Card Database

Card Category

Attack Cards

Complete guide to Attack cards in Slay the Spire 2 — all damage-dealing cards across characters, rarities, costs and synergies.

Attack cards are the primary source of damage in Slay the Spire 2. These red-bordered cards deal direct damage to enemies, ranging from basic Strikes to devastating multi-hit combos and massive single-target finishers. Understanding the attack card pool across all characters is essential for building effective decks.

Every character has access to a unique set of attack cards that reflect their mechanical identity. The Ironclad's attacks focus on high base damage and Strength scaling, with multi-hit options like Sword Boomerang and Pummel that benefit enormously from Strength increases. The Silent's attacks often weave in poison applications or Shiv generation, dealing damage while building toward larger combos. The Defect's attacks integrate orb mechanics, with cards like Ball Lightning and Cold Snap that create orbs while damaging enemies.

Attack cards vary dramatically in cost and efficiency. Zero-cost attacks hit below the curve but provide free damage and synergize with cards that scale with number of attacks played. One-cost attacks are the standard, offering efficient damage-to-energy ratios. Two-cost heavy hitters like Carnage or Bludgeon deliver premium damage at the cost of flexibility. Multi-energy attacks represent significant investments with enormous potential returns.

Rarity also affects attack card power levels. Common attacks like Strike and Dagger Spray provide baseline functionality. Uncommon attacks such as Predator and Sunder offer enhanced effects and scaling potential. Rare attacks including Hyperbeam, Die Die Die, and Thunder Strike define entire builds with their powerful, build-around effects.

When building a deck, aim for a balanced mix of early-game attacks for hallway fights and scaling attacks that remain relevant against bosses. Too few attacks leave you vulnerable to multi-enemy encounters; too many dilute your defensive and scaling capabilities.

198 cards

Adaptive Strike

Rare · Attack · Defect

2

Deal 18 damage. Add a 0 copy of this card into your Discard Pile.

All for One

Rare · Attack · Defect

2

Deal 10 damage. Put ALL 0 cards from your Discard Pile into your Hand.

Anger

Common · Attack · Ironclad

0

Deal 6 damage. Add a copy of this card into your Discard Pile.

Ashen Strike

Uncommon · Attack · Ironclad

1

Deal 9 damage. Deals 3 additional damage for each card in your Exhaust Pile.

Assassinate

Rare · Attack · Silent

0

Deal 10 damage. Apply 1 Vulnerable.

Astral Pulse

Common · Attack · Regent

0

Deal 14 damage to ALL enemies.

Backstab

Uncommon · Attack · Silent

0

Deal 11 damage.

Ball Lightning

Common · Attack · Defect

1

Deal 7 damage. Channel 1 Lightning.

Banshee's Cry

Rare · Attack · Necrobinder

6

Deal 33 damage to ALL enemies. Costs less for each Ethereal card played this combat.

Barrage

Common · Attack · Defect

1

Deal 5 damage for each Channeled Orb.

Bash

Basic · Attack · Ironclad

2

Deal 8 damage. Apply 2 Vulnerable.

Beam Cell

Common · Attack · Defect

0

Deal 3 damage. Apply 1 Vulnerable.

Beat into Shape

Rare · Attack · Regent

1

Deal 5 damage. Forge X. Forges an additional 5 for every other time you've hit the enemy this turn.

BEGONE!

Common · Attack · Regent

1

Deal 4 damage. Choose a card in your Hand to Transform into Minion Dive Bomb.

Blight Strike

Common · Attack · Necrobinder

1

Deal 8 damage. Apply Doom equal to damage dealt.

Bludgeon

Uncommon · Attack · Ironclad

3

Deal 32 damage.

Body Slam

Common · Attack · Ironclad

1

Deal damage equal to your Block.

Bolas

Rare · Attack · Colorless

0

Deal 3 damage. At the start of your next turn, return this to your Hand.

Bombardment

Rare · Attack · Regent

3

Deal 18 damage. At the start of your turn, plays from the Exhaust Pile.

Bone Shards

Uncommon · Attack · Necrobinder

1

If Osty is alive, he deals 9 damage to ALL enemies and you gain 9 Block. Osty dies.

Break

Ancient · Attack · Ironclad

2

Deal 20 damage. Apply 5 Vulnerable.

