Updated on March 9, 2026: Slay the Spire 2 launched on Steam Early Access on March 5, 2026, and we're already deep into figuring out the best decks. This Slay the Spire 2 tier list covers all five characters, the best universal and character-specific relics, and top cards per class based on current Early Access data. Rankings will be updated as Mega Crit patches the game.
Slay the Spire 2 is finally here, and if you've already been crushed by a random Act 1 elite you were absolutely confident you could handle, you're in good company. Mega Crit's sequel to the genre-defining roguelike deckbuilder brings back three beloved characters alongside two completely new ones. Ranking them, along with the hundreds of relics and cards you'll draft across each run, is no small task four days into Early Access. Still, here's my Slay the Spire 2 tier list for characters and relics, based on everything the community and I have learned since launch.
IMPORTANT NOTE: STS2 is in active Early Access development. The meta is still being discovered, and Mega Crit is pushing patches frequently. These rankings reflect the current state of the game, not a final verdict. A character or relic that looks dominant today may be nerfed (or buffed into relevance) by the time you read this. As always, all five characters can clear runs with the right draft. This tier list is about consistency and power ceiling, not what's possible in a perfect run.
Slay the Spire 2 Characters Tier List
Slay the Spire 2 launches with five playable characters: returning veterans The Ironclad, The Silent, and The Defect (all significantly reworked from the original), plus two brand-new additions, The Regent and The Necrobinder. Here's how they stack up in the current Early Access meta:
Slay the Spire 2 Tier List
⇓ META CHARACTERS ⇓

The Silent

The Regent
⇓ VERY GOOD CHARACTERS ⇓

The Necrobinder

The Ironclad
⇓ DECENT CHARACTERS ⇓

The Defect
Slay the Spire 2 Character Overview & Starting Stats
Before we break each one down, here's a quick reference for characters' key stats and starting relics:
| Character | Starter Relic & Signature Mechanics |
|---|---|
Ironclad 80 HP | Starting Relic Burning Blood — Heal 6 HP at the end of combat. Signature Mechanics Strength Scaling Exhaust Synergies Self-Damage |
The Silent 70 HP | Starting Relic Ring of the Snake — Draw 2 extra cards at start of combat. Signature Mechanics Sly (Auto-Play) Poison Shiv Spam |
Defect 75 HP | Starting Relic Cracked Core — Channel 1 Lightning at combat start. Signature Mechanics Orbs & Focus Evoke Action Economy |
Necrobinder 66 HP | Starting Relic Bound Phylactery — Summon 1 at start of turn. Signature Mechanics Osty Companion Doom Execution Soul Collection |
Regent 75 HP | Starting Relic Divine Right — Gain 3 Stars at combat start. Signature Mechanics Stars (2nd Energy Pool) Forge Buffs Minion Management |
S Tier: The Best Characters in Slay the Spire 2
The Regent

How to unlock: Play a run as The Silent.
The Regent is the star of the Early Access meta, pun absolutely intended. This arrogant alien royal operates on two energy pools: your standard energy and a secondary resource called Stars, which accumulate across turns and don't reset between fights. Stars are entirely separate from your normal energy economy, which means a well-built Regent deck can generate devastating turns that wouldn't be possible for any other character.
The key is patience. Act 1 with the Regent can feel awkward as you build up your Stars and figure out your deck direction. But once you commit to a scaling plan, especially around Star-spending attacks, the Regent snowballs harder than anyone else in the current meta. His starting relic, Divine Right, gives you 3 Stars at the start of every combat, which means you're never fully starting from zero.
The community has been particularly vocal about the card Bombardment in its upgraded form, which can deal massive damage for essentially free on turns where you're stockpiling Stars. The Regent also has solid survivability at 75 HP, making Act 1 more forgiving than his learning curve suggests.
Best for: Experienced players who enjoy resource management and patient, snowballing playstyles. The Regent has the highest power ceiling in the current build.
The Silent

