Slay the Spire 2
Slay the Spire 2 Builds
Tier-ranked builds for every class, each with core cards, relic priorities, mulligan plans, and a turn-by-turn game plan. Filter by class or tier to find your next run.
- 28
- Builds
- 5
- Classes
- S–D
- Tiers
- Early Access
- Updated
28 of 28 builds
At the start of your turn, gain 2 Strength.
Upgraded: At the start of your turn, gain 3 Strength.

Demon Form Juggernaut of War
Pile on permanent Strength with Demon Form and Inflame, then watch multi-hit attacks like Twin Strike and Fight Me! scale into the stratosphere. Every point of Strength buffs every hit you throw.
Key cards
At the start of your turn, gain 2 Strength.
Upgraded: At the start of your turn, gain 3 Strength.

Gain 2 Strength.
Upgraded: Gain 3 Strength.

Deal 8 damage. Apply 2 Vulnerable.
Upgraded: Deal 10 damage. Apply 3 Vulnerable.

Deal 5 damage twice.
Upgraded: Deal 7 damage twice.

At the start of your turn, apply 2 Poison to ALL enemies.
Upgraded: At the start of your turn, apply 3 Poison to ALL enemies.

Venom Cascade
Pile Poison onto every enemy with Noxious Fumes and Bouncing Flask, then bend the rules so each Poison stack hurts more and resets slower. The fight ends itself while you sit behind Block.
Key cards
At the start of your turn, apply 2 Poison to ALL enemies.
Upgraded: At the start of your turn, apply 3 Poison to ALL enemies.

Apply 5 Poison.
Upgraded: Apply 7 Poison.

Apply 3 Poison to a random enemy 3 times.
Upgraded: Apply 3 Poison to a random enemy 4 times.

Poison is triggered 1 additional time.
Upgraded: Poison is triggered 2 additional times.

Whenever you play a Power, Channel 1 Lightning.
Upgraded: Whenever you play a Power, Channel 2 Lightning.

Storm Conductor
Stack Lightning orbs with Storm and Tempest, then crank Focus so every passive tick becomes a wall of damage that clears whole fights before enemies act.
Key cards
Whenever you play a Power, Channel 1 Lightning.
Upgraded: Whenever you play a Power, Channel 2 Lightning.

Channel X Lightning.
Upgraded: Channel X+1 Lightning.

Channel Lightning equal to the Lightning already Channeled this combat. Exhaust.
Upgraded: Channel Lightning equal to the Lightning already Channeled this combat.

Whenever you Evoke Lightning, deal 6 damage to each enemy hit.
Upgraded: Whenever you Evoke Lightning, deal 8 damage to each enemy hit.

Retain. Deal 10 damage.
Upgraded: Cost changes from 2 to 1

The King's Smith
Stack Forge onto a Retain weapon (Sovereign Blade) until one card-play one-shots elites and bosses.
Key cards
Retain. Deal 10 damage.
Upgraded: Cost changes from 2 to 1

Forge 8. Put Sovereign Blade into your Hand from anywhere.
Upgraded: Forge 11. Put Sovereign Blade into your Hand from anywhere.

Forge 10.
Upgraded: Forge 15.

Forge 6. Next turn, gain 1 Energy.
Upgraded: Forge 10. Next turn, gain 1 Energy.

Deal 3 damage to ALL enemies for each 1 Stars gained this turn.
Upgraded: Deal 4 damage to ALL enemies for each 1 Stars gained this turn.

The Aligned Crown
Thin the deck, refund Energy with Alignment, and chain free Star-gainers so Radiate and Black Hole detonate the room every turn.
Key cards
Gain 2 Energy.
Upgraded: Gain 3 Energy.

Deal 3 damage to ALL enemies for each 1 Stars gained this turn.
Upgraded: Deal 4 damage to ALL enemies for each 1 Stars gained this turn.

Gain 9 Stars. Exhaust.
Upgraded: Retain. Gain 9 Stars. Exhaust.

Deal 8 damage. Gain 2 Stars. Put this card on top of your Draw Pile.
Upgraded: Deal 11 damage. Gain 2 Stars. Put this card on top of your Draw Pile.

