Slay the Spire 2 Beginner Guide (Patch v0.102.0)

Characters, ascension, the first run, and what to pick in Act 1

By BrokenBuilds Wiki9 min readUpdated

Slay the Spire 2 launched on March 5, 2026 with a peak of 282,000 concurrent players and 39,000 Steam reviews at 95% positive. It is not a sequel that improves on the margins. It adds two new characters, a biome-branching map, an Enchantment layer on top of card upgrades, and a new keyword (Sly) that inverts the entity:silent's whole identity. Players who cleared STS1 at Ascension 20 will still die repeatedly in their first few runs here.

The reason the first runs feel brutal is structural: you get 3 energy per turn, draw 5 cards, and fight enemies whose moves are telegraphed the turn before they land. Every mistake is visible in retrospect. But knowing a mistake happened and knowing what you should have done instead are different things, and this guide covers the second part.

Current patch: v0.102.0 (April 2, 2026). The Ascension 6 modifier changed in this patch; see the Ascension section.

The five characters

entity:ironclad (80 HP, 3 energy) is the first character most players should touch. His starter relic, entity:burning-blood, heals 6 HP at the end of every combat. That healing makes room for aggressive HP-trading that would kill other characters. His core mechanic is Strength: every point of Strength adds +1 damage per hit, and multi-hit cards like Sword Boomerang multiply that bonus across three hits at once. For a first run, take any card that applies Vulnerable (his starter Bash does this), and keep an eye out for entity:demon-form, the Power that stacks +3 Strength at the start of every subsequent turn.

entity:silent (70 HP, 3 energy) starts with 12 cards instead of 10 and draws 2 extras on turn 1 from her entity:ring-of-the-snake relic. She has three viable archetypes: Shiv (generate and multiply zero-cost token attacks), Poison (stack a damage-over-time debuff then double it with entity:catalyst), and Sly (a new STS2 keyword where discarded Sly cards auto-play for free). Pick her second, after you understand how energy and deck cycling work. Her 70 HP punishes learning mistakes that entity:ironclad would survive.

entity:defect (75 HP, 3 energy) runs a queue of orbs that sit in three slots and trigger passive effects each turn. Lightning orbs deal damage to random enemies; Frost orbs generate block; Dark orbs accumulate stored damage and then dump it in a single evoke; Plasma orbs give +1 energy per turn they sit in queue. Focus is his Strength equivalent: each point of Focus adds +1 to every orb's passive and evoke values. Community sources call him "arguably the most versatile character" because Frost, Dark, and Plasma each enable a genuinely different winning strategy. Start him third.

entity:regent (75 HP, 3 energy) is one of two new characters. His second resource, Stars, persists across turns. He spends early turns building a bank and later turns spending them on high-impact cards. His starter relic, entity:divine-right, hands him 3 Stars at the start of each combat. He also has Forge, a run-long mechanic that permanently strengthens his entity:sovereign-blade card as the run progresses. The card pool for both new characters is less tested than the three returning ones; expect more rough edges in the draft.

entity:necrobinder (66 HP, 3 energy) is the lowest-HP character in the game and the hardest to play well. Her saving grace is Osty, a summoned skeletal hand that soaks damage on her behalf. Her three overlapping systems give experienced players deep decision trees: Doom (a death-mark execute that triggers at end of enemy turn), Souls (zero-cost token cards that each draw 2 cards on play), and the Graveyard (her Exhaust pile functions as a second hand she can pull from). Save her for run 10 or later.

Deck building 101

Every run starts with a 10-card deck. Five or six of those cards are Strikes and Defends: generic, upgradable, but cards you will eventually want to thin out. The question of when to thin, and what to replace those cards with, is the whole game.

Each monster floor offers a choice of three cards or a skip. Each rest site offers healing (30% of max HP) or a free upgrade. Shops sell cards and let you remove one card for gold; removal cost starts at a fixed price and goes up each time you remove. Act 1 runs roughly 17 floors before the first boss.

The advice you will hear from every experienced player: do not commit to a build archetype before Act 2. Take generic value in Act 1: block sources, Vulnerable applicators, draw, cards that work in any context. Your actual build direction becomes clear when you hit a defining card: entity:demon-form signals Strength entity:ironclad; entity:catalyst signals Poison entity:silent; entity:synchronize signals entity:defect orb mixing. Before that card shows up, picking archetype-specific cards that assume the pivot is a waste.

This does not mean taking every card offered. A deck that grows to 30 cards without any clear direction loses to a tight 12-card deck at every ascension level. The discipline is picking cards that are good right now while staying flexible, not cards that will be good only if three other specific cards also show up.