How to unlock: Play a run as The Ironclad.
The Silent remains a masterpiece of game design, and STS2 has only made her more dangerous. She's been rebuilt around the brand-new Sly keyword, a mechanic that automatically plays a card for free the moment it's discarded from your hand. When paired with her exceptional card draw and discard synergies, this turns the Silent into an engine that can cycle through her entire deck in a single turn.
Her two strongest archetypes in Early Access are Shiv spam (stacking Shivs via cards like Blade Dance and Hidden Daggers, then buffing them with Accuracy and Helical Dart relic) and Poison stacking (applying massive Poison through Twisted Funnel). Both can go completely off the rails in a good run, and the new Sly keyword opens up a third avenue via discard-payoff builds centered on Master Planner.
Her main downside is her low 70 HP, which has no built-in healing. Mistakes in combat compound quickly, so Silent rewards players who can read fights accurately. But with a well-constructed deck, her late-game damage ceiling is virtually limitless.
Best for: Players who enjoy combo-oriented, high-skill playstyles with multiple viable build paths. The Silent may be the single highest skill-ceiling character in the game.
A Tier: Strong, Reliable Picks
The Ironclad

How to unlock: Available by default. The Ironclad is the first character you play as in Slay the Spire 2 and requires no unlocking.
The Ironclad is where most players will, and arguably should, start their STS2 journey. He's the first character you unlock, the most forgiving in the game, and still a genuinely strong pick even in experienced hands. His Burning Blood starting relic heals 6 HP at the end of every combat, which means bad early drafts and misplays are punished far less severely than they would be with any other character.
His two primary archetypes both hold up well: Strength scaling (stacking Strength through Inflame and later Demon Form, then cashing in with multi-hit attacks) and Exhaust synergies (stripping the deck down with exhaust effects, triggering Charon's Ashes for passive AoE damage or similar relics). Neither requires you to hit a perfect draft to function, which is exactly why the Ironclad is the most consistent character across bad runs as well as good ones.
He sits in A-Tier rather than S-Tier simply because his damage ceiling is slightly lower than the Regent's and Silent's once those characters get rolling. He won't set speed records, but he'll finish runs when other characters would have died in Act 2. Too bad that the Dead Branch Relic is in the sequel.
Best for: Beginners and players who want a safety net while learning the new STS2 systems. Also a solid pick for consistent, no-nonsense climbing.
The Necrobinder

How to unlock: Play a run as The Regent.
The Necrobinder is the most unique character in STS2 and probably the most entertaining to play once you understand how it works. The class starts every combat with a summoned companion named Osty, a rather large undead hand, who begins each fight at 1 HP and gains 1 HP per turn. Osty absorbs incoming damage on the Necrobinder's behalf, protecting her fragile 66 HP base, but he will die if the Necrobinder doesn't generate enough Block to cover him. Keeping Osty alive is key: with the right cards, he can be buffed into a genuine offensive threat, dealing damage equal to his current HP.
The Necrobinder also deals in Doom, a debuff that executes enemies when their remaining HP drops below the total Doom stacks applied. Combined with her Soul economy (which essentially reduces card costs), she can build decks that cycle quickly and finish fights through execution rather than attrition.
The catch is her low HP. At 66, the lowest base health in the game, the Necrobinder is the least forgiving character in the current build. Positioning mistakes and poor threat assessment can be fatal very quickly. That said, experienced players are finding she has an extremely high ceiling, possibly comparable to the Silent in optimal conditions.
Best for: Players who enjoy companion-based mechanics, execution builds, and learning complex systems. A rewarding but punishing pick.
Note on tier placement: A significant portion of the community rates the Necrobinder as S-tier alongside the Regent, citing her Doom execution ceiling and Osty scaling potential as comparable to the highest-output builds in the game. We've placed her in A-tier for now due to the 66 HP floor making her run consistency lower than the Regent across typical drafts, but if you're comfortable managing Osty's HP, her ceiling absolutely justifies an S-tier argument.
B Tier: Draft-Dependent Picks
The Defect

