Slay the Spire 2 Relic Tier List

All ClassesEA v1.0

Every relic in Slay the Spire 2 ranked from S to C tier. Relics are one of the most impactful parts of any run — knowing which ones to prioritize can be the difference between a win and a loss. Rankings reflect general power across all classes; some relics may rank higher or lower depending on your specific build.

S

Run-defining relics — take these every time

AstrolabeAncient

Transform 3 cards and upgrade them on pickup. Instantly fixes a weak deck.

Arcane ScrollAncient

Gain a free Rare card on pickup. Immediate power spike.

Bag of PreparationCommon

Draw 2 extra cards at combat start. Consistency every single fight.

Bag of MarblesUncommon

Apply 1 Vulnerable to ALL enemies at combat start. Free damage amplifier.

BellowsUncommon

Your first hand each combat is fully Upgraded. Massive early-turn power.

Gremlin HornUncommon

Whenever an enemy dies, gain 1 Energy and draw 1 card. Snowballs in multi-enemy fights.

Pen NibUncommon

Every 10th Attack deals double damage. Reliable burst damage in any attack build.

AnchorCommon

Start each combat with 10 Block. Free defense every fight — no downside.

LanternCommon

Start each combat with 1 extra Energy. Universally strong.

Venerable Tea SetCommon

After each Rest Site, start next combat with 2 extra Energy. Huge tempo swing.

A

Excellent relics that strengthen most builds

Alchemical CofferAncient

4 potion slots filled on pickup. Potions win fights — exceptional value.

Archaic ToothAncient

Transform a starter card into an ancient version. Removes a weak card and upgrades it.

AkabekoUncommon

Gain 8 Vigor at combat start. Massive first-turn damage boost.

Art of WarRare

Gain extra Energy on turns you don't attack. Enables powerful Skill/Power turns.

CandelabraUncommon

Gain 2 Energy at the start of your 2nd turn. Reliable mid-combat energy.

Centennial PuzzleCommon

First time you lose HP each combat, draw 3 cards. Consistent card draw.

Festive PopperCommon

Deal 9 damage to ALL enemies at combat start. Free AoE every fight.

Horn CleatUncommon

Gain 14 Block at the start of your 2nd turn. Reliable passive defense.

Mercury HourglassUncommon

Deal 3 damage to ALL enemies at the start of your turn. Passive chip damage every turn.

Miniature CannonUncommon

Upgraded Attacks deal 3 additional damage. Scales well with upgrades.

PantographUncommon

Heal 25 HP at the start of each Boss combat. Huge safety net.

PearUncommon

Raise Max HP by 10 on pickup. More HP = more room for aggressive play.

Red MaskUncommon

Apply 1 Weak to ALL enemies at combat start. Free damage reduction every fight.

StrawberryCommon

Raise Max HP by 7 on pickup. Simple and effective.

War PaintCommon

Upgrade 2 random Skills on pickup. Free upgrades.

WhetstoneCommon

Upgrade 2 random Attacks on pickup. Free upgrades.

B

Solid relics with clear value in the right build

Amethyst AubergineCommon

Enemies drop 10 extra Gold. Compounds over a full run.

Blood VialCommon

Heal 2 HP at combat start. Minor but consistent sustain.

Book of Five RingsCommon

Every 5 cards added to deck, heal 15 HP. Good in card-heavy runs.

Bronze ScalesCommon

Start with 3 Thorns. Punishes enemies that attack frequently.

GorgetCommon

Start with 4 Plating. Passive block that stacks with other sources.

Happy FlowerCommon

Every 3 turns, gain 1 Energy. Slow but free energy over long fights.

Juzu BraceletCommon

No regular enemy combats in ? rooms. Guarantees events over fights.

KusarigamaUncommon

Every 3 Attacks in a turn, deal 6 damage to a random enemy. Good in attack-heavy decks.

Letter OpenerUncommon

Every 3 Skills in a turn, deal 5 damage to ALL enemies. Good in skill-heavy decks.

Lucky FyshUncommon

Gain 15 Gold whenever you add a card to your deck. Solid gold generation.

Meal TicketCommon

Heal 15 HP when entering a shop. Reliable healing if you visit shops often.

NunchakuUncommon

Every 10 Attacks, gain 1 Energy. Slow payoff but free energy.

