Slay the Spire 2 Relic Tier List — Every Relic Ranked
Every relic in Slay the Spire 2 ranked from S-tier powerhouses to situational picks, with detailed analysis of Ice Cream, Wax Relics, boss relic replacements, and which ones to avoid.
Slay the Spire 2 Card Database - All 567 Cards Complete interactive database of all 567 cards in Slay the Spire 2. Search by name, filter by class (Ironclad, Silent, Defect, Regent, Necrobinder, Colorless), type (Attack, Skill, Power), rarity (Common, Uncommon, Rare, Special), and keywords. Sort cards alphabetically or by cost. Each card displays its full description, energy cost, and high-quality image. Essential tool for deck planning, card discovery, and understanding synergies across all characters.
Slay the Spire 2 Relic Database - All 175 Relics Complete interactive database of all 175 relics in Slay the Spire 2. Filter by character pool (Any, Ironclad, Silent, Defect, Watcher), rarity (Common, Uncommon, Rare, Boss, Event, Shop, Starter), and 37 mechanic tags. Each relic displays tier grades per character (S+ to F), mechanic tags, and full effect descriptions. Sort by name or rarity. Essential for prioritizing relic pickups and understanding character-specific synergies during runs.
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Slay the Spire 2 Relic Tier List — Every Relic Ranked
Relics are the backbone of every winning run in Slay the Spire 2. Unlike cards, you can’t draft relics on demand — you take what the game offers and adapt. Knowing which relics are universally broken, which are quietly solid, and which are outright traps is the fastest way to stop losing runs that felt like they should have worked.
This tier list covers universal relics (all classes), character-specific standouts, the new Wax Relic system, and the relics you should think twice about picking up. Based on EA v1.0 (March 2026).
Table of Contents
- How Relics Work in Slay the Spire 2
- S-Tier: Run-Defining Picks You Almost Always Take
- A-Tier: Consistent Upgrades Across Most Decks
- B-Tier: Solid Relics That Need the Right Context
- C-Tier: Situational Picks With Narrow Value Windows
- Character-Specific Best Relics by Class
- The Wax Relic System Explained
- Trap Relics to Avoid
- How to Evaluate Any Relic Mid-Run
How Relics Work in Slay the Spire 2
Relics are passive items that persist for the entire run and activate automatically based on triggers. STS2 has over 150 relics divided into seven categories: Common, Uncommon, Rare, Shop, Event, Ancient, and Starter.
Key changes from STS1:
- Boss Relics are gone. Replaced by the Ancients system — act-gating entities who offer Blessings (similar in power level).
- Wax Relics introduced. Temporary relics from Act 2’s Ancient Tezcatara that melt after 3 battles each.
- Ancient Relics trigger immediately on pickup for one-time effects — they essentially pay their value upfront.
This tier list ranks relics by universal run value across all classes. Some relics with narrow but exceptional synergy appear in the character-specific section instead.
S-Tier: Run-Defining Picks You Almost Always Take
These relics will warp your run in the best possible way. The decision to take them is rarely wrong.
| Relic | Rarity | Effect | Why It’s S-Tier |
|---|---|---|---|
| Ice Cream | Uncommon | Unused energy carries over to the next turn. | Enables burst rounds, converts wasted energy into a resource, works in every archetype. Consensus pick for strongest universal relic. |
| Gambling Chip | Uncommon | At battle start, discard any number of cards and redraw the same amount. | Fixes bad opening hands every single fight. Especially broken with Silent’s Sly cards. |
| Paper Phrog | Rare | Vulnerable enemies take 75% more damage (up from 50%). | Multiplicative damage math. Any Vulnerable application becomes a massive damage amplifier. |
| Bag of Preparation | Common | Draw 2 extra cards at battle start. | Free card advantage, no conditions, works every fight. One of the safest S-tier picks in the game. |
| Tungsten Rod | Uncommon | All HP loss is reduced by 1. | Counters Corrosion, chip damage, self-damage costs, and status effects. Broadly reduces the many 1-point bleeds STS2 adds. |
| Astrolabe | Ancient | On pickup, Transform and Upgrade 3 cards. | Pays immediately. Culls weak cards and upgrades the result — instant deck quality spike. |
| Arcane Scroll | Ancient | On pickup, gain a free Rare card. | Guarantees a powerful card without using a card reward. |
| Lantern | Common | Gain 1 extra energy on turn 1. | Always-on energy. Universally strong in every deck. |
| Venerable Tea Set | Common | After each Rest, start the next battle with 2 extra energy. | Massive tempo swing every time you rest. |
| Anchor | Common | Gain 10 Block at battle start. | Free unconditional defense each fight, no restrictions. |
A-Tier: Consistent Upgrades Across Most Decks
Strong relics that pull their weight in most situations. Worth picking unless you already have several S-tier relics covering the same niche.
