Slay the Spire 2 Relic Tier List and Guide
Date Published

Complete Relic Tier List and Guide for Slay the Spire 2
Relics are permanent passive items that define and empower your run in Slay the Spire 2. From the moment you pick up your starting relic, every subsequent relic choice shapes your strategy, synergies, and ceiling. This comprehensive tier list ranks every relic across S, A, B, C, and D tiers, with detailed explanations of why each relic earns its placement, character-specific rankings for Ironclad, Silent, Defect, Regent, and Necrobinder, and guidance on how relics interact with cards, potions, and boss encounters.
Relics come in several categories: starting relics (unique to each character), common relics, uncommon relics, rare relics, boss relics (obtained from defeating act bosses), shop relics (purchased from merchants), and event relics (obtained from specific events). Understanding the full relic pool and how relics combine with each other is essential for high-level play.
Starting Relics
Each of the five characters begins with a unique starting relic that establishes their core identity and influences every decision throughout the run.
Burning Blood (Ironclad): Heals 6 HP at the end of every combat encounter. Burning Blood is deceptively powerful, providing cumulative healing that allows Ironclad to take aggressive paths through elites without relying on rest sites for healing. Over the course of a full run, Burning Blood heals hundreds of HP. This relic synergizes with Ironclad's self-damage cards like Offering and Hemokinesis by partially offsetting their HP costs. Burning Blood also makes Blood Potion slightly less critical on Ironclad compared to other characters, freeing potion slots for offensive options.
Ring of the Snake (Silent): Draw 2 additional cards on your first turn of each combat. Ring of the Snake gives Silent an explosive opening turn that sets the tempo for the entire fight. Drawing extra cards on turn one means you are more likely to find key setup cards like Footwork, Noxious Fumes, or Prepared. Against fast-paced bosses like Doormaker, the extra draw ensures Silent can establish a defense before taking heavy damage. Ring of the Snake also synergizes with Acrobatics and Backflip since more cards in hand means more options for discard-based effects.
Cracked Core (Defect): Channel 1 Lightning orb at the start of each combat. Cracked Core provides immediate damage output from turn one, and the Lightning orb benefits from any Focus you gain during the fight. With Focus Potion or Defragment increasing Focus, that starting Lightning orb becomes significantly more powerful. Cracked Core also ensures Defect always has at least one orb active for cards that interact with orbs, like Dualcast and Hologram. Against Lagavulin Matriarch, the free Lightning damage each turn adds up substantially over the fight.
Divine Right (Regent): Generates Stars through Regent's normal gameplay mechanics. Divine Right is the engine that powers Regent's entire kit, making Star-generating and Star-consuming cards viable. Without Divine Right, Regent's Star economy would not function. Star Potion provides a burst of Stars that complements Divine Right's steady generation. Against bosses like Test Subject #C10 and Vantom, the consistent Star generation from Divine Right allows Regent to maintain pressure across long fights.
Bound Phylactery (Necrobinder): Enables Necrobinder's summoning mechanic and sets the foundation for minion-based strategies. Bound Phylactery is what makes cards like Howl from Beyond, Dark Embrace, and Forgotten Ritual function. Without it, Necrobinder's entire archetype collapses. Bone Brew pairs perfectly with Bound Phylactery to flood the board with summoned units. Against The Insatiable and Ceremonial Beast, the minions provided through Bound Phylactery serve as both damage dealers and damage absorbers.
S Tier Relics
S tier relics are the cream of the crop. These relics provide overwhelming value regardless of your build or character. Picking an S tier relic should almost never be questioned.
Relics that provide permanent energy gain are the gold standard of S tier. An extra energy every turn means playing one additional card each turn, which compounds into massive value over the course of a run. On Ironclad, extra energy enables playing expensive cards like Bludgeon, Demon Form, and Impervious without sacrificing tempo. On Silent, extra energy combined with low-cost cards like Blade Dance, Slice, and Cloak and Dagger creates explosive turns.
Relics that provide unconditional card draw also belong in S tier. Drawing an extra card every turn means more options, more consistency, and faster access to your key cards. On Defect, extra draw means finding Defragment and Cold Snap faster. On Regent, extra draw ensures you always have Star-consuming cards available when Stars are plentiful. On Necrobinder, extra draw finds the critical summoning cards like Bone Brew synergy pieces.
Other S tier relics include those that provide free Block each turn. Starting every combat with automatic Block means you take less chip damage from hallway fights, preserving HP for elite and boss encounters. On Silent, free Block stacks with Footwork and Dexterity for enormous damage reduction.
