Guides
Strategy articles, character guides, and tips for every run
Strategy articles, character guides, and tips for every run
The Colossal Flower event in Slay the Spire 2 pays Gold at every stage, or the Pollinous Core relic if you keep paying HP. Here is what each choice costs.
Regent guide for Slay the Spire 2 v0.111: how to unlock her, Crown of Stars and no-cap banking, Divine Right openings, Astral Pulse and Seven Stars spenders.
A practical read on the v0.111.0 beta patch: the new Hyperbeam and Ironclad options, the enemy buffs that change late-act routing, and the older cards you should stop autopicking.
The in-game Bestiary has grown beyond the first visual catalog: v0.108.0 adds a stats section, event combat encounters, cleaner animation lists, and more fixes. Here is what it can do now and what is still missing.
A complete step-by-step guide to installing mods in Slay the Spire 2. Learn Steam Workshop subscriptions, manual Nexus installs, v0.108.0 save-copy behavior, and common troubleshooting.
A practical player guide to Aeonglass on the current main branch: what the boss is testing, how to manage Wither, which decks are favored, and how each character should approach the fight.
Major Update #2 v0.107.1 has moved the recent beta era onto the main branch. Here is what changed for live players: Aeonglass, the Bestiary, RNG rework, Steam Workshop support, the card and enemy balance rollup, and the end of Doormaker as the live Act 3 boss.
v0.106.0 swapped the downsides and card pools between two of Neow's Ancient relics. Silken Tress is no longer the free pick it used to be — here is what changed and how to choose now.
v0.106.0 cuts Debilitate's debuff duration from 3(4) to 2(3) turns. The card is still strong, but the cost of skipping its upgrade just went up. Here is the build-level impact.
A full breakdown of the v0.106.0 beta patch — Infested Prism rework, Skulking Colony / Aeonglass tweaks, every card change across all five characters, and the new Mummified Hand priority system.
In v0.106.0, Mummified Hand stopped picking the discounted card at random and now follows a four-tier priority. Here is how the new logic works and what it changes in deck building.
Infested Prism received a full rework in v0.106.0. Mega Crit did not publish full new stats, so here is what we know, what to bring, and how to scout the new fight safely.
Shatter dropped from 11(15) to 7(11), Fusion now Exhausts but costs 1 Energy, and Synthesis climbed to 14(20). Here is how to rebuild Defect around the new numbers.
v0.106.0 reshuffles Silent's draw spine: Follow Through is reworked and renamed Scare (now Uncommon), Predator moves to Common, and Pounce gets a buff. Here is how to redraft.
In v0.106.0 Sealed Throne's upgrade switched from granting Innate to lowering its Energy cost by 1. That single change rewrites how the card slots into Regent decks.
Skulking Colony was buffed again in v0.106.0 — HP 70(75)→75(80), Hardened Shell 15→20, Smash removed (Zoom turns 1-2), and it no longer gains Block. Here is the updated fight plan.
Mega Crit moved Slay the Spire 2 from weekly to bi-weekly patches in May 2026 and is steering controller and Steam Deck players to the beta branch. Here is how to opt in, opt out, and decide which branch fits you.
A full breakdown of the May 7-8 beta patches — Doormaker removal, the new Aeonglass boss, the first Bestiary build, every meaningful balance change, and the shift to bi-weekly patching.
Everything confirmed about Slay the Spire 2's content roadmap: the Watcher's return, hints about other new characters, placeholder data found in game files, and the realistic timeline based on Mega Crit's Early Access track record.
Regent received the most cumulative buffs of any character in the April patch cycle. This guide breaks down what actually changed — Falling Star, Parry, the Stars/Forge economy — and how to build her now.
Slay the Spire 2 was review-bombed twice in its first two months — once after the infinite combo nerfs, again after the Doormaker rework. Here is what actually happened, why, and what the current rating picture looks like.
Drum of Battle changed from Power to Skill in v0.104.0 and now synergizes with Exhaust builds. This guide covers what the rework means, the core card package, and how to identify and commit to the Exhaust line during a run.
A current late-April guide to the live v0.103.2 update, the April 24 beta v0.104.0 follow-up, the Doormaker and Ascension feedback loop, and the practical changes you should make in your runs now.