| Relic | Rarity | Effect |
|---|---|---|
| Bag of Marbles | Uncommon | Apply 1 Vulnerable to all enemies at battle start. |
| Bellows | Uncommon | Upgrade your entire opening hand for the first turn. |
| Gremlin Horn | Uncommon | When an enemy dies, gain 1 Energy and draw 1 card. |
| Pen Nib | Uncommon | Every 10th attack deals double damage. |
| Beating Remnant | Rare | Retain your hand at end of turn. |
| Lizard Tail | Rare | When HP drops to 0, recover 50% max HP (once per run). |
| Ornamental Fan | Uncommon | Every 3 Attacks played in a turn grant 4 Block. |
| Mummified Hand | Uncommon | After playing a Power card, reduce a random card’s cost by 1 for this battle. |
| Paper Krane | Uncommon | Weak enemies deal 40% less damage (up from 25%). |
| Alchemical Coffer | Ancient | On pickup, fill all 4 potion slots. |
| Archaic Tooth | Ancient | On pickup, Transform and Upgrade a starter card. |
| Pantograph | Uncommon | Heal 25 HP at the start of each Boss fight. |
| Akabeko | Uncommon | Gain 8 Vigor at battle start (damage boost for next Attack). |
| Candelabra | Uncommon | Gain 2 Energy at the start of your 2nd turn. |
| Red Mask | Uncommon | Apply 1 Weak to all enemies at battle start. |
| Mercury Hourglass | Uncommon | Deal 3 damage to all enemies at the start of each turn. |
| Pear | Uncommon | On pickup, increase max HP by 10. |
| Whetstone | Common | On pickup, upgrade 2 random Attack cards. |
| War Paint | Common | On pickup, upgrade 2 random Skill cards. |
B-Tier: Solid Relics That Need the Right Context
Good relics with clear value — but their impact scales heavily with deck type and timing. Evaluate against your current build before committing.
| Relic | Rarity | Effect | Context Needed |
|---|---|---|---|
| Frozen Egg | Uncommon | Power cards are auto-upgraded when added to your deck. | Power-heavy builds. |
| Thread and Needle | Uncommon | Gain 4 Plated Armor at battle start. | Any defensive build. |
| Vajra | Common | Gain 1 Strength permanently. | Attack-heavy decks. |
| Oddly Smooth Stone | Common | Gain 1 Dexterity permanently. | Block-focused builds. |
| Nunchaku | Uncommon | Every 10 Attacks grant 1 Energy. | Attack-spam decks. |
| Letter Opener | Uncommon | Every 3 Skills in a turn deal 5 damage to all enemies. | Skill-dense decks. |
| Kusarigama | Uncommon | Every 3 Attacks in a turn deal 6 to a random enemy. | Attack-dense decks. |
| Stone Cracker | Uncommon | Upgrade 3 random cards at Boss fight start. | Any run — free upgrades before the hardest fights. |
| Orichalcum | Uncommon | If you end your turn with no Block, gain 6 Block. | Aggressive decks that skip block plays. |
| Pendulum | Common | Draw 1 card each time your draw pile shuffles. | Thin decks with fast cycles. |
| Regal Pillow | Common | Heal 15 extra HP when Resting. | When you’re frequently choosing to Rest. |
| Tiny Mailbox | Common | Gain a random potion when you Rest. | Consistent potion access alongside Rest healing. |
| Miniature Cannon | Uncommon | Upgraded Attacks deal 3 more damage. | Heavily upgraded attack-heavy decks. |
| Potion Belt | Common | Gain 2 extra potion slots. | Potion-focused builds or long Elite chains. |
| Bronze Scales | Common | Gain 3 Thorns at battle start. | Builds facing enemies that attack frequently. |
| Gorget | Common | Gain 4 Plated Armor at battle start. | Defensive builds; stacks with other Plated sources. |
| Lucky Fysh | Uncommon | Gain 15 gold each time you add a card to your deck. | Decks expecting to add many cards. |
C-Tier: Situational Picks With Narrow Value Windows
These relics are not bad — they’re just highly conditional. Their power depends on a specific deck archetype, current run stage, or unusual build path. Take them only when the conditions are clearly met.
