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.
ironclad
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 (WIP)
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.
Exhaust (WIP)
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 (WIP)
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 (WIP)
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.
This archetype revolves around abusing powerful status-generating cards by negating their offsets. Evolve nullifies most of the downsides of drawing statuses. Fire Breathing turns those statuses into a win condition; no more than 2 are necessary. Add some exhaust options to manage the build up of statuses, since too many Wounds can completely clog up your hand. Couple this with a few reliable draw cards to keep triggering Fire Breathing.
Health Sacrifice (WIP)
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
Shiv (WIP)
Death by 1000 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 (WIP)
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 (WIP)
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.
Heel Hook (WIP)
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Discard (WIP)
Trigger powerful effects by discarding your cards.
Infinite Discard (WIP)
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.
watcher
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 (WIP)
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+
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