Whenever a card is Exhausted, draw 1 card.
Upgraded: Cost changes from 2 to 1

Ashen Reaper of the Pyre
Exhaust cards on purpose to trigger draw, Block, and damage payoffs, then thin your deck into a lean killing machine. Dark Embrace and Feel No Pain turn every burned card into free value.
Key cards
Whenever a card is Exhausted, draw 1 card.
Upgraded: Cost changes from 2 to 1

Whenever a card is Exhausted, gain 3 Block.
Upgraded: Whenever a card is Exhausted, gain 4 Block.

Skills cost 0 Energy. Whenever you play a Skill, Exhaust it.
Upgraded: Cost changes from 3 to 2
Deal 6 damage. Deals 3 additional damage for each card in your Exhaust Pile.
Upgraded: Deal 6 damage. Deals 4 additional damage for each card in your Exhaust Pile.

Block is not removed at the start of your turn.
Upgraded: Cost changes from 3 to 2

Barricade Iron Bastion
Lock your Block in place with Barricade and let it pile up turn after turn, then weaponise the wall with Body Slam and Juggernaut. The bigger your guard, the harder you hit.
Key cards
Block is not removed at the start of your turn.
Upgraded: Cost changes from 3 to 2

Deal damage equal to your Block.
Upgraded: Cost changes from 1 to 0

Whenever you gain Block, deal 5 damage to a random enemy.
Upgraded: Whenever you gain Block, deal 7 damage to a random enemy.

The first time you gain Block from a card each turn, double the amount gained.
Upgraded: Cost changes from 2 to 1

At the start of your turn, add 1 Shiv into your Hand.
Upgraded: Innate. At the start of your turn, add 1 Shiv into your Hand.

Thousand Cuts
Infinite Blades and Fan of Knives flood your hand with 0-cost Shivs; Accuracy and Phantom Blades turn those throwaway daggers into real damage that scales with how many you can sling.
Key cards
At the start of your turn, add 1 Shiv into your Hand.
Upgraded: Innate. At the start of your turn, add 1 Shiv into your Hand.

Shivs deal 4 additional damage.
Upgraded: Shivs deal 6 additional damage.

Shivs gain Retain. The first Shiv you play each turn deals 9 additional damage.
Upgraded: Shivs gain Retain. The first Shiv you play each turn deals 12 additional damage.

Shivs now hit ALL enemies. Add 4 Shivs into your Hand.
Upgraded: Shivs now hit ALL enemies. Add 5 Shivs into your Hand.

At the start of your turn, draw 1 card and discard 1 card.
Upgraded: Cost changes from 1 to 0

Sleight of Hand
Tools of the Trade and Calculated Gamble cycle your hand constantly while Tingsha and Tough Bandages turn every discard into damage and Block. Memento Mori cashes the whole turn in.
Key cards
At the start of your turn, draw 1 card and discard 1 card.
Upgraded: Cost changes from 1 to 0

Discard your Hand, then draw that many cards. Exhaust.
Upgraded: Retain. Discard your Hand, then draw that many cards. Exhaust.

Draw 3 cards. Discard 1 card.
Upgraded: Draw 4 cards. Discard 1 card.

Draw 1 card. Discard 1 card.
Upgraded: Draw 2 cards. Discard 2 cards.

Whenever you play a card, deal 4 damage to a random enemy.
Upgraded: Whenever you play a card, deal 5 damage to a random enemy.

Serpent's Tempo
Serpent Form and Speedster turn raw card draw into automatic damage, while Adrenaline, Reflex and Expertise refill your hand for explosive multi-card turns capped by Finisher or Flechettes.
Key cards
Whenever you play a card, deal 4 damage to a random enemy.
Upgraded: Whenever you play a card, deal 5 damage to a random enemy.

Whenever you draw a card during your turn, deal 2 damage to ALL enemies.
Upgraded: Whenever you draw a card during your turn, deal 3 damage to ALL enemies.

Deal 6 damage for each Attack already played this turn.
Upgraded: Deal 8 damage for each Attack already played this turn.

Deal 5 damage for each Skill in your Hand.
Upgraded: Deal 7 damage for each Skill in your Hand.