How to unlock: Play a run as The Necrobinder.
The Defect returns from the original game with reworked Orb mechanics and a new Orb type alongside the returning Lightning, Frost, and Dark variants. He's still built around channeling Orbs for passive effects (Lightning for damage, Frost for Block, Dark for scaling execute damage) and using the Evoke mechanic to consume Orbs for amplified burst effects, with Focus improving the passive triggers of every active Orb.
The problem in the current Early Access meta is consistency. The Defect is the most RNG-dependent character in the roster: if the card rewards hand you strong Evoke options and Focus generators, he can absolutely demolish the Spire. If they don't, and early runs often don't, you're a fragile machine waiting to be ground down in Act 2. His best relics, Data Disk (start with 1 Focus) and Runic Capacitor (3 extra Orb slots), are transformative when you find them, but you can't count on them.
The Defect is by no means a bad character, and he's capable of producing some of the most spectacular runs in STS2. He just requires the most deck-building precision and the most favorable card rewards of any character, which makes him harder to recommend for climbing consistently in Early Access.
Best for: Veteran STS players who enjoy puzzle-solving and pushing creative builds to their limits. Not recommended for beginners.
Best Relics in Slay the Spire 2
With over 250 relics in the current Early Access build, spanning Starter, Common, Uncommon, Rare, Shop, Ancient, and Event rarities, picking the right ones can make or break a run. Below, I've broken down the universal top picks you should prioritize regardless of character, followed by the standout character-specific relics for each class.
Note on the Durability mechanic: Several relics in STS2 now have limited uses per combat (Durability), meaning they can't fire indefinitely in a single fight. Always factor this in when evaluating relics that look powerful on paper. A relic with 1 or 2 Durability may do much less work against a boss than it did against hallway enemies.
Note on Wax Relics: STS2 introduces a new type of temporary relic called Wax Relics, obtained through specific Ancient relic pickups. They function like normal relics but degrade over time: every 3 combats, the leftmost Wax Relic melts away permanently. They can provide real value early in a run, but don't build your deck around synergies that depend on them lasting forever.
Best Universal Relics (Any Character)
These relics are strong picks regardless of your character or deck direction. When you see them, you should be taking them almost every time:
| Relic | Evaluation |
|---|---|
Ice Cream Rare | Unspent energy carries over to the next turn. One of the most powerful relics in the game, enabling huge combo turns and forgiving misplays in energy-tight fights. |
Mummified Hand Rare | Whenever you play a Power card, a random card in your hand costs 0 that turn. Makes Power-heavy builds dramatically more explosive. |
Anchor Common | Start each combat with 10 Block. A deceptively strong universal defensive relic that smooths out early turns across every character. |
Bag of Preparation Common | Draw 2 additional cards at the start of each combat. Increases opening hand consistency. It's almost always good regardless of archetype. |
Ornamental Fan Uncommon | After playing 3 Attacks in a turn, gain 4 Block. Rewards attack-heavy turns with passive defense, and most decks naturally trigger it. |
Membership Card Shop | Shop items cost 50% less. One of the best shop relics in the game. Buying it early pays for itself in gold savings multiple times over. |
Gambling Chip Rare | At the start of each combat, discard any number of cards then draw that many. Effectively gives you a free mulligan every fight. It's one of the most consistently powerful relics in the game, regardless of character or archetype, because a bad opening hand is often all that separates a clean fight from a messy one. |
Relics to avoid: Not every relic that sounds powerful is worth picking up. Velvet Choker caps you at 6 card plays per turn, which can completely brick combo-heavy decks. Brimstone is only safe if you can reliably end fights before the enemy Strength spiral gets out of hand (skip it entirely on Necrobinder). Calling Bell gives you a unique Curse alongside 3 relics. Only worth picking if you have a curse-synergy deck. When in doubt, a bad relic is worse than no relic.
The Ironclad Best Relics
| Relic | Evaluation |
|---|---|
Demon Tongue Rare | Tier: S – The first time you lose HP on your turn, heal HP equal to the amount lost. Synergizes perfectly with Ironclad's self-damage cards (Hemokinesis, Breakthrough), turning a weakness into a healing engine. |
Self-Forming Clay Uncommon | Tier: S – Whenever you lose HP in combat, gain 3 Block next turn. Ironclad's self-damage playstyle makes this excellent. Every HP loss becomes a defensive buffer. |
Ruined Helmet Rare | Tier: A – The first time you gain Strength each combat, double the amount gained. Multiplicatively strong with Inflame and the Strength-scaling archetype. |
Charon's Ashes Rare | Tier: B – Whenever you Exhaust a card, deal 3 damage to all enemies. Defines the Exhaust build archetype and turns deck-thinning into a legitimate damage source. |
Paper Phrog Uncommon | Tier: B – Enemies with Vulnerable take 75% more damage instead of 50%. A significant damage multiplier if you're consistently applying Vulnerable through Uppercut or Taunt. |
The Silent Best Relics
| Relic | Evaluation |
|---|---|
Tingsha Uncommon | Tier: EX – Whenever you discard a card during your turn, deal 3 damage to a random enemy per card discarded. In a discard-heavy Silent deck, this is one of the most broken relics in Early Access. It turns every discard into a damage proc. |
Tough Bandages Rare | Tier: EX – Whenever you discard a card during your turn, gain 3 Block. Pairs with Tingsha to make discard builds essentially unkillable while also dealing damage. |
Helical Dart Rare | Tier: S – Whenever you play a Shiv, gain 1 Dexterity this turn. Stacks rapidly in Shiv-spam decks and turns Blade Dance and Hidden Daggers into defensive powerhouses. |