A Tier Relics
A tier relics are excellent picks that provide substantial value in most situations. They may not be as universally dominant as S tier relics, but they significantly strengthen your run and should be prioritized when S tier options are unavailable.
Relics that increase your Max HP fall into A tier. On Ironclad, Max HP relics synergize with Burning Blood and Blood Potion since both heal based on Max HP. The extra health buffer lets you take riskier paths and fight more elites for better rewards. Against Ceremonial Beast and Soul Fysh, higher Max HP means surviving longer in drawn-out fights.
Relics that provide conditional Strength or Dexterity gains are A tier when they match your build. A relic granting Strength at the start of combat is excellent on Ironclad builds featuring Sword Boomerang, Twin Strike, Rampage, and Whirlwind. On Silent, a relic granting Dexterity amplifies Backflip, Dodge and Roll, Leg Sweep, and Escape Plan.
Relics that reduce the cost of your first card each turn or provide energy conditionally sit comfortably in A tier. These effects are less reliable than permanent energy gain but still provide meaningful resource acceleration. On Defect, cost reduction makes expensive power cards like Defragment more playable in the early turns when setting up is critical.
Relics that interact with potion usage also belong in A tier. If a relic grants additional effects when you use a potion, the combined value of relic plus potion can be enormous. This synergy is especially strong with frequently-used potions like Blood Potion and Focus Potion. The Lava Rock ancient blessing further enhances potion-centric relics.
B Tier Relics
B tier relics are solid, dependable choices that provide consistent value without being game-changing. These relics round out a build and provide incremental advantages that add up over the course of a full run.
Relics that heal you at specific thresholds or under certain conditions fall into B tier. While healing is always valuable, conditional healing is less reliable than Burning Blood's consistent end-of-combat healing on Ironclad. These relics are more valuable on characters like Silent and Defect who lack innate healing.
Relics that provide bonus damage to the first attack each combat are B tier. The one-time damage boost helps with hallway fights and can contribute meaningfully against elites. On Ironclad, combining first-attack bonus with Headbutt or Pommel Strike can front-load impressive damage. On Silent, applying the bonus through Neutralize or Poisoned Stab adds value to the opening turn alongside Ring of the Snake.
Shop relics that provide unique utility effects land in B tier. Relics that reveal the map, improve shop prices, or provide other quality-of-life improvements have value that is harder to quantify but contributes to stronger overall runs through better decision-making and resource management.
Relics that upgrade a random card at rest sites sit at the top of B tier. Card upgrades provide permanent power increases, and getting a free upgrade while still resting is excellent value. On Defect, upgrading Coolheaded or Glacier provides significantly more Block or draw. On Silent, upgraded Deadly Poison and Noxious Fumes apply dramatically more Poison.
C Tier Relics
C tier relics are situationally useful but require specific conditions or builds to provide meaningful value. Pick these when they align with your strategy, but do not force a build around a C tier relic.
Relics that trigger effects on specific card types (attacks, skills, or powers) are C tier if your deck does not heavily feature that card type. A relic that gains Block when you play an attack is excellent in an attack-heavy Ironclad deck with Inflame and Rampage, but mediocre in a skill-heavy deck built around Barricade and Impervious.
Relics that provide effects based on the number of cards in your hand are C tier. These effects are inconsistent since hand size varies wildly from turn to turn. On Silent, where Acrobatics and Prepared manipulate hand size frequently, these relics are slightly better. On Ironclad, where hand manipulation is less common, they provide erratic value.
Relics with drawbacks fall into C tier. Some relics provide powerful effects but impose penalties like reduced Max HP, inability to heal, or negative effects on certain turns. These relics can be powerful in the right circumstances but are risky picks, especially in later acts where boss fights like The Insatiable and Doormaker test your build's weaknesses as well as its strengths.
D Tier Relics
D tier relics provide minimal impact or have such narrow conditions that they rarely affect gameplay meaningfully. Avoid these relics when better options are available.
Relics that provide tiny stat bonuses or trigger only in extremely specific situations fall into D tier. A relic that activates once per combat on a specific condition is simply not impactful enough compared to relics that provide value every turn. These relics are fillers that take up a relic slot without contributing meaningfully to your strategy.
Relics that negatively interact with your character's core mechanics are D tier on that character even if they might be acceptable on others. For example, a relic that disrupts orb channeling would be D tier on Defect despite being irrelevant on Ironclad. Always consider character-specific interactions before picking any relic.
Boss Relics
Boss relics are obtained after defeating act bosses and represent the most powerful relic choices in the game. Choosing the right boss relic can define your entire run. Boss relics typically come with significant upsides and notable downsides, requiring careful evaluation of your current build and future plans.