| Relic | Rarity | Condition Required |
|---|---|---|
| Red Skull | Common | Ironclad below 50% HP for +3 Strength. Only worth it in deliberate low-HP builds. |
| Snecko Skull | Common | Silent Poison builds only — each Poison application adds 1 stack. |
| Joss Paper | Uncommon | Exhaust-focused decks — draw 1 card per 5 Exhausted cards. |
| Eternal Feather | Uncommon | Bloated decks — heal 3 HP at Rest per 5 cards in your deck. |
| Petrified Toad | Uncommon | Generates a Potion-shaped Stone each battle. The stone’s effect is weak; so is this relic. |
| Pollinous Core | Event | Draw 2 extra cards every 4 turns — only relevant in very long fights. |
| Bowler Hat | Uncommon | Gain 20% extra gold — only valuable if you have a lot of gold to multiply. |
| Juzu Bracelet | Common | ? rooms always trigger events instead of fights — best in Act 1 for avoiding early Elite rooms. |
| Reptile Trinket | Uncommon | Gain 3 Strength when using a potion — requires a potion-heavy strategy. |

Character-Specific Best Relics by Class
Ironclad — Best Relics
| Tier | Relic | Effect |
|---|---|---|
| S | Demon Tongue | First HP loss per turn restores equal HP — pairs with self-damage cards like Hemokinesis. |
| S | Self-Forming Clay | Gain 3 Block when you lose HP — converts damage into defense. |
| A | Ruined Helmet | First Strength gained per battle is doubled. |
| B | Charon’s Ashes | Deal 3 damage to all enemies each time you Exhaust a card. |
| A | Burning Blood (Starter) | Heal 6 HP after every combat. Smooths out early-act attrition. |
Silent — Best Relics
| Tier | Relic | Effect |
|---|---|---|
| S | Tingsha | Deal 3 damage to a random enemy for each card discarded on your turn. |
| S | Tough Bandages | Gain 3 Block for each card discarded on your turn. |
| S | Helical Dart | Gain 1 Dexterity per Shiv played this turn. |
| A | Snecko Skull | Each Poison applied adds 1 extra stack. |
| B | Twisted Funnel | Apply 4 Poison to all enemies at battle start. |
| A | Ring of the Snake (Starter) | Draw 2 extra cards at battle start — best Starter relic in the game for card-draw tempo. |
Defect — Best Relics
| Tier | Relic | Effect |
|---|---|---|
| S | Data Disk | Gain 1 Focus at battle start — supercharges all Orb effects. |
| S | Runic Capacitor | Gain 3 extra Orb slots — enables stacking multiple Orbs simultaneously. |
| A | Metronome | Deal 30 damage to all enemies when you channel your 7th Orb in a battle. |
| A | Symbiotic Virus | Channel 1 Dark Orb at battle start. |
| B | Gold-Plated Cables | Rightmost Orb triggers its passive effect twice. |
| A | Cracked Core (Starter) | Channel 1 Lightning Orb at battle start — useful early, needs Focus to scale. |
Regent — Best Relics
| Tier | Relic | Effect |
|---|---|---|
| S | Lunar Pastry | Gain 1 Star at end of turn — passive fuel for the Stars engine. |
| S | Mini Regent | Gain 1 Strength the first time you spend Stars each turn. |
| A | Fencing Manual | Forge 10 at battle start (temporary +10 damage on a random card). |
| A | Galactic Dust | Gain 10 Block for every 10 Stars spent. |
| B | Regalite | Gain 2 Block whenever you create a Colorless card. |
| B | Orange Dough | Add 2 random Colorless cards to hand at battle start. |
| A | Divine Right (Starter) | Gain 3 Stars at battle start — directly powers your core mechanic. |
Necrobinder — Best Relics
| Tier | Relic | Effect |
|---|---|---|
| S | Undying Sigil | If an enemy’s Doom count ≥ their current HP, they deal 50% less damage. |
| S | Funerary Mask | Shuffle 3 Soul cards into your draw pile at battle start. |
| A | Book Repair Knife | Heal 3 HP when a non-Minion enemy dies to Doom. |
| A | Bone Flute | Gain 2 Block each time Osty attacks. |
| B | Ivory Tile | Gain 1 Soul each time you play a card that costs Souls. |
| A | Bound Phylactery (Starter) | Summon 1 base unit per turn — critical survival tool in Act 1 given Necrobinder’s low HP. |
The Wax Relic System Explained

Wax Relics are temporary relics introduced in Act 2, provided by the Ancient Tezcatara. They melt in order from left to right, with one Wax Relic disappearing every 3 battles.