Card removal is expensive on Ascension 6 and above (the Inflation modifier makes the first removal 100 gold, rising by 50 gold each time). Below A6, removal is affordable enough to clean the deck mid-Act 2. Factor this into how many filler cards you tolerate in Act 1.

Ascension levels

Ascension is the per-character difficulty ladder. Finishing a run at Ascension N unlocks N+1 for that character. The current Early Access cap is Ascension 10; the full game targets Ascension 20.

Modifiers stack: Ascension 7 applies everything from 1 through 7 simultaneously.

LevelModifierWhat changes
1Swarming ElitesMore elite nodes per act
2Weary TravelerMax HP drops ~20% (entity:ironclad: 80 to 64)
3Poverty25% less gold from enemies and chests
4Tight BeltOne fewer potion slot
5Ascender's BaneStart every run with a curse in your deck
6InflationCard removal starts at 100 gold, rises by 50 per removal
7ScarcityRare and upgraded cards appear less in reward pools
8Tough EnemiesEnemies get more HP
9Deadly EnemiesEnemies hit harder
10Double BossFight two Act 3 bosses back-to-back

Ascension 2 is the first wall. The HP reduction hurts immediately and forces tighter block discipline. Ascension 6 (Inflation, added in v0.102.0) changed the economic calculus: the previous modifier reduced rest sites instead, which the community preferred for Inflated removal costs. Both camps have real arguments; the change stands. Ascension 10's Double Boss ends any build that relies on one big nuke turn; it forces the deck to sustain through two sequential fights.

Climb one level at a time. Do not jump from A0 to A5 after a lucky run. Each step introduces a new pressure, and understanding each pressure individually makes the next step cleaner.

Act structure

A full run is three acts and roughly 45 to 50 nodes. STS2 adds Alternate Acts: at Act 1 you choose between Overgrowth (forest biome) or Underdocks (docks biome), and each choice changes the enemy pool and the boss pool.

Act 1 bosses by biome:

  • Overgrowth: entity:ceremonial-beast, The Kin, entity:vantom
  • Underdocks: entity:lagavulin-matriarch, entity:soul-fysh, entity:waterfall-giant

Act 2 bosses: entity:kaiser-crab, entity:knowledge-demon, entity:the-insatiable

Act 3 bosses: entity:doormaker, entity:queen, entity:test-subject

Map nodes you will hit in each act: Monster (standard combat, card reward), Elite (harder combat, relic reward), entity:rest-site (heal or upgrade a card), Unknown (question mark, random: event, treasure, or combat), Treasure (free relic), entity:merchant (buy cards, relics, potions; remove one card). A entity:rest-site always appears directly before the act boss.

Elites give relics. Relics power runs. Many players avoid elites early in a run when HP is already depleted; fight them when your HP buffer allows. A relic picked at floor 5 shapes the rest of the run more than a card pick at floor 12.

First 5 runs roadmap

Run 1: entity:ironclad, Ascension 0. Pick every card with curiosity rather than strategy. Your goal is to see 3 acts. Take cards that make sense in isolation (block, damage, Vulnerable). Skip any card with text you do not understand. Die at the Act 2 boss or later. Pay attention to which fights burned through your HP fastest.

Run 2: entity:ironclad, Ascension 0 or 1. Commit to one obvious direction when the card shows up. If entity:demon-form appears, take it and start filtering picks for Strength synergy (multi-hit attacks, entity:limit-break). If it does not appear by Act 2, play a block-heavy game instead of forcing the archetype. The lesson is noticing when your deck has a direction and when it does not.

Run 3: entity:silent, Ascension 0. She cycles faster but punishes mistakes harder. Watch how the Sly keyword works: discard a Sly card and it auto-plays for free. Build a picture of what a Poison shell looks like by Act 2 (entity:bouncing-flask, entity:deadly-poison, entity:catalyst). If entity:catalyst shows up, your deck has a win condition; if it does not, pivot to Shivs or a block-heavy defensive shell.

Run 4: entity:defect, Ascension 0. Focus on reading the orb queue. Decide by floor 10 which orb you are committing to: Frost for a defensive run, Dark for a boss-nuke run, Plasma if you want to chain expensive cards. The orb slot limit (default 3) means you cannot passively run all four orb types without dedicated slot-expansion cards (entity:capacitor). Pick a direction.

Run 5: back to Ironclad, Ascension 2. The HP drop from 80 to 64 is your first real wall. Draft block earlier than feels necessary. Take one card removal from the merchant in Act 2 to cut a entity:strike-defect or entity:defend-defect. Notice how expensive removal becomes if you try to do it again. Map Ascension 2's two changes (more elites, reduced HP) to concrete moments where you had to play differently.

By run 5, you will have the vocabulary to read a card offer and know which card fits where. That vocabulary is worth more than any specific tip.

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