Want to level up your game?
Check out these tried and tested strats that can conquer even the highest ascensions.
The archetypes below are specific strategies that benefit heavily from certain synergies or interactions. In some cases these decks use game breaking infinite combos, or allow you to deal absurd amounts of damage you couldn't achieve without fully commiting to a certain tactic. We've listed the most powerful ones for each character here.
Note that there are many ways to play Slay the Spire, and although these archetypes are powerful, by no means are they the only way to play and win. Sometimes you'll use a mixture of several of these combined together, or you may discover a new strategy altogether.
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ironclad archetypes
Strength



power

Demon Form

3
A
At the start of each turn, gain 2 Strength.



skill

Limit Break

1
D
Double your Strength.
Exhaust.



skill

Spot Weakness

1
B+
If an enemy intends to attack, gain 3 Strength.



power

Inflame

1
B+
Gain 2 Strength.



skill

Flex

0
D
Gain 2 Strength.
At the end of your turn, lose 2 Strength.



attack

Heavy Blade

2
C
Deal 14 damage.
Strength affects Heavy Blade 3 times.



attack

Whirlwind

X
B+
Deal 5 damage to ALL enemies X times.



attack

Reaper

2
A
Deal 4 damage to ALL enemies. Heal for unblocked damage.
Exhaust.
Rack up absurd amounts of strength and demolish foes with gigantic attacks.
Perfected Strike



attack

Perfected Strike

2
C-
Deal 6 damage.
Deals an additional +2 damage for ALL of your cards containing "Strike".



skill

Dual Wield

1
D+
Create a copy of an Attack or Power card in your hand.
Fill your deck with Strikes and let your Perfected Strikes decimate enemies.
Rampage



attack

Rampage

1
C
Deal 8 damage.
Every time this card is played, increase its damage by 5 for this combat.



skill

Double Tap

1
B
This turn, your next Attack is played twice.
Repeatedly play Rampage until it builds up devastating amounts of damage.
Dropkick Infinite



attack

Dropkick

1
D-
Deal 5 damage.
If the target is Vulnerable, gain and draw 1 card.



attack

Dropkick

1
D-
Deal 5 damage.
If the target is Vulnerable, gain and draw 1 card.



attack

Bash

2
C
Deal 8 damage.
Apply 2 Vulnerable.



skill

True Grit

1
C
Gain 7 Block.
Exhaust a random card from your hand.



skill

Burning Pact

1
D
Exhaust 1 card.
Draw 2 cards.



skill

Rage

0
D+
Whenever you play an Attack this turn, gain 3 Block.
Thin your deck down to trigger an infinite double Dropkick combo.
Searing Blow



attack

Searing Blow

2
D+
Deal 12 damage.
Can be upgraded any number of times.



skill

Armaments

1
C+
Gain 5 Block.
Upgrade a card in your hand for the rest of combat.
Upgrade Searing Blow repeatedly until it one-shots foes.
Block



power

Barricade

3
D+
Block no longer expires at the start of your turn.



skill

Entrench

2
D-
Double your current Block.



power

Juggernaut

2
C
Whenever you gain Block, deal 5 damage to a random enemy.



attack

Body Slam

1
B
Deal damage equal to your current Block.
Build up enormous amounts of block and use it to break your enemies.
Corruption



power

Corruption

3
A+
Skills cost 0.
Whenever you play a Skill, Exhaust it.



power

Dark Embrace

2
D+
Whenever a card is Exhausted, draw 1 card.



power

Feel No Pain

1
D
Whenever a card is Exhausted, gain 3 Block.



skill

Sentinel

1
E+
Gain 5 Block.
If this card is Exhausted, gain
.
Make your skills free to rapidly cycle through your deck and dispatch foes.
Dead Branch



power

Corruption

3
A+
Skills cost 0.
Whenever you play a Skill, Exhaust it.
Dead Branch
rare
Whenever you Exhaust a card, add a random card to your hand.
S+
S
B-
S
Pull dozens of free cards out of thin air with a Dead Branch and Corruption combo.
Status