Gain 6 Block. Channel 2 Frost.
Upgraded: Gain 9 Block. Channel 2 Frost.

Permafrost Bastion
Channel Frost every turn for scaling Block, layer Coolant and Hailstorm on top, and let Hailstorm plus orb evokes whittle the room down while you take zero damage.
Key cards
Gain 6 Block. Channel 2 Frost.
Upgraded: Gain 9 Block. Channel 2 Frost.

Deal 6 damage. Channel 1 Frost.
Upgraded: Deal 9 damage. Channel 1 Frost.

Channel 1 Frost. Draw 1 card.
Upgraded: Channel 1 Frost. Draw 2 cards.

Channel 1 Frost for each enemy. Exhaust.
Upgraded: Channel 1 Frost for each enemy.

Channel 2 Dark. At the end of your turn, Evoke your leftmost Orb.
Upgraded: Channel 3 Dark. At the end of your turn, Evoke your leftmost Orb.

Umbral Engine
Channel Dark orbs that silently charge up every turn, then trigger their passives repeatedly with Loop and Darkness before unloading one massive Evoke through Consuming Shadow or Dualcast.
Key cards
Channel 2 Dark. At the end of your turn, Evoke your leftmost Orb.
Upgraded: Channel 3 Dark. At the end of your turn, Evoke your leftmost Orb.

Channel 1 Dark. Trigger the passive ability of all Dark Orbs.
Upgraded: Channel 1 Dark. Trigger the passive ability of all Dark twice.

Deal 10 damage. Apply 2 Weak. Channel 1 Dark.
Upgraded: Deal 13 damage. Apply 3 Weak. Channel 1 Dark.

Gain 11 Block. Channel 1 Dark.
Upgraded: Gain 15 Block. Channel 1 Dark.

Deal 11 damage to ALL enemies. Evoke all of your Orbs.
Upgraded: Deal 15 damage to ALL enemies. Evoke all of your Orbs.

Overcharge Detonation
Cram your slots with orbs as fast as possible, then trigger a single explosive turn with Quadcast, Multi-Cast, Barrage, and Shatter to convert the entire board into one devastating hit.
Key cards
Deal 5 damage for each Channeled Orb.
Upgraded: Deal 7 damage for each Channeled Orb.

Deal 11 damage to ALL enemies. Evoke all of your Orbs.
Upgraded: Deal 15 damage to ALL enemies. Evoke all of your Orbs.

Evoke your rightmost Orb 4 times.
Upgraded: Cost changes from 1 to 0

Evoke your rightmost Orb X times.
Upgraded: Evoke your rightmost Orb X+1 times.

Deal 3 damage. Increase the damage of ALL Claw cards by 2 this combat.
Upgraded: Deal 4 damage. Increase the damage of ALL Claw cards by 3 this combat.

Claw Machine
Every Claw you play makes all future Claws hit harder, so chain them with Feral, All for One, and Scrape to refill your hand and unleash a snowballing zero-cost turn that ends fights in one wave.
Key cards
Deal 3 damage. Increase the damage of ALL Claw cards by 2 this combat.
Upgraded: Deal 4 damage. Increase the damage of ALL Claw cards by 3 this combat.

The first time you play a 0 Energy Attack each turn, return it to your Hand.
Upgraded: Cost changes from 2 to 1

Deal 10 damage. Put ALL 0 Energy cards from your Discard Pile into your Hand.
Upgraded: Deal 14 damage. Put ALL 0 Energy cards from your Discard Pile into your Hand.

Deal 7 damage. Draw 4 cards. Discard all cards drawn this way that do not cost 0 Energy.
Upgraded: Deal 10 damage. Draw 5 cards. Discard all cards drawn this way that do not cost 0 Energy.

Whenever you spend or gain 1 Stars, deal 3 damage to ALL enemies.
Upgraded: Whenever you spend or gain 1 Stars, deal 4 damage to ALL enemies.

Constellation Engine
Gain and spend Stars rapidly so Black Hole and Radiate burn the room while Child of the Stars walls you up.
Key cards
Whenever you spend or gain 1 Stars, deal 3 damage to ALL enemies.
Upgraded: Whenever you spend or gain 1 Stars, deal 4 damage to ALL enemies.