Snecko Skull Common | Tier: A – Whenever you apply Poison, apply 1 additional Poison. Straightforward Poison amplifier that doubles your Poison stacking rate effectively. |
Twisted Funnel Uncommon | Tier: B – Apply 4 Poison to all enemies at the start of each combat. Free Poison before you even play a card. Excellent in Poison builds, mediocre otherwise. |
The Defect Best Relics
| Relic | Evaluation |
|---|---|
Data Disk Common | Tier: S – Start each combat with 1 Focus. Passively improves every Orb's trigger value without requiring any setup. Arguably the Defect's single most impactful relic. |
Runic Capacitor Shop | Tier: S – Start each combat with 3 additional Orb slots. More Orbs means more passive triggers per turn and dramatically widens the Defect's action economy. |
Metronome Rare | Tier: A – The first time you Channel 7 Orbs in a combat, deal 30 damage to all enemies. A milestone bonus that rewards the Orb-heavy playstyle and can swing boss fights. |
Symbiotic Virus Uncommon | Tier: A – Start each combat by channeling 1 Dark. Free Dark Orb every fight. Dark scales its execute damage with each trigger, so a free starting Orb compounds throughout long fights. |
Gold-Plated Cables Uncommon | Tier: B – Your rightmost Orb triggers its passive an additional time. Doubles the value of whichever Orb is in your rightmost slot. Position your strongest Orb type accordingly. |
Note: Character-specific relics for The Regent and The Necrobinder are still being fully catalogued by the community as of Early Access launch week. We will update this section with complete rankings for both characters as data becomes available.
All Shop Relics Tier List in Slay the Spire 2
Shop relics are the only relics you can reliably plan for. You know a shop is coming, and you know you'll have gold to spend. That makes evaluating them differently from combat drops important: a shop relic needs to justify its gold cost in addition to being strong in a vacuum. Some are universally worth buying the moment you see them; others only make sense if your deck is already pointing in a specific direction. Here's how every current shop relic ranks.
S Tier Shop Relics
These are near-auto-buys regardless of deck archetype. The gold cost pays off across the rest of the run, often multiple times over.
| Relic | Description | Pros & Cons |
|---|---|---|
Membership Card | 50% discount on all shop products. |
|
Orrery | Upon pickup, gain 5 card rewards to choose from. |
|
Ringing Triangle | Retain your entire hand on the first turn of combat. |
|
Runic Capacitor | Start each combat with 3 additional Orb slots. (Defect only) |
|
A Tier Shop Relics
Strong pickups that provide sustained value across a run, though some require your deck to be pointing in a specific direction to get full mileage.
| Relic | Description | Pros & Cons |
|---|---|---|
Chemical X | The effects of your X-cost cards are increased by 2. |
|
Miniature Tent | You may choose any number of options at Rest Sites. |
|
Dolly's Mirror | Upon pickup, obtain an additional copy of a card in your Deck. |
|
Dragon Fruit | Whenever you gain Gold, raise your Max HP by 1. |
|
Gnarled Hammer | Upon pickup, Enchant up to 3 Attacks with Sharp 3 (+3 damage permanently). |
|
Lava Lamp | At the end of combat, Upgrade all card rewards if you took no damage. |
|
The Abacus | Whenever you shuffle your Draw Pile, gain 6 Block. |
|
Brimstone | At the start of your turn, gain 2 Strength. ALL enemies also gain 1 Strength. |
|
B Tier Shop Relics
Situationally useful relics that can be excellent in the right deck but don't belong in every shopping cart. Evaluate these based on your current build direction.
| Relic | Description | Pros & Cons |
|---|---|---|
Burning Sticks | The first time each combat you Exhaust a Skill, add a copy of it to your Hand. |
|
Kifuda | Upon pickup, Enchant up to 3 cards with Adroit (draw an extra card when played). |
|
Royal Stamp | Upon pickup, Enchant one Attack or Skill in your Deck with Royally Approved. |
|
Lee's Waffle | Upon pickup, raise your Max HP by 7 and heal to full HP. |
|
Cauldron | Upon pickup, brew 5 random potions. |
|
Ghost Seed | Strikes and Defends gain Ethereal (disappear after being drawn if not played). |
|
Sling of Courage | Start each Elite combat with 2 Strength. |
|
Ninja Scroll | At the start of each combat, add 3 Shivs into your Hand. |
|
Wing Charm | A random card in each card reward is Enchanted with Swift 1 (costs 1 less Energy once). |
|
Punch Dagger | Upon pickup, Enchant one Attack in your Deck with Momentum 5. |
|
Mystic Lighter | Enchanted Attacks deal 9 additional damage. |
|
C Tier Shop Relics
These relics have narrow use cases, high conditional requirements, or are so character-specific that they're only worth considering in very specific run states.
| Relic | Description | Pro / Con |
|---|---|---|
Bread | Lose 2 Energy on your first turn. Gain 1 Colorless Energy at the start of all other turns. |
|
Belt Buckle | While you have no potions, you have 2 additional Dexterity. |
|
Screaming Flagon | If you end your turn with no cards in your Hand, deal 20 damage to ALL enemies. |
|
Dingy Rug | Card rewards can now contain Colorless cards. |
|
Toolbox | At the start of each combat, add 1 of 3 random Colorless cards into your Hand. |
|
Undying Sigil | Enemies with at least as much Doom as HP deal 50% less damage. |
|
Vitruvian Minion | Cards containing "Minion" deal double damage and gain double Block. |
|
Best Cards in Slay the Spire 2 by Character
With 101+ cards in the current build and more coming throughout Early Access, a comprehensive card tier list is a living document. Here are the top cards for each character based on the current meta, organized by tier. Cards marked as Run-Shaping are the ones you build around; Premium picks are strong additions to almost any deck of that character. The Defect's card pool has the least community consensus at this stage due to its RNG-dependent nature, so its section has been omitted until the meta stabilizes.
The Ironclad – Best Cards