Oddly Smooth StoneCommon

Start with 1 Dexterity. Small but consistent defense boost.

OrichalcumUncommon

Gain 6 Block if you end turn without Block. Safety net for aggressive turns.

Ornamental FanUncommon

Every 3 Attacks in a turn, gain 4 Block. Offense and defense together.

Parrying ShieldUncommon

End turn with 10+ Block, deal 6 damage to a random enemy. Rewards defensive play.

PendulumCommon

Draw a card whenever you shuffle your Draw Pile. Consistent draw in thin decks.

PermafrostCommon

First Power played each combat gives 6 Block. Good in Power-heavy builds.

PlanisphereUncommon

Heal 4 HP when entering ? rooms. Passive sustain.

Potion BeltCommon

Gain 2 potion slots on pickup. More potions = more options.

Regal PillowCommon

Heal 15 extra HP when Resting. Makes rest sites much more valuable.

Reptile TrinketUncommon

Gain 3 Strength when using a potion. Strong with potion-heavy builds.

Ripple BasinUncommon

Gain 4 Block if you didn't play Attacks this turn. Rewards Skill/Power turns.

Sparkling RougeUncommon

Gain 1 Strength and 1 Dexterity at start of 3rd turn. Free stats in longer fights.

Stone CrackerUncommon

Upgrade 3 random cards at Boss combat start. Free upgrades for boss fights.

Strike DummyCommon

Cards with 'Strike' deal 3 extra damage. Strong in starter-card builds.

Tiny MailboxCommon

Get a random potion when Resting. Consistent potion generation.

VajraCommon

Start with 1 Strength. Small but consistent damage boost.

Miniature TentCommon

Heal 6 HP at rest sites instead of resting. Frees up rest actions for upgrades.

Lantern KeyEvent

Gain 1 Energy permanently. One of the best event relics in the game.

C

Situational — value depends heavily on build or timing

Bowler HatUncommon

Gain 20% extra Gold. Only good if you have lots of gold to spend.

Eternal FeatherUncommon

Heal 3 HP per 5 cards at rest sites. Requires a bloated deck to matter.

Joss PaperUncommon

Every 5 Exhausts, draw 1 card. Only relevant in Exhaust builds.

Petrified ToadUncommon

Get a Potion-Shaped Rock each combat. The rock is weak — this relic is weak.

Pollinous CoreEvent

Draw 2 extra cards every 4 turns. Slow payoff — only strong in very long fights.

Red SkullCommon (Ironclad)

3 extra Strength below 50% HP. High risk — requires low HP to activate.

Snecko SkullCommon (Silent)

Apply 1 extra Poison whenever you apply Poison. Only good in dedicated Poison builds.

How to Evaluate Relics

Passive vs Active

Passive relics (Anchor, Bag of Marbles, Lantern) provide value every fight with zero effort. Active relics require specific conditions — evaluate whether your deck can reliably trigger them.

Early vs Late Value

Relics like Amethyst Aubergine compound over time — better in Act 1. Relics like Pantograph provide immediate value at boss fights. Consider where you are in the run.

Build Synergy

Art of War is S-tier in a Skill/Power deck but useless in an Attack-heavy build. Always evaluate relics in the context of your current deck.

Ancient Relics

Ancient relics (Astrolabe, Arcane Scroll, Archaic Tooth, Alchemical Coffer) trigger their effect immediately on pickup. Their value is front-loaded — almost always worth taking.

FAQ

What is the best relic in Slay the Spire 2?

Astrolabe and Bag of Preparation are among the strongest. Astrolabe transforms and upgrades 3 cards on pickup for an instant power spike. Bag of Preparation gives +2 cards every combat — consistency that compounds across the entire run.

Are boss relics always worth taking?

Boss relics come with tradeoffs. Evaluate the downside carefully — some boss relics cripple certain builds. Never take a boss relic that directly counters your strategy.

How do Ancient relics work?

Ancient relics trigger their effect immediately when picked up, then provide no further passive benefit. They're essentially powerful one-time events disguised as relics.

Should I always take a relic over gold?

Generally yes — relics provide run-long value that gold can't match. The exception is if you're about to visit a shop and need gold for a specific card or potion.

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