power

Evolve

1
C
Whenever you draw a Status, draw 1 card.



power

Fire Breathing

1
C+
Whenever you draw a Status or Curse card, deal 6 damage to ALL enemies.
Abuse high-value status-generating cards then benefit from drawing them.
Health Sacrifice



power

Rupture

1
D-
Whenever you lose HP from a card, gain 1 Strength.



power

Combust

1
C-
At the end of your turn, lose 1 HP and deal 5 damage to ALL enemies.



power

Brutality

0
B-
At the start of your turn, lose 1 HP and draw 1 card.



attack

Hemokinesis

1
C+
Lose 2 HP.
Deal 15 damage.



skill

Offering

0
A+
Lose 6 HP.
Gain
.
Draw 3 cards.
Exhaust.



skill

Bloodletting

0
B-
Lose 3 HP.
Gain
.



attack

Blood for Blood

4
D+
Costs 1 less for each time you lose HP in combat.
Deal 18 damage.



attack

Reaper

2
A
Deal 4 damage to ALL enemies. Heal for unblocked damage.
Exhaust.
Sacrifice your health in exchange for power.
silent archetypes
Shiv



power

Infinite Blades

1
B+
At the start of your turn, add a Shiv to your hand.



skill

Blade Dance

1
C+
Add 3 Shivs to your hand.



power

After Image

1
A+
Whenever you play a card, gain 1 Block.



power

A Thousand Cuts

2
B
Whenever you play a card, deal 1 damage to ALL enemies.



power

Accuracy

1
D+
Shivs deal 4 additional damage.
Wrist Blade
boss
Attacks that cost 0 deal 4 additional damage.
C
Shuriken
uncommon
Every time you play 3 Attacks in a single turn, gain 1 Strength.
A-
S
B
A
Kunai
uncommon
Every time you play 3 Attacks in a single turn, gain 1 Dexterity.
C+
S-
C+
B-
Death by a thousand cuts.
Poison



skill

Catalyst

1
A-
Double an enemy's Poison.
Exhaust.



skill

Catalyst

1
A-
Double an enemy's Poison.
Exhaust.



skill

Nightmare

3
B
Choose a card.
Next turn, add 3 copies of that card into your hand.
Exhaust.



skill

Burst

1
B
This turn your next Skill is played twice.



skill

Corpse Explosion

2
A-
Apply 6 Poison. When an enemy dies, deal damage equal to its MAX HP to ALL enemies.
The Specimen
rare
Whenever an enemy dies, transfer any Poison it has to a random enemy.
A-
Snecko Skull
common
Whenever you apply Poison, apply an additional 1 Poison.
S+
Maintain your block while ramping up lethal amounts of Poison.
Envenom Poison



power

Envenom

2
A
Whenever an attack deals unblocked damage, apply 1 Poison.



power

Infinite Blades

1
B+
At the start of your turn, add a Shiv to your hand.
Cut your foes to shreds while racking up Poison.
Grand Finale



attack

Grand Finale

0
E-
Can only be played if there are no cards in your draw pile.
Deal 50 damage to ALL enemies.



skill

Prepared

0
C
Draw 1 card.
Discard 1 card.



skill

Calculated Gamble

0
B-
Discard your hand, then draw that many cards.
Exhaust.
Runic Pyramid
boss
At the end of your turn, you no longer discard your hand.
A-
B
B-
B-
Manipulate your card draw to unleash huge multitarget damage.
Discard



skill

Calculated Gamble

0
B-
Discard your hand, then draw that many cards.
Exhaust.



skill

Reflex
E+
Unplayable.
If this card is discarded from your hand, draw 2 cards.



skill

Tactician
E+
Unplayable.
If this card is discarded from your hand, gain .