Energy-granting boss relics are almost always the correct choice. Going from 3 to 4 energy is a game-changing upgrade that affects every single turn for the rest of the run. The downside of most energy boss relics is manageable if your build is already functional. On Ironclad, extra energy enables turns where you play Inflame, Headbutt, and Pommel Strike all in one turn. On Defect, extra energy means channeling more orbs with Glacier and Cold Snap while still playing Defragment.
Boss relics that replace your starting relic require careful consideration. Losing Burning Blood on Ironclad removes your sustain engine. Losing Ring of the Snake on Silent removes your explosive first turns. Losing Cracked Core on Defect removes your free Lightning orb. Losing Divine Right on Regent disrupts your Star economy. Losing Bound Phylactery on Necrobinder can be catastrophic for summoning strategies. Only replace your starting relic if the boss relic provides enough power to compensate.
When choosing between boss relics, consider which act you are entering. A boss relic with a healing downside is less punishing if you have Burning Blood or access to Blood Potion. A boss relic that limits your hand size is more painful on Silent than on Ironclad since Silent relies more heavily on card draw from Ring of the Snake and cards like Acrobatics. Against late-game bosses like Knowledge Demon and Test Subject #C10, the extra power from a well-chosen boss relic can make the difference between victory and defeat.
Character-Specific Relic Rankings
Ironclad Relic Priorities
Ironclad values energy relics above all else due to the high cost of key cards like Bludgeon, Demon Form, Impervious, and Offering. Strength-granting relics are A tier on Ironclad, synergizing with multi-hit cards like Sword Boomerang, Twin Strike, and Whirlwind. Relics that interact with Exhaust are powerful in builds featuring Fiend Fire, Second Wind, True Grit, and Feel No Pain. Max HP relics pair well with Burning Blood and Feed for maximum sustain.
Ironclad should avoid relics that reduce Max HP unless the benefit is overwhelming. Burning Blood's healing scales with survival, so anything that makes you more likely to die undermines Ironclad's core advantage. Relics that grant Block synergize with Barricade and Body Slam builds, while Rage and Juggernaut relics complement aggressive strategies.
Silent Relic Priorities
Silent prioritizes card draw relics to complement Ring of the Snake's opening burst. Dexterity relics are A tier on Silent, amplifying the value of Footwork, Backflip, Dodge and Roll, and Leg Sweep. Poison-enhancing relics elevate Silent's damage ceiling when running Noxious Fumes, Deadly Poison, Bouncing Flask, and Poisoned Stab.
Silent also values relics that add Shivs or interact with cheap cards. Blade Dance, Cloak and Dagger, Infinite Blades, and Accuracy form a potent Shiv archetype that several relics enhance. Energy relics let Silent play more of the cheap cards per turn, multiplying the value of Shiv-based strategies. Against Kaiser Crab, Silent's Dexterity stacking with relic support makes incoming damage trivial.
Defect Relic Priorities
Defect values Focus-granting relics as S tier picks since Focus multiplies the output of every orb. After Focus, Defect prioritizes orb slot relics that allow channeling more orbs simultaneously. With multiple Frost orbs and high Focus, Defect becomes nearly invincible defensively with Glacier and Coolheaded generating massive Block every turn.
Energy relics are A tier on Defect for enabling multi-card turns that channel several orbs at once. Zap, Cold Snap, Ball Lightning, and Glacier all benefit from having enough energy to play multiple channeling cards per turn. Relics that interact with powers are valuable since Defect runs many power cards like Defragment. Against Vantom and Soul Fysh, Focus relics ensure Defect's orbs deal enough damage to keep pace with the boss's health pool.
Regent Relic Priorities
Regent values relics that generate or interact with Stars above almost everything else. Divine Right already provides steady Star generation, and relics that supplement this economy are S tier. Energy relics are A tier for enabling the play of expensive Star-consuming cards. Star Potion and Star-generating relics create explosive turns.
Regent should be cautious with relics that disrupt hand management since Star cards require careful sequencing of generation and consumption. Relics that provide consistent value every turn complement Regent's burst-oriented playstyle. Against Test Subject #C10 and Doormaker, Star-enhancing relics ensure Regent maintains enough resources to sustain pressure across long fights.
Necrobinder Relic Priorities
Necrobinder values relics that support the summoning archetype above all else. Relics that buff summoned minions, increase summon counts, or provide benefits based on the number of minions are S tier. Bound Phylactery is the foundation, and any relic that enhances the minion strategy built around it is extremely valuable.