Breakthrough

Common · Attack · Ironclad

1

Lose 1 HP. Deal 9 damage to ALL enemies.

Bully

Uncommon · Attack · Ironclad

0

Deal 6 damage. Deals 2 additional damage for each Vulnerable on the enemy.

Bury

Uncommon · Attack · Necrobinder

4

Deal 52 damage.

Byrd Swoop

Event · Attack · event

0

Deal 14 damage.

Celestial Might

Common · Attack · Regent

2

Deal 6 damage 3 times.

Cinder

Common · Attack · Ironclad

2

Deal 17 damage. Exhaust the top card of your Draw Pile.

Clash

Event · Attack · event

0

Can only be played if every card in your Hand is an Attack. Deal 14 damage.

Claw

Common · Attack · Defect

0

Deal 3 damage. Increase the damage of ALL Claw cards by 2 this combat.

Cold Snap

Common · Attack · Defect

1

Deal 6 damage. Channel 1 Frost.

Collision Course

Common · Attack · Regent

0

Deal 9 damage. Add a Debris into your Hand.

Comet

Rare · Attack · Regent

0

Deal 33 damage. Apply 3 Weak. Apply 3 Vulnerable.

Compile Driver

Common · Attack · Defect

1

Deal 7 damage. Draw 1 card for each unique Orb you have.

Conflagration

Rare · Attack · Ironclad

1

Deal 10 damage to ALL enemies. Deals 2 additional damage for each other Attack you've played this turn.

Crash Landing

Rare · Attack · Regent

1

Deal 21 damage to ALL enemies. Fill your Hand with Debris.

Crescent Spear

Common · Attack · Regent

1

Deal 8 damage. Deals 2 additional damage for ALL your cards that have a cost.

Crush Under

Common · Attack · Regent

1

Deal 7 damage to ALL enemies. All enemies lose 1 Strength this turn.

Dagger Spray

Common · Attack · Silent

1

Deal 4 damage to ALL enemies twice.

Dagger Throw

Common · Attack · Silent

1

Deal 9 damage. Draw 1 card. Discard 1 card.

Dash

Uncommon · Attack · Silent

2

Gain 10 Block. Deal 10 damage.

Death March

Uncommon · Attack · Necrobinder

1

Deal 11 damage. Deals 3 additional damage for each card drawn during your turn.

Debilitate

Uncommon · Attack · Necrobinder

1

Deal 7 damage. Vulnerable and Weak are twice as effective against the enemy for the next 3 turns.

Defile

Common · Attack · Necrobinder

1

Deal 13 damage.

Devastate

Uncommon · Attack · Regent

1

Deal 30 damage.

Dismantle

Uncommon · Attack · Ironclad

1

Deal 8 damage. If the enemy is Vulnerable, hits twice.

Drain Power

Common · Attack · Necrobinder

1

Deal 10 damage. Upgrade 2 random cards in your Discard Pile.

Dramatic Entrance

Uncommon · Attack · Colorless

0

Deal 11 damage to ALL enemies.

Dying Star

Rare · Attack · Regent

1

Deal 9 damage to ALL enemies. ALL enemies lose 9 Strength this turn.

Echoing Slash

Rare · Attack · Silent

1

Deal 10 damage to ALL enemies. Repeat this effect for each enemy killed.

Eradicate

Rare · Attack · Necrobinder

0

Deal 11 damage X times.

Exterminate

Event · Attack · event

1

Deal 3 damage 4 times to ALL enemies.

Falling Star

Basic · Attack · Regent

0

Deal 7 damage. Apply 1 Weak. Apply 1 Vulnerable.

Fear

Common · Attack · Necrobinder

1

Deal 7 damage. Apply 1 Vulnerable.

Feed

Rare · Attack · Ironclad

1

Deal 10 damage. If Fatal, raise your Max HP by 3.

Fetch

Uncommon · Attack · Necrobinder

0

Osty deals 3 damage. If this is the first time this card has been played this turn, draw 1 card.

Fiend Fire

Rare · Attack · Ironclad

2

Exhaust your Hand. Deal 7 damage for each card Exhausted.

Fight Me!

Uncommon · Attack · Ironclad

2

Deal 5 damage twice. Gain 2 Strength. The enemy gains 1 Strength.