At the start of your turn, gain 2 Stars.
Upgraded: At the start of your turn, gain 3 Stars.

Whenever you play a card, gain 1 Stars.
Upgraded: Innate. Whenever you play a card, gain 1 Stars.

Deal 3 damage to ALL enemies for each 1 Stars gained this turn.
Upgraded: Deal 4 damage to ALL enemies for each 1 Stars gained this turn.

Whenever you play a Colorless card, gain 1 Strength.
Upgraded: Whenever you play a Colorless card, gain 2 Strength.

Borrowed Arsenal
Generate Colorless cards every turn for Arsenal Strength, Pillar of Creation Block, and Supermassive payoff.
Key cards
Whenever you play a Colorless card, gain 1 Strength.
Upgraded: Whenever you play a Colorless card, gain 2 Strength.

Whenever you create a card, gain 3 Block.
Upgraded: Whenever you create a card, gain 4 Block.

At the start of your turn, add 1 random Colorless card into your Hand.
Upgraded: Cost changes from 2 to 1

Deal 5 damage. Deals 3 additional damage for each card you created this combat.
Upgraded: Deal 5 damage. Deals 4 additional damage for each card you created this combat.

Summon 5. Whenever Osty loses HP, ALL enemies lose that much HP as well.
Upgraded: Summon 8. Whenever Osty loses HP, ALL enemies lose that much HP as well.

Osty's Warband
Pour Summon into Osty until his HP is a damage stat, then let his attacks scale into the hundreds while he soaks the hits for you.
Key cards
Summon 5. Whenever Osty loses HP, ALL enemies lose that much HP as well.
Upgraded: Summon 8. Whenever Osty loses HP, ALL enemies lose that much HP as well.

Summon 20. Exhaust.
Upgraded: Summon 25. Exhaust.

Osty deals 6 damage. Deals additional damage equal to Osty's current HP.
Upgraded: Osty deals 9 damage. Deals additional damage equal to Osty's current HP.

Osty deals 10 damage. Deals additional damage equal to Osty's Max HP.
Upgraded: Cost changes from 1 to 0Osty deals 15 damage. Deals additional damage equal to Osty's Max HP.

Apply 29 Doom to ALL enemies. Kill enemies with at least as much Doom as HP.
Upgraded: Apply 37 Doom to ALL enemies. Kill enemies with at least as much Doom as HP.

The Doom Clock
Pile Doom onto every enemy and let End of Days execute anything whose Doom meets its HP — a debuff-control deck that wins by counting down.
Key cards
Apply 29 Doom to ALL enemies. Kill enemies with at least as much Doom as HP.
Upgraded: Apply 37 Doom to ALL enemies. Kill enemies with at least as much Doom as HP.

Apply 21 Doom and 1 Weak to ALL enemies.
Upgraded: Apply 26 Doom and 1 Weak to ALL enemies.

Apply 10 Doom, plus an additional 5 Doom for every 10 Doom already on this enemy.
Upgraded: Apply 15 Doom, plus an additional 5 Doom for every 10 Doom already on this enemy.

At the start of your turn, apply 6 Doom to a random enemy.
Upgraded: At the start of your turn, apply 9 Doom to a random enemy.
Vulnerable enemies take an additional 25% damage.
Upgraded: Vulnerable enemies take an additional 50% damage.
Cruel Hand of Reckoning
Stack Vulnerable on everything and amplify it with Cruelty and Paper Phrog so every attack lands for far more. Vicious even draws you cards for the privilege of debuffing.
Key cards
Deal 8 damage. Apply 2 Vulnerable.
Upgraded: Deal 10 damage. Apply 3 Vulnerable.

Vulnerable enemies take an additional 25% damage.
Upgraded: Vulnerable enemies take an additional 50% damage.
Whenever you apply Vulnerable, draw 1 card.
Upgraded: Whenever you apply Vulnerable, draw 2 cards.

Deal 4 damage and apply 1 Vulnerable to ALL enemies.
Upgraded: Deal 7 damage and apply 1 Vulnerable to ALL enemies.