Slot Priority Strategy:
- Leftmost slot = weakest Wax Relic (melts first)
- Rightmost slot = strongest Wax Relic (lasts longest)
When choosing which Wax Relic blessing to accept from Tezcatara:
- If you’re struggling or running lean, pick the safer consistent option.
- If your run has good momentum, gamble on high-ceiling options like Golden Path for larger power swings.
Unlike permanent relics, Wax Relics are time-limited investments — factor their remaining turns when deciding how to play around them.
Trap Relics to Avoid
These relics look reasonable in theory but consistently underperform or carry dangerous downside risk.
| Relic | Problem |
|---|---|
| Glass Cannon | Doubles all damage received. In STS2, Piercing attacks bypass Block entirely — making the penalty far more lethal than in STS1. Only consider with reliable Intangible access, which is rare. |
| Dream Catcher | Heals HP when you Rest. The problem: Resting is usually better spent Upgrading cards or Forging. The healing value rarely justifies losing a Rest action. |
| Girya | Spend up to 3 Rest actions to gain 3 Strength. Three rest actions for 3 Strength is a losing trade in almost all situations. |
| Tiny House | Gives a bit of HP, max HP, gold, a random card, and upgrades one card. Sounds good, does nothing well. A jack-of-all-trades that rarely outperforms any focused alternative. |
How to Evaluate Any Relic Mid-Run
1. Passive vs. Active Passive relics (Anchor, Bag of Marbles, Lantern) generate value every fight without effort. Prioritize them. Active relics need specific conditions met — verify your deck can reliably trigger them before committing.
2. Early vs. Late Run Value
- Gold-generating relics (Amethyst Aubergine, Lucky Fysh) compound over time — best taken in Act 1.
- HP-recovery relics (Pantograph) matter most approaching Boss fights — best mid-act.
- Scaling relics (Akabeko, Vajra) are best taken early when their effects compound across more fights.
3. Relic vs. Gold Generally, relics > gold. A relic provides value across every remaining fight; gold is spent once. Exception: when you’re about to hit a Shop and need a specific card or potion to fix a critical gap.
4. Ancient Relics Are Almost Always Worth Taking Ancient Relics (Astrolabe, Arcane Scroll, Archaic Tooth, Alchemical Coffer) pay their value on pickup. There’s no ongoing condition to meet. The baseline floor is high enough that passing on them is usually a mistake.
Frequently Asked Questions
What is the best relic in Slay the Spire 2?
Ice Cream is widely considered the strongest universal relic. It allows unused energy to carry over to the next turn, enabling explosive burst rounds that can end fights before they become dangerous. Gambling Chip and Paper Phrog compete for the second and third spots depending on your deck.
Are Boss Relics still in Slay the Spire 2?
No. Boss Relics have been removed in STS2. They are replaced by the Ancients system — powerful entities you encounter each act who offer Blessings (buffs) in exchange for completing specific conditions. Wax Relics from Tezcatara are the closest equivalent, functioning as temporary relics that melt after 3 battles each.
What are Wax Relics and how do I use them effectively?
Wax Relics come from the Act 2 Ancient Tezcatara. They melt one-by-one from left to right every 3 battles. The optimal strategy is to place your weakest Wax Relic on the leftmost slot so it burns first, while keeping the strongest ones in the rightmost position to last the longest.
Which relics are traps in Slay the Spire 2?
Glass Cannon is the most dangerous trap — it doubles all damage you receive, and in STS2 Piercing attacks bypass Block entirely, making the downside even more punishing. Tiny House, Dream Catcher, and Girya all sound useful but rarely justify taking over a stronger alternative.
Do character-specific relics only work on their matching class?
Yes. Relics like Red Skull (Ironclad), Snecko Skull (Silent), Data Disk (Defect), Lunar Pastry (Regent), and Funerary Mask (Necrobinder) are designed around each class's unique mechanics. Picking them on the wrong character gives zero value — or even negative value if they take a slot from a universal pick.
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