Last updated: 10 August 2026
Slay the Spire 2 Relic Tier List Best Relics Ranked
Relics are the passive items that define how a run evolves — some offer modest quality-of-life bonuses while others completely alter what your deck can accomplish. Slay the Spire 2 launched with 278+ relics in Early Access, spread across Common, Uncommon, Rare, Boss, and Shop tiers. This ranking covers the strongest relics in the current Early Access build, what makes each one powerful, and which characters benefit most.
01How to Think About Relics
Before looking at individual rankings, understand the principles that make a relic strong:
- Universal value vs. build-specific value. A relic that provides value regardless of your deck (extra card draw, extra Energy, healing) is safer to value highly than one that only activates in specific builds.
- Scaling relics compound over time. A relic that gives you +2 Strength on combat start is worth more over a 40-combat run than a relic that provides 10 one-time HP.
- Relics that fix weaknesses are worth more than relics that amplify strengths. If your build already kills things quickly, a relic that gives you more damage is less valuable than one that shores up your Block.
- Boss relics are not always best-in-slot. Boss relics have high floor value but sometimes come with significant downsides — weigh those downsides honestly against your current deck.
Relic availability is randomly determined by your run. The tier list below reflects the value of each relic across a broad range of deck types, not a single optimal scenario.
02S Tier: Game-Defining Relics
These relics are strong enough to reshape how you build your deck. Pick them immediately unless they actively contradict your strategy.
- Astrolabe — transforms and immediately upgrades 3 cards from your deck on pickup. The highest single-turn deck quality improvement in the game. All three transformations are permanent upgrades that stick for the rest of the run.
- Fragrant Mushroom — posts the single highest win rate among tracked relics in Early Access, though the exact mechanic can shift between patches. Check current patch notes for the exact effect.
- Ice Cream — unused Energy carries over to your next turn instead of resetting. Enables enormous turns: save 1 Energy from turn 1, play your full hand on turn 2, then spend the combined 4 Energy on your highest-cost card or Whirlwind.
- Bag of Preparation — draw 2 extra cards on the first turn of every combat. Dramatically improves the chance of seeing a Power or key card in your opening hand.
- Jeweled Mask — the first card in every shop is free and all shop cards are discounted. In a run where you visit three or four shops, this relic pays for itself multiple times over.
- Astrolabe is the clear S-tier benchmark — if you see it, take it. The remaining S-tier relics are close behind and are nearly universally good across all five characters.
03A Tier: Strong, Take Most of the Time
A-tier relics are strong for most runs and most characters. They don't require specific build context to generate value.
- Mango — gain 5 Max HP permanently. Simple and reliable; extra Max HP improves your margin for error across the entire run.
- Bellows — a high win-rate relic in tracked data; provides Energy or card-draw value. Check current patch notes for exact mechanic as it can be adjusted.
- Joss Paper — high win-rate relic; similarly check current mechanics. In general, relics that provide conditional Energy gain are strong because Energy is the scarcest resource in every run.
- Ripple Basin — duplicates the effect of potions when they are used. Turns a single-use Fire Potion or Strength Potion into two uses, effectively doubling your potion inventory value.
- Pendulum — gain 1 Energy at the start of every odd-numbered turn. Amounts to roughly +1 Energy every other turn on average, which is a significant output increase over a long fight.
- Bag of Marbles — apply 1 Vulnerable to all enemies at the start of every combat. Vulnerable makes enemies take 50% more damage from Attacks. In an Attack-heavy deck this is a free 50% damage bonus on the first few hits of every fight.
04B Tier: Situationally Strong
B-tier relics are good but require some deck context to reach their full potential. Take them when your current strategy can use the effect.
- Bottled Tornado / Bottled Flame / Bottled Lightning — bottle a specific card so it always appears in your opening hand. Powerful when your deck has one card that is so important you want it in every fight (e.g., Corruption for Exhaust builds, or Demon Form for Strength builds).
- Vajra — gain 1 Strength at the start of combat. Great for Ironclad Strength builds, mediocre for characters that don't use Strength scaling.
