We break down the top card combos and relics for The Ironclad, Silent, Regent, Necrobinder, and Defect to help you reach the Heart.
Five characters define the climb in Slay the Spire 2, each with multiple builds that turn raw cards into unstoppable engines. You can stack Strength for one-turn kills, cycle a discard deck into free plays, or summon an undead hand that tanks and attacks.
Picking the right core cards, payoff finishers, and relics early is what separates a run that fizzles from one that reaches the Heart.
In this guide we’ll cover the best builds for each character: the cards you need, the payoff options that end fights, and the relics worth prioritizing.
The Ironclad
The Ironclad thrives on raw offense and self-sacrifice, with his Burning Blood relic restoring 6 HP after every combat.
- Strength Stacker: Multiply attack damage by stacking Strength repeatedly.
- Core Cards: Inflame (gain 2 Strength), Demon Form (gain 2 Strength at turn start), Brand (lose 1 HP, exhaust 1 card, gain 1 Strength), Dominate (gain Strength for each Vulnerable on an enemy).
- Payoff Cards: Whirlwind, Sword Boomerang, Twin Strike (Strength applies per hit), Fiend Fire (burst by exhausting your hand).
-
Relics: Paper Phrog (Vulnerable deals 75% more damage), Ruined Helmet (doubles first Strength gain each combat), Vajra.
-
Walking Tank (Block Build): Convert block into a weapon that never drops.
- Core Cards: Barricade (or Blockade) keeps Block from decaying; Juggernaut deals damage whenever you gain Block.
- Payoff Cards: Body Slam (damage equals your Block), Flame Barrier (defense plus thorns).
- Relics: Gorget (4 Plating at combat start), Sai (7 Block at turn start).
The Silent
The Silent manipulates the draw pile, stacks poison, and uses the new Sly mechanic to play discarded cards for free.
- Draw/Discard (Sly Engine): Cycle the deck to trigger free Sly plays.
- Core Cards: Acrobatics (draw 3, discard 1), Prepared (draw 1, discard 1), Calculated Gamble (discard hand, draw that many), Master Planner (adds Sly to every Skill played).
- Payoff Cards: Grand Finale (heavy damage if draw pile is empty), Speedster (deals damage on draw).
-
Relics: Tingsha (damage on discard), Tough Bandages (Block on discard).
-
Poison Control: Stack indefinite damage that scales passively.
- Core Cards: Noxious Fumes, Deadly Poison, Poisoned Stab, Envenom. Accelerant triggers poison damage twice for finishing.
-
Relics: Snecko Skull (+1 poison application), Twisted Funnel (4 poison to all enemies at combat start).
-
Shiv Burst: Flood the field with zero-cost Shivs.
- Core Cards: Accuracy (Shivs deal +4/6 damage), Phantom Blades, Blade Dance, Knife Trap.
- Relics: Helical Dart (gain 1 Dexterity per Shiv played), Wrist Blade (+4 damage to 0-cost cards).
The Regent
The Regent builds a Star energy pool and forges a single Innate weapon into a run-defining powerhouse.
- Star Engine: Convert energy into Stars to fuel cosmic spells.
- Core Cards: Genesis, Big Bang, Glow, Hidden Cache, Venerate. Child of the Stars generates Block when spending Stars.
- Payoff Cards: Seven Stars, Stardust, Radiate, Crescent Spear. Particle Wall turns all Stars into Block.
-
Relics: Lunar Pastry (gain 1 Star at turn end), Divine Destiny (start with 6 Stars).
-
Sovereign Blade (Forge Build): Scale the damage of the Innate Sovereign Blade.
- Core Cards: Bulwark, Furnace, Refine Blade (+1 energy next turn), Summon Forth (pulls blade to hand), Beat into Shape (forges based on hits).
- Payoff Cards: Seeking Edge (hits all enemies), Sword Sage (blade hits twice), Conqueror (double damage).
- Relics: Fencing Manual (start with Forge 10).
The Necrobinder
The Necrobinder commands her summon Osty and shuffles Souls for rapid cycling, or executes enemies via Doom.
- Soul Build: Use Souls (0-cost, draw 2, exhaust) to empty the deck fast.
- Core Cards: Grave Warden, Capture Spirit (enemy loses 3 HP, gain 3 Souls), Dirge (X Souls plus summon), Seance.
- Payoff Cards: Soul Storm (damage per Soul in exhaust), Death March (damage per card drawn), Haunt (enemy loses HP per Soul played).
-
Relics: Funerary Mask (3 Souls at combat start), Pendulum (draw on shuffle).
-
Osty Master: Turn the skeletal hand into a tank and attacker.
- Core Cards: Unleash (damage based on Osty’s HP), Squeeze, Protector, Necro Mastery. Summoning increases Osty’s max HP.
-
Relics: Bone Flute (gain 2 Block when Osty attacks).
-
Impending Doom: Apply Doom to enemies; they’re eliminated when Doom matches or exceeds their HP.
- Core Cards: Scourge, Negative Pulse, No Escape, Reaper Form, End of Days.
- Relics: Book Repair Knife (heal 3 HP when an enemy dies to Doom).
The Defect
The Defect returns with elemental Orbs and a new Status Card synergy that weaponizes self-inflicted bloat.
- Orb/Focus Build: Maximize orb slots and Focus for passive damage and block.
- Core Cards: Capacitor (+2 orb slots), Defragment (+1 Focus), Voltaic (channels Lightning equal to total channeled this combat), Glacier (channels 2 Frost).
-
Ancient Payload: Biased Cognition (gain 5 Focus, lose 1 per turn), Quad Cast (evoke orb 4 times).
-
Claw Build: Spam zero-energy physical attacks that scale themselves.
- Core Cards: Claw (+2 damage to all Claws), All for One (returns 0-cost cards to hand), Scrape, Hologram, Feral (returns first 0-cost attack to hand each turn).
-
Relics: Power Cell (draw two 0-cost cards at start), Iron Club, Shuriken.
-
Status Self-Immolation: Flood your deck with Status effects and weaponize them.
- Core Cards: Gunk Up (adds Slimed), TURBO (adds Void), Overclock (adds Burn), Boost Away (adds Dazed).
- Payoff Cards: Smokestack (damage all when a Status is created), Iteration (draw cards on drawing a Status), Flak Cannon (exhaust all Statuses for massive damage).
- Management: Compact transforms Statuses into Fuel.
Every build here can clear a run once it clicks, but the real depth comes from how relics twist each strategy. The full Slay the Spire 2 hub at Solo Jugadores breaks down boss patterns, relic tier lists, and floor-by-floor tips for each act.

