Combat Basics, Keywords, and Turn Planning
A clean primer on intentions, energy, block, status cards, upgrades, and how to read a combat before you lock yourself into a bad turn.
Read the enemy first, then your hand
The strongest beginner habit is checking intent before you spend a single point of Energy. When enemies are buffing or defending, you can set up. When a heavy hit is coming, your turn needs to start from the damage you must prevent.
This sounds simple, but it changes card evaluation. A mediocre block card can be more valuable than a flashy attack if it preserves your HP for the elite or boss that follows.
- Check lethal both ways: yours and the enemy’s.
- Count how much damage you still take after Block before committing attacks.
- If you cannot fully block, decide whether racing is better than partial defense.
Core keywords shape your whole draft
Exhaust, Retain, Sly, Doom, Forge, and Orb cycling are not side mechanics. They are build-defining axes. The moment your deck starts leaning on one of them, every future reward should be filtered through that lens.
Status cards are also more important in STS2 than many players expect. Some characters punish themselves by stuffing too many temporary or dead cards into the deck, while others can exploit them for value.
Plan the next shuffle, not just this turn
Good combat planning in STS2 is really deck-cycle planning. Every draw spell, card creation effect, and purge effect changes when your next power spike arrives.
Once you start thinking in terms of “what does my next hand look like if I play this now,” your combat lines become much cleaner and your boss fights far more consistent.
Sources
Video Tutorial
Slay the Spire 2 combat guide explaining the game's basic mechanics.