skill

Prepared

0
C
Draw 1 card.
Discard 1 card.



skill

Acrobatics

1
B-
Draw 3 cards.
Discard 1 card.



power

Tools of the Trade

1
B+
At the start of your turn, draw 1 card and discard 1 card.
Tough Bandages
uncommon
Whenever you discard a card during your turn, gain 3 Block.
C
Tingsha
rare
Whenever you discard a card during your turn, deal 3 damage to a random enemy for each card discarded.
C+
Trigger powerful effects by discarding your cards.
Infinite Discard



skill

Calculated Gamble

0
B-
Discard your hand, then draw that many cards.
Exhaust.



skill

Reflex
E+
Unplayable.
If this card is discarded from your hand, draw 2 cards.



skill

Tactician
E+
Unplayable.
If this card is discarded from your hand, gain .



skill

Prepared

0
C
Draw 1 card.
Discard 1 card.



skill

Acrobatics

1
B-
Draw 3 cards.
Discard 1 card.
Generate infinite energy using a looping discard combo.
defect archetypes
Lightning



power

Electrodynamics

2
B+
Lightning now hits ALL enemies.
Channel 2 Lightning.



power

Defragment

1
B+
Gain 1 Focus.



power

Capacitor

1
B-
Gain 2 Orb slots.



skill

Zap

1
C-
Channel 1 Lightning.



skill

Dualcast

1
B-
Evoke your next Orb 2 times.
Use Lightning orbs to passively strike down enemies.
Frost



power

Defragment

1
B+
Gain 1 Focus.



power

Capacitor

1
B-
Gain 2 Orb slots.



skill

Glacier

2
B+
Gain 7 Block.
Channel 2 Frost.



skill

Chill

0
A-
Channel 1 Frost for each enemy in combat.
Exhaust.



skill

Coolheaded

1
A-
Channel 1 Frost.
Draw 1 card.
Calipers
rare
At the start of your turn, lose 15 Block rather than all of your Block.
D
C+
B-
C-
Turtle up with 100 block per turn.
Dark



skill

Darkness

1
D+
Channel 1 Dark.



skill

Dualcast

1
B-
Evoke your next Orb 2 times.



skill

Multi-Cast

X
B
Evoke your next Orb X times.



skill

Recursion

1
C-
Evoke your next Orb.
Channel the Orb that was just Evoked.
Use Dark orbs to one-shot foes.
All For One



attack

All For One

2
C
Deal 10 damage.
Put all Cost 0 cards from your discard pile into your hand.



skill

Hologram

1
B+
Gain 3 Block.
Return a card from your discard pile to your hand.
Exhaust.



skill

Madness

1
C
Reduce the cost of a random card in your hand cost to 0 this combat.
Exhaust.
Draft a bunch of 0 cost cards and pull them over and over again.
Claw



attack

Claw

0
C
Deal 3 damage.
All Claw cards deal 2 additional damage this combat.



attack

Claw

0
C
Deal 3 damage.
All Claw cards deal 2 additional damage this combat.



attack

Claw

0
C
Deal 3 damage.
All Claw cards deal 2 additional damage this combat.
The Claw is the law.
Snecko Eye



attack

All For One

2
C
Deal 10 damage.
Put all Cost 0 cards from your discard pile into your hand.



attack

Meteor Strike

5
F+
Deal 24 damage.
Channel 3 Plasma.



attack

Sunder

3
C
Deal 24 damage.
If this kills the enemy, gain
.



power

Echo Form

3
A+
The first card you play each turn is played twice.
Ethereal.
Snecko Eye
boss
Draw 2 additional cards each turn. Start each combat Confused.
A
A-
A-
A-
Were still writing this section. Check back soon.
Plasma & Focus Down



attack

Hyperbeam

2
B-
Deal 26 damage to ALL enemies.
Lose 3 Focus.



skill

Reprogram

1
D-
Lose 1 Focus.
Gain 1 Strength.
Gain 1 Dexterity.



skill

Fusion

2
B-
Channel 1 Plasma.



skill

Reinforced Body

X
B+
Gain 7 Block X times.