Run-Shaping (S Tier):
- Headbutt (Common, 1 Energy): Deal 9 damage and put a card from your Discard Pile on top of your Draw Pile. Fixes draw quality and lets you replay your key card for the fight. It's one of the best tempo cards in the Ironclad's deck.
- Grapple (Uncommon, 1 Energy): Deal 7 damage; whenever you gain Block this turn, deal 5 damage to the enemy. A hybrid card that rewards block-heavy turns with additional damage pressure.
Premium (A Tier):
- Uppercut (Uncommon, 2 Energy): Deal 13 damage, apply 1 Weak and 1 Vulnerable. One of the cleanest tempo swings available: it debuffs enemies while dealing solid damage.
- Inflame (Uncommon, 1 Energy): Gain 2 Strength. The foundation of the Strength-scaling archetype. Take it early; it gets better as you stack more of them.
- Breakthrough (Common, 1 Energy): Lose 1 HP, deal 9 damage to ALL enemies. Exceptional AoE for one energy, and the 1 HP cost is effectively nothing for Ironclad's HP pool.
- Taunt (Uncommon, 1 Energy): Gain 7 Block, apply 1 Vulnerable to all enemies. A two-way card that defends and sets up damage simultaneously. Extremely valuable in multi-enemy fights.
- Ashen Strike (Uncommon, 1 Energy): Deal 6 damage plus 3 additional damage per card in your Exhaust Pile. Gets stronger as the run progresses. The finisher the Exhaust build wants.
The Silent – Best Cards