Finisher

Uncommon · Attack · Silent

1

Deal 6 damage for each Attack already played this turn.

Fisticuffs

Uncommon · Attack · Colorless

1

Deal 7 damage. Gain Block equal to damage dealt.

Flak Cannon

Rare · Attack · Defect

2

Exhaust ALL your Status cards. Deal 8 damage to a random enemy for each card Exhausted.

Flash of Steel

Uncommon · Attack · Colorless

0

Deal 5 damage. Draw 1 card.

Flatten

Common · Attack · Necrobinder

2

Osty deals 12 damage. This card costs 0 if Osty has attacked this turn.

Flechettes

Uncommon · Attack · Silent

1

Deal 5 damage for each Skill in your Hand.

Flick-Flack

Common · Attack · Silent

1

Deal 7 damage to ALL enemies.

Focused Strike

Common · Attack · Defect

1

Deal 9 damage. Gain 1 Focus this turn.

Follow Through

Uncommon · Attack · Silent

1

Deal 6 damage to ALL enemies. If the last card you played this turn was a Skill, apply 1 Weak to ALL enemies.

FTL

Uncommon · Attack · Defect

0

Deal 5 damage. If you have played fewer than 3 cards this turn, draw 1 card.

Gamma Blast

Uncommon · Attack · Regent

0

Deal 13 damage. Apply 2 Weak. Apply 2 Vulnerable.

Gang Up

Uncommon · Attack · Colorless

1

Deal 10 damage. Deals 5 additional damage for each time another player has attacked the enemy this turn.

Giant Rock

Token · Attack · token

1

Deal 16 damage.

Go for the Eyes

Common · Attack · Defect

0

Deal 3 damage. If the enemy intends to attack, apply 1 Weak.

Gold Axe

Rare · Attack · Colorless

1

Deal damage equal to the number of cards played this combat.

Grand Finale

Rare · Attack · Silent

0

Can only be played if there are no cards in your Draw Pile. Deal 50 damage to ALL enemies.

Grapple

Uncommon · Attack · Ironclad

1

Deal 7 damage. Whenever you gain Block this turn, deal 5 damage to the enemy.

Graveblast

Common · Attack · Necrobinder

1

Deal 4 damage. Put a card from your Discard Pile into your Hand.

Guiding Star

Common · Attack · Regent

1

Deal 12 damage. Next turn, draw 2 cards.

Gunk Up

Common · Attack · Defect

1

Deal 4 damage 3 times. Add a Slimed into your Discard Pile.

Hand of Greed

Rare · Attack · Colorless

2

Deal 20 damage. If Fatal, gain 20 Gold.

Hang

Rare · Attack · Necrobinder

1

Deal 10 damage. Double the damage ALL Hang cards deal to this enemy.

Headbutt

Common · Attack · Ironclad

1

Deal 9 damage. Put a card from your Discard Pile on top of your Draw Pile.

For faster loading, this category shows the first 80 cards. Use the full cards database to filter the remaining 118 cards.

Frequently Asked Questions

How many attack cards should a deck have?

Most successful decks have 5-10 attack cards, but the ideal number varies by character and strategy. The Ironclad often wants more attacks for Strength scaling, while the Silent can succeed with fewer attacks thanks to poison. The Defect's attacks often serve dual purposes by generating orbs.

What makes a good attack card?

A good attack card provides efficient damage for its cost, scales well into the late game, and synergizes with your character's mechanics. Multi-hit attacks that benefit from Strength, attacks that generate additional resources (orbs, cards, poison), and attacks with built-in AOE are all signs of a strong attack card.

Are AOE attack cards important?

Yes, area-of-effect attacks are crucial for dealing with multi-enemy encounters that would otherwise overwhelm you. Cards like Whirlwind, Die Die Die, and Electrodynamics can clear hallway fights efficiently and are invaluable against Act 2's challenging multi-enemy compositions.

Should I remove basic Strikes from my deck?

Generally yes — Strikes become progressively worse as your deck improves. They deal minimal damage and don't scale. However, be careful not to remove too many too early, especially if you lack replacement attacks. Card removal events and shops are excellent for culling Strikes once you have better options.

Related Card Guides

Explore more card categories to deepen your understanding of each character's card strategies.

Recommended Builds

Check out recommended deck builds and synergy strategies for this category.

Browse All Cards