attack

Barrage

1
B-
Deal 4 damage for each Channeled Orb.



skill

Hologram

1
B+
Gain 3 Block.
Return a card from your discard pile to your hand.
Exhaust.
Use your orb slots for energy, and lose Focus in exchange for power.
Double Energy X Cost



skill

Multi-Cast

X
B
Evoke your next Orb X times.



skill

Tempest

X
C+
Channel X Lightning.
Exhaust.



skill

Double Energy

1
C+
Double your Energy.
Exhaust.
Ice Cream
rare
Energy is now conserved between turns.
B-
B+
A-
B+
Pour enormous amounts of energy into an X cost card to win.
4 Card Infinite



skill

Recycle

1
C
Exhaust a card.
Gain equal to its cost.



skill

Skim

1
C+
Draw 3 cards.



skill

Fusion

2
B-
Channel 1 Plasma.



skill

Dualcast

1
B-
Evoke your next Orb 2 times.



skill

Hologram

1
B+
Gain 3 Block.
Return a card from your discard pile to your hand.
Exhaust.
Generate infinite energy with a 4 card combo.
Powers



power

Creative AI

3
B
At the start of each turn, add a random Power card to your hand.



power

Storm

1
E
Whenever you play a Power, Channel 1 Lightning.



skill

Force Field

4
D
Costs 1 less for each Power card played this combat.
Gain 12 Block.



skill

Amplify

1
D-
This turn, your next Power is played twice.



power

Heatsinks

1
E+
Whenever you play a Power card, draw 1 card.



skill

White Noise

1
D+
Add a random Power to your hand.
It costs 0 this turn.
Exhaust.
Mummified Hand
uncommon
Whenever you play a Power, a random card in your hand costs 0 for the turn.
B-
B-
A-
B-
Bird-Faced Urn
rare
Whenever you play a Power, heal 2 HP.
B-
B+
A-
B+
Become all-powerful by constantly playing powers.
watcher archetypes
Stance Dance



attack

Flurry Of Blows

0
B+
Deal 4 damage.
Whenever you change stances, return this from the discard pile to your hand.



attack

Flurry Of Blows

0
B+
Deal 4 damage.
Whenever you change stances, return this from the discard pile to your hand.



power

Mental Fortress

1
B
Whenever you change Stances, gain 4 Block.



skill

Meditate

1
B+
Put a card from your discard pile into your hand and Retain it.
Enter Calm.
End your turn.



skill

Simmering Fury

1
B-
At the start of your next turn, enter Wrath and draw 2 cards.



power

Rushdown

1
C
Whenever you enter Wrath, draw 2 cards.

Violet Lotus
boss
Whenever you exit Calm, gain an additional [energy].
A
Switch between stances to punish foes with Wrath and protect yourself with Calm.
Infinite Stance Dance



power

Rushdown

1
C
Whenever you enter Wrath, draw 2 cards.



attack

Eruption

2
C
Deal 9 damage.
Enter Wrath.



skill

Inner Peace

1
B+
If you are in Calm, draw 3 cards.
Otherwise, enter Calm.



skill

Scrawl

1
A-
Draw cards until your hand is full.
Exhaust.



power

Mental Fortress

1
B
Whenever you change Stances, gain 4 Block.
Peace Pipe
rare
You can now remove cards from your deck at Rest Sites.
C
C+
C+
C+
Generate infinite energy by jumping in and out of Calm.
Establishment Infinite Stance Dance



power

Rushdown

1
C
Whenever you enter Wrath, draw 2 cards.



attack

Eruption

2
C
Deal 9 damage.
Enter Wrath.



skill

Vigilance

2
C
Gain 8 Block.
Enter Calm.



power

Establishment

1
A
Whenever a card is Retained, reduce its cost by 1 this combat.



skill

Meditate

1
B+
Put a card from your discard pile into your hand and Retain it.
Enter Calm.
End your turn.



skill

Scrawl

1
A-
Draw cards until your hand is full.
Exhaust.



power

Mental Fortress

1
B
Whenever you change Stances, gain 4 Block.
Peace Pipe
rare
You can now remove cards from your deck at Rest Sites.
C
C+
C+
C+
Generate infinite energy by jumping in and out of Calm using your starting cards.
Ragnarok