Run-Shaping (S Tier):
- Well-Laid Plans (Uncommon, 1 Energy): At the end of your turn, Retain up to 1 card. Locks in your best answer for the next turn. Essential for control-oriented Silent builds.
- Hidden Daggers (Uncommon, 0 Energy): Discard 2 cards, add 2 Shivs to your Hand. Free discard trigger with immediate Shiv volume. Defines the discard + Shiv shell on its own.
- Master Planner (Rare, 2 Energy): When you play a Skill, it gains Sly. The ceiling on this card is absurd. It turns your entire Skill package into an engine that plays itself. If you find this card, build your deck around it.
Premium (A Tier):
- Anticipate (Common, 0 Energy): Gain 3 Dexterity this turn. A free defensive spike that swings elite turns, especially in fast-cycling decks.
- Reflex (Uncommon, 3 Energy): Sly: Draw 2 cards. Playing it from discard via Sly gives you two free cards. A powerful draw engine that improves the discard loop dramatically.
- Dagger Throw (Common, 1 Energy): Deal 9 damage, draw 1 card, discard 1 card. Damage, draw, and a discard trigger in one clean package.
- Blade Dance (Common, 1 Energy): Add 3 Shivs to your Hand, then Exhaust. One of the easiest ways to create a lethal turn in a Shiv build.
- Flick-Flack (Common, 1 Energy): Sly: Deal 7 damage to ALL enemies. A Sly-triggered AoE that rewards discarding it, exactly the kind of payoff a discard build wants on every cycle.
The Necrobinder – Best Cards

