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Best Heroes and Their Cards in Slay the Spire 2 – How to Unlock Everyone

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Slay the Spire 2 continues the ascent of heroes to the top of the tower. Players must battle hordes of monsters and carefully plan every step, because the success of the battle depends on the deck they have assembled. In this guide, we will tell you how to unlock all the heroes, as well as describe the available and best cards for each of them.

How to Play Slay the Spire 2

Slay the Spire 2 — a turn-based card RPG. The goal of the game is to build a powerful deck of cards and reach the Architect. The run consists of three acts, and each episode is presented as a series of battles with mobs and mini-bosses. At the end of each chapter, you must defeat the boss.

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A random roadmap is generated from the beginning to the boss. At the beginning, the hero has a basic set of cards, and to obtain new ones, you need to win battles, after which you can replenish the deck with one of the three cards chosen at random. You can also obtain them during random events or buy them for gold from the merchant.

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There are 566 cards in the game. They are unlocked as you unlock new chapters in the “Timeline” section. To unlock eras, you must meet certain requirements. For example, kill 15 elite enemies for Lathros. Along with the cards, new relics, modes and characters are unlocked.

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The quality of your character build depends not only on randomness, but also on how many maps and relics you have unlocked. In the following sections, we will tell you how to unlock all heroes, their features, and the best decks for them.

The Ironclad

Starting character. Possesses balanced defense, damage, and health stats. At the end of each battle, it restores 6 health points.

Best cards for the hero:

    • Grapple: Deals 7 damage. Every time you block an opponent during this turn, you deal him 5 damage;

    • Headbutt: Deals 9 damage. Plays a card from the discard pile on top of the kindness deck;

    • Uppercut: Deals 13 damage. Applies 1 weakness. Applies 1 vulnerability;

    • Inflame: Grants 2 strength;

    • Ashen Strike: Deals 6 damage. Deals 3 additional damage for each discard card in your deck;

    • Taunt: Gives 7 defense. Applies 1 vulnerability;

    • Bloodletting: Lose 3 health. Gain 2 energy;

    • Body Slam: Deals damage equal to your defense;

    • Thunderclap: Deals 4 damage and applies 1 vulnerability to all enemies;

  • Shrug It Off: Gives 8 defense. You draw 1 card.

A build around this hero can be built on increasing defense and applying vulnerabilities. This way, you won’t lose health and you’ll deal 50% more damage.

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The Silent

Complete the run for the Deathless. He wields throwing knives and poisons. At the beginning of each battle, he draws two cards from the deck.

Best cards for the hero:

    • Hidden Daggers: Discard two cards and gain two sharpening;

    • Well-Laid Plans: At the end of your turn, save up to one card;

    • Expertise: Draw cards until you have 6 cards in your hand;

    • Anticipate: In this turn, you get 3 units of agility;

    • Reflex: Take 2 cards;

    • Dagger Throw: Deals 9 damage. You draw 1 card and discard 1 card;

    • Dagger Spray: Deals 4 damage to all enemies twice;

    • Backflip: Gives 5 defense. You draw 2 cards;

    • Fan of Knives: Blades deal damage to all enemies. Adds 4 blades to hand;

  • Prepared: You draw 1 card. You discard 1 card.

Silent can poison enemies, and also allows her to supplement or frequently refresh her deck. This gives you a high degree of variability in combat. You can build a build where the heroine endlessly throws knives. In this build, most battles last no more than two turns.

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The Regent

Complete the third act with Silent. Besides the usual action points, The Regent has an alternative resource—celestial stars. At the beginning of each battle, he gains three stars.

Best cards for the hero:

    • Glow: Gives 1 star and 2 cards;

    • Big Bang: Gives 1 card, 1 energy, 1 star;

    • Comet: Deals 33 damage, 3 weaknesses and 3 vulnerabilities;

    • Convergence: Gives 1 energy and 1 star. In this turn you discard cards from your hand;

    • GUARDS!!!: Sacrifice any number of cards in hand to a minion;

    • Hidden Cache: Gives 1 star and another 3 in the next turn;

    • Black Hole: Deals 3 damage to all enemies when you gain or spend stars;

    • Seven Stars: Deals 7 damage to all enemies 7 times;

    • Knockout Blow: Deals 30 damage. Gives 5 stars if the target dies;

  • Know Thy Place: Applies 1 weakness and 1 vulnerability.

At the beginning of the race with this hero, it will be difficult. After the first act, you can assemble a powerful star build from him. Accumulate stars to unleash the power of the cosmos on bosses.

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The Necrobinder

Finish the race as the Heir. Considered the most difficult class in the game. The Necromancer has low health and deals weak attacks. Her strength lies in the ability to summon a bone hand.

Best cards for the hero:

    • Death’s Door: Gives 6 defense. Gives 2 more defense if you applied a curse in this turn;

    • Neurosurge: Gives 2 energy points. You draw 2 cards and gain 3 curses at the beginning of the turn;

    • Time’s Up: Deals damage equal to the curse on the target;

    • Transfigure: Adds a repeat to a card in your hand. It costs 1 more energy point;

    • Unleash: Kostya deals 6 damage. Deals additional damage equal to Kostya’s O.Z.;

    • Enfeebling Touch: This turn, the opponent loses 8 strength points;

    • Dredge: You draw 3 cards from the discard pile;

    • Dirge: Summons 3 x Ray. Adds x Souls to the draw pile. x – energy points;

    • Soul: Gives 2 cards;

  • Right Hand Hand: Kostya deals 4 damage. You take this card from the discard pile when a card with 2 energy cost or more is played.

Low health and weak attacks are compensated by the ability to upgrade Kostya. There are also souls that constantly feed cards from the draw pile. Apply negative effects to enemies, and you will be able to zero out their health scale in a couple of turns.

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The Defect

Complete the third act with the Caller. The hero’s characteristic are his spheres, which can hit enemies with four elements: Darkness, Cold, Lightning, Plasma. At the beginning of the fight, one sphere is charged.

The best cards for the hero:

    • Trash to Treasure: Charges 1 random sphere when you create a Status effect;

    • Meteor Strike: Deals 24 damage. Charges 3 plasma spheres;

    • Rainbow: Charges 1 lightning sphere. Charges 1 ice sphere. Charges 1 dark sphere;

    • Supercritical: Grants 4 energy points;

    • Double Energy: Doubles energy;

    • Darkness: Charges 1 dark sphere. Activates the passive effect of all dark spheres;

    • Sunder: Deals 24 damage. Gives 3 energy points if the target dies;

    • Dualcast: Discharges the right sphere 2 times;

    • Hotfix: Gives 2 focus for this turn;

  • FTL: Deals 5 damage. You draw 1 card if you played less than 3 cards in this turn.

Your task is to constantly increase the Defect’s protection and charge spheres. Also, don’t forget to increase the effectiveness of the lenses and the power of the elements. Initially, the hero is perceived as a classic tank, but in fact, he is a stelar mage in armor. Therefore, collect a build for upgrading spheres.

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