attack

Ragnarok

3
A-
Deal 5 damage to a random enemy 5 times.



skill

Wreath of Flame

1
C-
Your next Attack deals 5 additional damage.



skill

Wreath of Flame

1
C-
Your next Attack deals 5 additional damage.



skill

Crescendo

1
B-
Retain.
Enter Wrath.
Exhaust.



skill

Blasphemy

1
S
Enter Divinity.
Die next turn.
Exhaust
Save up for a huge Ragnarok turn which wipes out your foes.
Divinity



power

Devotion

1
B
At the start of your turn, gain 2 Mantra.



skill

Worship

2
C-
Gain 5 Mantra.



skill

Prostrate

0
C+
Gain 2 Mantra.
Gain 4 Block.

Damaru
common
At the start of your turn, gain 1 Mantra.
C
Build up enough Mantra to enter Divinity and end fights outright.
Retain



power

Establishment

1
A
Whenever a card is Retained, reduce its cost by 1 this combat.



power

Battle Hymn

1
B-
At the start of each turn, add a Smite into your hand.



attack

Sands of Time

4
B+
Retain.
Deal 20 damage.
When Retained, lower its cost by 1 this combat.



attack

Windmill Strike

2
A-
Retain.
Deal 7 damage.
When Retained, increase its damage by 4 this combat.



skill

Protect

2
A-
Retain.
Gain 12 Block.



skill

Meditate

1
B+
Put a card from your discard pile into your hand and Retain it.
Enter Calm.
End your turn.
Use Establishment to make your Retain cards free to unleash huge value turns.
Scry



power

Foresight

1
A+
At the start of your turn, Scry 3.



power

Nirvana

1
B
Whenever you Scry, gain 3 Block.



attack

Weave

0
C+
Deal 4 damage.
Whenever you Scry, return this from the discard pile to your Hand.



attack

Weave

0
C+
Deal 4 damage.
Whenever you Scry, return this from the discard pile to your Hand.
Never draw a bad card again.
Pressure Points



skill

Pressure Points

1
D-
Apply 8 Mark.
ALL enemies lose HP equal to their Mark.



skill

Pressure Points

1
D-
Apply 8 Mark.
ALL enemies lose HP equal to their Mark.



skill

Pressure Points

1
D-
Apply 8 Mark.
ALL enemies lose HP equal to their Mark.
Mark enemies with Pressure Points and watch them crumble.
Master Reality



power

Master Reality

1
B-
Whenever a card is created during combat, Upgrade it.



power

Battle Hymn

1
B-
At the start of each turn, add a Smite into your hand.



power

Study

2
C+
At the end of your turn, shuffle an Insight into your draw pile.
Dead Branch
rare
Whenever you Exhaust a card, add a random card to your hand.
S+
S
B-
S
Generate powerful cards mid-combat to answer any encounter.
Alpha



skill

Alpha

1
D
Shuffle a Beta into your draw pile.
Exhaust.



skill

Beta

2
E
Shuffle an Omega into your draw pile.
Exhaust.



power

Omega

3
S
At the start of your turn deal 50 damage to ALL enemies.
Play Alpha, Beta and Omega, then turtle up while shredding foes every turn.
Expunger



skill

Conjure Blade

X
D+
Shuffle an Expunger into your draw pile.
Exhaust.
(Expunger costs 1, deals 9 damage X times.)



skill

Wreath of Flame

1
C-
Your next Attack deals 5 additional damage.
Chemical X
shop
The effects of your cost X cards are increased by 2.
B+
B+
B+
C
Smiling Mask
uncommon
The merchant's card removal service now always costs 50 Gold.
C-
C+
C-
C-
Peace Pipe
rare
You can now remove cards from your deck at Rest Sites.
C
C+
C+
C+
Conjure an enormous blade and hack foes to bits, one at a time.