclad should skip aggressively after Act 1 once infinite pieces are assembled.
Silent benefits from a lean deck; skip cards that don't enable discard, poison, or draw.
Defect wants Frost, Focus, and orb slots; skip attacks and random powers that don't scale.
Regent skips Forge cards when on star build; skip expensive cards without star synergy.
Necrobinder skips Osty cards when on Soul or Doom; avoid cards that conflict with cycling.
When in doubt, skip—adding a mediocre card hurts more than adding nothing.
Transforms and removes from events are often better than raw card picks.
80 HP and Burning Blood make Act 1 forgiving; Strength scaling is intuitive. Bloodletting at common enables infinite runs.
Try: Strength Build →Sly discard is the strongest archetype; Poison bypasses defenses. Requires understanding draw and discard mechanics.
Try: Sly Discard Build →Orb mechanics and Focus scaling have a learning curve. Frost plus Defragment is the safest build.
Try: Frost Build →Dual Star and Energy resources reward precise planning. Glow and Gamma Blast are core.
Try: Star Burst Build →66 HP and three systems (Osty, Doom, Souls) create high skill ceiling. Soul build is strongest.
Try: Soul Build →Forcing a build when the game doesn't offer the right cards—adapt or you'll lose.
Taking every card reward and bloating your deck—skip aggressively once your core is assembled.
Ignoring card removal at shops—75 gold to remove a Strike often beats buying a new card.
Wasting attacks into The Guardian's Defensive Mode—Sharp Hide will punish you severely.
Playing too many attacks on Turn 1 vs Hexaghost—Divider scales with your turn one plays.
Underestimating Ancient boons—transform and remove options can define your run.
Skipping all elites for safety—relics from elites are essential for scaling into Acts 2 and 3.
Hoarding potions until the final boss—use them on hard elites and act bosses when needed.
Don't force a build—adapt to what the game offers you; the best players pivot based on early cards and relics.
Relics shape your run more than individual cards; Vajra, Mummified Hand, and energy relics enable entire archetypes.
Energy relics (Lantern, Coffee Dripper, etc.) enable expensive builds; always consider taking them from boss rewards.
Card removal is often better than card addition; removing Strikes and Defends improves draw consistency dramatically.
Smaller decks draw key cards more often; aim for 15–25 cards by Act 3 unless you're on exhaust or discard.
Ironclad forces infinite via Bloodletting plus Pommel Strike or Stoke; Silent dominates with Sly discard; Defect scales with Frost and Focus.
Check our character guides for detailed card picks, boss strategies, and build transitions.
Act 1 elites are worth the risk for most characters; relics from Gremlin Nob and Lagavulin carry the run.
Ancient boons at act start are critical; Nutritious Oyster, transform, and remove options often beat raw card rewards.
Upgrade keystone cards before adding new ones; one upgraded Defragment beats five upgraded Strikes.
Potions solve specific fights; save Attack and Power potions for bosses and hard elites.
Regent and Necrobinder have steeper learning curves; master Ironclad and Silent first.
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