Relics that provide sustain are A tier on Necrobinder since the character often operates at lower HP thresholds. Blood Potion and Fairy in a Bottle pair well with sustain relics. Cards like Howl from Beyond, Dark Embrace, and Forgotten Ritual all become stronger with minion-enhancing relics. Against The Insatiable and Ceremonial Beast, the right relic loadout turns Necrobinder's minion army into an unstoppable force. Bone Brew combined with summoning relics can create board states that trivialize even the hardest encounters.
Relic Synergies with Specific Cards
Understanding how relics interact with specific cards is crucial for making informed relic choices. Here are some of the most impactful relic-card synergies in Slay the Spire 2.
Ironclad Synergies: Strength relics with Sword Boomerang and Whirlwind create devastating multi-hit combos. Barricade combined with Block-granting relics and Body Slam builds an unstoppable combo. Demon Form with energy relics enables playing Demon Form early while still having energy for attacks. Rupture with self-damage relics provides free Strength. Dark Embrace with Exhaust relics turns True Grit, Second Wind, and Fiend Fire into card draw engines. Feel No Pain provides Block when Exhausting cards, and Exhaust relics amplify this.
Silent Synergies: Card draw relics with Acrobatics and Backflip create massive cycling potential. Poison relics with Noxious Fumes and Deadly Poison accelerate the poison kill condition. Shiv relics with Accuracy, Blade Dance, and Cloak and Dagger scale Shiv damage to lethal levels. Dexterity relics with Footwork and Dodge and Roll create impenetrable Block. Finisher benefits from relics that enable playing many attacks per turn.
Defect Synergies: Focus relics with Glacier, Coolheaded, and Cold Snap create overwhelming orb output. Orb slot relics with Darkness and Ball Lightning enable massive multi-orb boards. Defragment stacks with Focus relics for multiplicative scaling. Hologram with cost reduction relics enables recursive card retrieval strategies. Turbo with energy relics enables explosive multi-card turns.
Regent Synergies: Star generation relics with Divine Right create a robust Star economy. Energy relics enable playing expensive Star-consuming cards without falling behind on defense. Cost reduction relics make the transition between Star generation and Star consumption smoother.
Necrobinder Synergies: Summoning relics with Bound Phylactery, Howl from Beyond, Dark Embrace, and Forgotten Ritual create massive boards. Sustain relics keep Necrobinder alive while minions deal damage. Bone Brew with summoning relics produces immediately overwhelming board states.
Ancient Blessings and Relic Interactions
Ancient blessings, including the Lava Rock ancient blessing, interact with your relic loadout in important ways. The Lava Rock ancient blessing can affect how relics that trigger on specific conditions behave, and should be factored into your relic evaluation. Always consider your current blessings when choosing between relics at boss reward screens.
Some ancient blessings make certain relic tiers more or less valuable. An ancient blessing that enhances healing makes sustain relics less necessary, freeing you to pick offensive relics instead. Conversely, an ancient blessing that increases enemy damage makes defensive relics like Block-granting and HP-increasing relics more valuable.
Practical Relic Tips
1. Always evaluate relics in context. A relic that is S tier in isolation might be C tier if it does not synergize with your current build. The best relic is the one that makes your specific deck better.
2. Do not skip boss relics. Even a mediocre boss relic is better than no boss relic. The power level of boss relics far exceeds normal relics, and skipping one puts you at a significant disadvantage.
3. Consider relic synergy chains. Some relics become much stronger when combined with other relics. A relic that grants Strength at the start of combat pairs with a relic that deals bonus damage on the first attack for a powerful one-two punch on turn one.
4. Plan your pathing around relics. If your build needs a specific relic to function, prioritize paths with elite fights and shops where relics are most likely to appear. Against Ironclad builds needing Barricade synergy relics or Silent builds needing Shiv relics, aggressive pathing pays off.
5. Value energy relics above all else in most cases. Energy is the universal currency of Slay the Spire 2. Every character, every build, and every card benefits from having more energy. When in doubt, take the energy relic.
6. Factor in your potion situation. Relics that grant additional potion slots or enhance potion effects increase the value of every potion you find. Fairy in a Bottle, Snecko Oil, and Focus Potion all become more accessible with extra potion slots from relics.
Conclusion
Relics are the backbone of every successful run in Slay the Spire 2. Whether you are building around Burning Blood on Ironclad, Ring of the Snake on Silent, Cracked Core on Defect, Divine Right on Regent, or Bound Phylactery on Necrobinder, the relics you choose along the way determine your ceiling. Use this tier list as a starting point, but always adapt to the specific run you are in. The best players evaluate relics not in isolation but in the context of their current deck, their current relics, and the challenges that lie ahead. Good luck navigating the Spire.