Conflagration was reworked in v0.104.0 from a per-attack scaling AOE into a 4-5 hit multi-strike. The new version is much stronger with Vulnerable, much weaker without — here is how that reshapes Ironclad drafting.
How Doormaker’s rotating mechanics actually work, which decks get hard-countered, and the practical drafting answers that turn the fight from miserable to manageable.
A breakdown of the April 24, 2026 beta patch v0.104.0: Ascension softening, Doormaker monitoring, Ironclad reworks, multiplayer scaling nerfs, and the three new badges.
Why Tingsha and Tough Bandages stack into 12-18 passive damage and 12-18 passive Block per turn on a Silent discard deck, and exactly how to draft into it.
The Reddit case for Snakebite as F-tier, Jorbs’ counter-argument, and when Snakebite is genuinely strong over Deadly Poison in real Silent decks.
Why Rupture, Bloodletting, and Offering form the strongest scaling engine in Slay the Spire 2 right now, and how to draft and pilot the deck without killing yourself.
A quick-reference guide for adapting your builds after the April 17 Major Update #1. Covers the most important drafting, Neow, and routing changes for Ironclad, Silent, Necrobinder, Regent, and Defect.
Inflation replaced Gloom on Ascension 6 in v0.103.2. What it does to merchant pricing, shop relics, gold-generating relics, and how to actually plan your shop visits around it.
Sly is a new STS2 keyword that auto-plays cards for free when discarded. This guide covers the rules, what synergizes with it, and why Acrobatics moved up to Uncommon because of it.
After v0.103.2 the main and beta branches keep separate leaderboards and progression. Here is what changes for casual players, climbers, and modders.
A focused post-patch breakdown of the Doom archetype — why the v0.103 Borrowed Time revert brought it back, how execution math differs from poison, the exact card and relic package to commit to, and when to walk away from Doom into Souls instead.
A deep dive into every Neow relic in Slay the Spire 2, including the three new relics added in patch v0.103.0 — Neow's Bones, Phial Holster, and Winged Boots — with pick recommendations by character, Ascension, and run context.
Map routing is the single highest-leverage skill in Slay the Spire 2. This guide covers how to read the map before committing, when to fight elites versus rest, how to chain campfires and shops into your plan, and Act-by-Act routing priorities.
A detailed breakdown of every meaningful change in Slay the Spire 2's April 2026 beta patches — including the new Badges system, Ironclad survivability buffs, Silent nerfs, Necrobinder redesigns, three new Neow relics, enemy nerfs, and what it all means for your runs today.
Potions are one of the most misused resources in Slay the Spire 2. This guide covers the theory behind potion timing, which potions deserve priority at which stage of the run, character-specific potion synergies, and how the new Phial Holster Neow relic changes the calculation.
A practical first-run roadmap covering your opening character, map routing, reward discipline, and the mistakes that kill most early runs.
A clean primer on intentions, energy, block, status cards, upgrades, and how to read a combat before you lock yourself into a bad turn.
How Ironclad actually converts early HP advantage into winning decks, and why his best lists mix front-load, Vulnerable pressure, and selective Exhaust.
Regent becomes much easier once you separate her game plan into resource generation, Forge scaling, and a few premium payoffs instead of trying to play every shiny cosmic card.
Necrobinder is one of the most complete but most punishing characters in the current build. This guide breaks her down into survivability, companion management, and win-condition timing.
If you are choosing a first main, this guide explains which character teaches the game best and when to move on to the more technical rosters.
Silent looks flashy, but her best decks are built on hand control, precise sequencing, and knowing when free cards are worth reshaping your whole turn.
Defect is one of the strongest characters in the current build, but only if you understand why orb quality and cycling speed matter more than stuffing the deck with every shiny Power.
A practical co-op guide that covers how to start multiplayer, what actually changes in combat, and how to avoid the coordination mistakes that waste runs.
An early-access summary of all ten Ascension levels, how multiplayer progression differs, and what kinds of deck discipline matter more as the modifiers stack.
A boss-focused checklist that emphasizes deck readiness, potion timing, and pathing decisions before the fight even starts.