Whenever you lose HP on your turn, gain 1 Strength.
Upgraded: Whenever you lose HP on your turn, gain 2 Strength.

Bloodthirsty Rite of Rupture
Spend your own HP as a resource — Rupture turns every drop of blood into Strength, while Inferno turns it into AoE damage. The Ironclad's self-harm cards become an engine instead of a cost.
Key cards
Whenever you lose HP on your turn, gain 1 Strength.
Upgraded: Whenever you lose HP on your turn, gain 2 Strength.

At the start of your turn, lose 1 HP. Whenever you lose HP on your turn, deal 6 damage to ALL enemies.
Upgraded: At the start of your turn, lose 1 HP. Whenever you lose HP on your turn, deal 9 damage to ALL enemies.

Lose 3 HP. Gain 2 Energy.
Upgraded: Lose 3 HP. Gain 3 Energy.

Lose 2 HP. Deal 14 damage.
Upgraded: Lose 2 HP. Deal 19 damage.

Gain 2 Intangible. At the start of your turn, lose 1 Dexterity.
Upgraded: Gain 3 Intangible. At the start of your turn, lose 1 Dexterity.

Untouchable
Wraith Form and the Ghost in a Jar reduce big hits to 1 damage while Footwork and Abrasive scale every Block card. You stall behind an unbreakable wall and chip the enemy down safely.
Key cards
Gain 2 Intangible. At the start of your turn, lose 1 Dexterity.
Upgraded: Gain 3 Intangible. At the start of your turn, lose 1 Dexterity.

Gain 2 Dexterity.
Upgraded: Gain 3 Dexterity.

Sly. Gain 1 Dexterity. Gain 4 Thorns.
Upgraded: Sly. Gain 1 Dexterity. Gain 6 Thorns.

Gain 5 Block. Block is not removed at the start of your next turn.
Upgraded: Gain 8 Block. Block is not removed at the start of your next turn.

At the start of your turn, add a random Power into your Hand.
Upgraded: Cost changes from 3 to 2
Machine Mind
Chain Powers that generate energy and orbs (Subroutine, Storm, Creative AI), use Signal Boost and Echo Form to play them twice, and turn the snowball into cheap, repeating zero-cost attacks.
Key cards
Whenever you play a Power, gain 1 Energy.
Upgraded: Cost changes from 1 to 0

Whenever you play a Power, Channel 1 Lightning.
Upgraded: Whenever you play a Power, Channel 2 Lightning.

At the start of your turn, add a random Power into your Hand.
Upgraded: Cost changes from 3 to 2
The next Power you play is played an additional time. Exhaust.
Upgraded: Cost changes from 1 to 0

Deal 4 damage for each Skill already played this turn.
Upgraded: Deal 5 damage for each Skill already played this turn.

Royal Decree
Chain low-cost Skills so Lunar Blast, Make It So, and Monologue snowball within a single turn.
Key cards
Deal 4 damage for each Skill already played this turn.
Upgraded: Deal 5 damage for each Skill already played this turn.

Deal 6 damage. Every 3 Skills you play in a turn, put this into your Hand.
Upgraded: Deal 9 damage. Every 3 Skills you play in a turn, put this into your Hand.
Whenever you play a card this turn, gain 1 Strength this turn.
Upgraded: Retain. Whenever you play a card this turn, gain 1 Strength this turn.

Gain 2 Energy.
Upgraded: Gain 3 Energy.

Gain 1 Strength. ALL enemies lose 1 Strength.
Upgraded: Gain 2 Strength. ALL enemies lose 1 Strength.

Iron Crown
Pile on Strength while stripping the enemy's, then push it through multi-hit and Vigor-boosted attacks.
Key cards
Gain 1 Strength. ALL enemies lose 1 Strength.
Upgraded: Gain 2 Strength. ALL enemies lose 1 Strength.

Deal 7 damage to ALL enemies. All enemies lose 1 Strength this turn.
Upgraded: Deal 8 damage to ALL enemies. All enemies lose 2 Strength this turn.
Ethereal. Deal 9 damage to ALL enemies. ALL enemies lose 9 Strength this turn.
Upgraded: Ethereal. Deal 11 damage to ALL enemies. ALL enemies lose 11 Strength this turn.
Deal 7 damage to ALL enemies 7 times.
Upgraded: Cost changes from 2 to 1

Whenever you play a Soul, Summon 1.
Upgraded: Whenever you play a Soul, Summon 2.