Run-Shaping (S Tier):
- Doom application cards: Cards that apply Doom to multiple enemies simultaneously are the Necrobinder's primary win condition. The Doom execution threshold mechanic scales with Doom stacks, making cards that apply Doom in bulk the core of any offensive build.
- Osty-buffing cards: Cards that increase Osty's HP or damage output turn the companion from a simple damage sponge into a genuine offensive threat. The card that deals damage equal to Osty's current HP is particularly powerful, since keeping Osty healthy is the same as building a damage multiplier.
Premium (A Tier):
- 0-cost cards: The Necrobinder has a notably high density of 0-cost cards in her pool, which chain together efficiently and stretch her limited Summon economy. Prioritizing 0-cost pickups allows her to act multiple times per turn even when Souls are low.
- Soul-reducing cards: Cards that reduce their cost to 0 after playing another Hand card compound her action economy dramatically. These are key bridges between setup turns and lethal turns.
The Regent – Best Cards

Run-Shaping (S Tier):
- Stars-spending attacks: The Regent's power comes from converting accumulated Stars into massive damage. Cards that spend Stars for disproportionate damage output, especially those that refund Stars on kill, are the core of the highest-damage Regent builds.
- Bombardment (Upgraded): Community consensus is that Bombardment, in its upgraded form, is among the strongest individual cards in the current Early Access build for any character. Its combination of damage output and Stars' efficiency makes it a run-defining pick.
Premium (A Tier):
- Star-generating cards: Cards that generate additional Stars each turn supplement the starting relic's 3-Star grant and accelerate the Regent's snowball curve. Look for these aggressively in Act 1.
- Minion-creating cards (Forge): The Regent can transform cards in his deck into Minions, which fight alongside him. Well-built Forge archetypes can create powerful board states, though they require more specific drafting than the Stars-spending build.
Note: Detailed individual card rankings for The Defect are actively being developed as the community accumulates more run data. We will update with specific card names and effects as information becomes confirmed.
Slay the Spire 2 FAQs
The Regent and The Silent are the two strongest characters in the current Early Access meta. The Regent has the highest damage ceiling thanks to his Stars resource, while the Silent offers the most versatile build options and near-unlimited scaling with the new Sly mechanic. For pure consistency across all runs, The Ironclad is the safest pick, especially for newcomers.
The Ironclad is the best starting character for beginners, and he's also the first one you unlock by default. His Burning Blood relic heals 6 HP after every fight, his mechanics are straightforward, and his 80 HP base allows you to make mistakes without immediately dying. Start with Ironclad, learn the game's systems, then move to Silent or Regent when you want more complexity.
Characters unlock in a sequential chain by playing a run as the previous character. The full unlock order is: Ironclad (default) → Silent (play a run as Ironclad) → Regent (play a run as Silent) → Necrobinder (play a run as Regent) → Defect (play a run as Necrobinder). You don't need to win or even play past the first combat. Selecting Give Up from the pause menu counts as a completed run for unlock purposes. You can unlock the full roster in just a few minutes if you want immediate access to all characters.
The Epoch system is STS2's meta-progression framework, accessible from the main menu Timeline screen. Each Epoch represents a completed run, and progressing through them gradually unlocks new relics, potions, and cards that enter the loot pool across all future runs. This means your first few runs will have a noticeably smaller selection of relics and cards available than later ones. If a relic you know from STS1 isn't appearing, it may simply not be unlocked yet in your Epoch progression. Working through Epochs is also tied to unlocking new characters.
Sly is a new keyword introduced in STS2 that is primarily associated with The Silent. A card with the Sly keyword is automatically played for free when it is discarded from your hand, rather than requiring you to play it normally. This makes discard-triggering builds exceptionally powerful, as discarding a Sly card effectively plays it at zero cost, often chaining into more draws and discards.
Among universal relics, Ice Cream (unspent energy carries over to the next turn) and Gambling Chip (free mulligan at the start of each combat) are widely considered two of the strongest picks in the game, regardless of character. For character-specific relics, Tingsha and Tough Bandages are arguably the strongest in the current build for The Silent, while Data Disk and Runic Capacitor are transformative for The Defect. Demon Tongue and Self-Forming Clay are the top Ironclad-specific picks.
Yes, Mega Crit has shipped STS2 with more content at the Early Access launch than the original had at its own Early Access debut. All five characters are playable, the major new systems (Alternate Acts, Enchantments, Ancients, multiplayer co-op) are in, and the core game loop is polished. There are still bugs and balance issues being worked out, but if you enjoyed the original, STS2 is already a compelling experience.
Yes. STS2 introduces co-op multiplayer, a first for the franchise. You can run the Spire with a partner, with both players contributing cards and relics to a shared climb. Some relics and mechanics have specific co-op interactions. The Ironclad's built-in sustain and the Necrobinder's companion-based playstyle both translate well to coordinated two-player runs, where one player can absorb pressure while the other builds toward a win condition.
With that said, our Slay the Spire 2 Tier List is complete! Thanks for reading, and make sure to come back soon, as we will update the guide regularly as the meta evolves and the developers continue updating the game with new balance patches. And while you are here, check out our Vampire Crawlers Evolutions Guide.