- Ruined Helmet / Sling of Courage — additional free Strength on combat start. Stack with Vajra on Ironclad for 2–3 free Strength per combat without spending any Energy.
- Tingsha — deal 3 damage to a random enemy for each card discarded. Strong on the Silent who has many discard effects; weaker on characters with few native discard cards.
- Ring of the Drake — draw 2 additional cards at the start of your first 3 turns in a combat. Provides a total of 6 extra cards per fight — excellent for slow-building decks that need to set up Powers.
05C Tier and Below: Context-Dependent
These relics are not bad, but they require specific deck conditions or are just strictly weaker than the options above. Don't stretch your strategy to accommodate them.
- Lantern — gain 1 Energy on the first turn of every combat only. Equivalent to 1 extra Energy per fight — modest but consistent.
- Anchor — start with 10 Block at the beginning of each combat. Useful but outclassed by relics that provide compounding or scaling value.
- Membership Card — all shop purchases cost 50% less. Strong in shop-heavy routes but average in runs where you don't visit many shops or already have enough gold.
When evaluating any relic, ask: does this relic help my current strategy, or am I adapting my strategy to this relic? In general, adapt your deck to what you're offered — but only up to a point. If a relic would require rebuilding your deck from scratch, weigh that cost carefully.
06Character-Specific Relic Highlights
Some relics are universally strong, but these stand out for specific characters:
- Ironclad — Demon Tongue: the first time you lose HP on your turn, heal HP equal to the amount lost. Transforms Ironclad's self-damage cards (Bloodletting, Rupture) from pure downsides into neutral or positive trades.
- Necrobinder — Funerary Mask: amplifies the Soul generation engine directly; combines with Danse Macabre to become a passive Doom applicator.
- Necrobinder — Undying Sigil: Doom executions grant 2 Energy. Each execution in a Doom build becomes a free Energy surge for additional plays.
- Necrobinder — Bone Flute: Osty starts each combat with additional max HP, reducing reliance on Summon cards to build up the shield.
- Silent — Tingsha: deal 3 damage per discarded card. The Silent's high-discard playstyle turns this into consistent chip damage across the run.
- Defect — Empty Cage: removing 2 cards from your deck permanently on pickup — strong for the Defect who benefits from a tight, lean Orb-cycling deck.
FAQ
What is the best relic in Slay the Spire 2?
Astrolabe is consistently rated as one of the strongest relics in the game — it transforms and immediately upgrades 3 cards from your deck on pickup, providing an instant and permanent deck quality boost with no downside. Fragrant Mushroom also posts the highest tracked win rate in Early Access data, though specific relic effects may change with patches. In practical terms, Astrolabe is the safest 'always take' relic in the current build.
How many relics can you have in one run?
There is no hard cap on the number of relics you can accumulate in a run. In theory you can collect dozens — one from every Elite killed, additional ones from boss rooms, treasure chests, shops, and events. In practice, most completed runs end with 10–20 relics depending on how aggressively you fight Elites and use shop gold.
Are boss relics always worth taking?
Not always. Boss relics come from the reward chest after each Act boss — you're shown three choices and pick one. Some boss relics have significant downsides (like Cursed Key, which adds a Curse to your deck every time you open a chest) that can outweigh the upside depending on your build. Evaluate each boss relic honestly: if the downside is manageable with your current deck, take it; if it would undermine your strategy, it may be better to take the weaker option with no downside.
When should I prioritise shop relics over cards?
Prioritise shop relics when your deck strategy is already established and you have gold to spend. Relics in shops cost 150–200 gold but can provide passive value for the rest of the run. The exception is when a shop offers a card removal for 75 gold — removing a Strike or Defend from your deck is often the highest-value shop purchase at any point in the run, even over a strong relic.
Do relics scale with character or work for everyone?
Most relics in STS2 work for every character, but their value varies significantly by character. Vajra (gain 1 Strength at combat start) is excellent for Ironclad and moderately useful for other characters, but contributes almost nothing to the Defect, whose damage comes from Orbs rather than Strength. Always evaluate a relic in the context of your current character and deck archetype.
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