Soul Harvest
Flood your draw pile with 0-cost Souls and turn each one into card draw, free Summons, and chip damage through Devour Life and Haunt.
Key cards
Whenever you play a Soul, Summon 1.
Upgraded: Whenever you play a Soul, Summon 2.

Whenever you play a Soul, a random enemy loses 6 HP.
Upgraded: Whenever you play a Soul, a random enemy loses 8 HP.

Deal 9 damage. Deals 2 additional damage for each Soul in your Exhaust Pile.
Upgraded: Deal 9 damage. Deals 3 additional damage for each Soul in your Exhaust Pile.

Deal 9 damage. Add a Soul into your Draw Pile.
Upgraded: Deal 11 damage. Add a Soul+ into your Draw Pile.

Deal 33 damage to ALL enemies. Costs 2 Energy less for each Ethereal card played this combat.
Upgraded: Deal 39 damage to ALL enemies. Costs 2 Energy less for each Ethereal card played this combat.

Banshee's Veil
Spam Ethereal cards for Block and draw, then drop Banshee's Cry — which gets 2 cheaper for every Ethereal played this combat — as a near-free room-clearing nuke.
Key cards
Deal 33 damage to ALL enemies. Costs 2 Energy less for each Ethereal card played this combat.
Upgraded: Deal 39 damage to ALL enemies. Costs 2 Energy less for each Ethereal card played this combat.

Whenever you play an Ethereal card, gain 4 Block.
Upgraded: Whenever you play an Ethereal card, gain 5 Block.

Whenever you draw an Ethereal card, draw 1 card.
Upgraded: Cost changes from 1 to 0

Deal 5 damage for each Ethereal card played this combat.
Upgraded: Deal 7 damage for each Ethereal card played this combat.

Whenever you apply a debuff to an enemy, they take 9 damage.
Upgraded: Whenever you apply a debuff to an enemy, they take 13 damage.

Rot & Ruin
Pile Weak, Vulnerable, and Doom onto enemies so Sleight of Flesh punishes every debuff with damage and Misery copies the whole stack across the room.
Key cards
Whenever you apply a debuff to an enemy, they take 9 damage.
Upgraded: Whenever you apply a debuff to an enemy, they take 13 damage.

Apply 2 Weak. Apply 2 Vulnerable. Exhaust.
Upgraded: Apply 3 Weak. Apply 3 Vulnerable. Exhaust.

Deal 7 damage. Vulnerable and Weak are twice as effective against the enemy for the next 3 turns.
Upgraded: Deal 9 damage. Vulnerable and Weak are twice as effective against the enemy for the next 4 turns.

Deal 7 damage. Apply any debuffs on the enemy to ALL other enemies.
Upgraded: Retain. Deal 9 damage. Apply any debuffs on the enemy to ALL other enemies.

Deal 10 damage. Double the damage ALL Hang cards deal to this enemy.
Upgraded: Deal 13 damage. Double the damage ALL Hang cards deal to this enemy.

The Gallows Doubler
Replay Hang to double its damage to a single target turn after turn, soften it with amplified Vulnerable, then crash one exponential hit through for a guaranteed one-shot on the biggest enemy in the room.
Key cards
Deal 10 damage. Double the damage ALL Hang cards deal to this enemy.
Upgraded: Deal 13 damage. Double the damage ALL Hang cards deal to this enemy.

Ethereal. The first Attack each turn deals 50% additional damage.
Upgraded: Ethereal. The first Attack each turn deals 75% additional damage.

Deal 7 damage. Vulnerable and Weak are twice as effective against the enemy for the next 3 turns.
Upgraded: Deal 9 damage. Vulnerable and Weak are twice as effective against the enemy for the next 4 turns.

Apply 2 Weak. Apply 2 Vulnerable. Exhaust.
Upgraded: Apply 3 Weak. Apply 3 Vulnerable. Exhaust.
