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Combat rules reference

Slay the Spire 2 Status Effects & Mechanics

A practical reference for 18 key buffs, debuffs, counters, and card mechanics—what they do, how they stack, when they resolve, and how to play around them.

18-entry reference

Status effects, stacking, counters, and synergies

Values and wording reflect the current data. After a balance update, treat the in-game tooltip as final. On small screens, the table becomes individual entries so no rule is hidden off-screen.

01Strength

Buff
Effect
Adds its value to every hit made by an Attack. Multi-hit Attacks receive the bonus on each hit.
Stacking
Values add together and normally remain for the combat. Temporary Strength is removed at the stated time.
Counterplay
Strength loss, Weak, or ending the fight before repeated scaling matters.
Synergy
Inflame, Demon Form, Blade of Ink, and cheap multi-hit Attacks.

02Dexterity

Buff
Effect
Adds its value to Block gained from cards. It does not improve Block granted directly by most relics or powers.
Stacking
Values add and persist for the combat unless another effect changes them.
Counterplay
Frail cuts the final Block from cards; negative Dexterity can erase small Block gains.
Synergy
Footwork, repeated Defends, Blur, and any deck playing several Block cards per turn.

03Vulnerable

Debuff
Effect
The affected creature takes 50% more damage from Attacks. Non-Attack HP loss is normally unaffected.
Stacking
Additional applications add duration, not a larger multiplier, unless another effect explicitly changes its strength.
Counterplay
Artifact can block an application; cleanse effects and waiting out the duration remove it.
Synergy
Bash, Uppercut, Shockwave, Beam Cell, Cruelty, and large Attack turns.

04Weak

Debuff
Effect
The affected creature deals 25% less damage with Attacks. Other damage sources are usually unchanged.
Stacking
Applications add duration. They do not normally deepen the 25% penalty.
Counterplay
Artifact blocks one application; non-Attack damage ignores the protection Weak provides.
Synergy
Neutralize, Leg Sweep, Uppercut, Shockwave, and Tracking against Weak enemies.

05Frail

Debuff
Effect
You gain 25% less Block from cards while Frail. Block from unrelated sources may bypass the penalty.
Stacking
Applications add duration rather than increasing the percentage penalty.
Counterplay
Artifact, cleansing, Dexterity, or Block from powers and relics that Frail does not modify.
Synergy
Enemies combine it with heavy attacks; players can offset it with Footwork or Intangible.

06Poison

Debuff
Effect
At the start of the poisoned creature’s turn, it loses HP equal to Poison, then Poison falls by 1.
Stacking
New Poison adds to the existing total. Natural decay happens after each start-of-turn trigger.
Counterplay
Artifact blocks an application; fast enemies and phase changes limit the time available to tick.
Synergy
Noxious Fumes, Envenom, Accelerant, Corrosive Wave, and Outbreak.

07Thorns

Buff
Effect
When the owner is hit by an Attack, the attacker takes damage. Each hit of a multi-hit Attack can trigger it.
Stacking
Values add, increasing damage per trigger. It usually lasts for the combat.
Counterplay
Non-Attack damage avoids retaliation; large single hits trigger fewer times than multi-hit attacks.
Synergy
Caltrops, Flame Barrier, Thorns Potion, and defensive turns against multi-hit enemies.

08Artifact

Buff
Effect
Negates the next debuff applied to its owner, then consumes one Artifact charge.
Stacking
Each point is one separate charge. A multi-debuff card can consume one charge and still apply later debuffs.
Counterplay
Apply a cheap, less important debuff first to strip the charge before the effect you care about.
Synergy
Protects temporary-stat turns from their delayed loss and guards against Vulnerable, Weak, or Frail.

09Focus

Buff
Effect
Improves the numerical effects of Orbs, such as Lightning damage or Frost Block.
Stacking
Values add and can go negative. Each Orb calculation reads the current Focus value.
Counterplay
Focus loss and orb-free strategies; ending a fight quickly reduces the value of long setup.
Synergy
Defragment, Biased Cognition, Loop, and decks with many Orb slots or frequent evokes.

10Intangible

Buff
Effect
Reduces each instance of damage and HP loss to 1 for the stated turn.
Stacking
Applications usually add turns. One turn is removed at the normal duration tick.
Counterplay
Many separate hits still deal 1 each; effects that are not damage or HP loss can still matter.
Synergy
Wraith Form and turns where blocking the full incoming total would be unrealistic.

11Buffer

Buff
Effect
Prevents the next instance that would make you lose HP, then consumes one charge.
Stacking
Each point prevents one separate instance. A tiny hit can consume it before a larger hit lands.
Counterplay
Multi-hit attacks and small preliminary damage efficiently strip charges.
Synergy
Buffer buys setup time and is strongest when you can control hit order with Block.

12Vigor

Buff
Effect
Adds its value to the next Attack’s damage, then is consumed by that Attack.
Stacking
Values add into one pool. Because it is spent at once, save it for an Attack that converts it well.
Counterplay
Forced or automatic low-value Attacks can spend it; Weak reduces the resulting Attack damage.
Synergy
Large or multiplied Attacks and careful draw control that lines up the intended finisher.

13Regen

Buff
Effect
Heals HP at the end of the owner’s turn, then decreases by 1.
Stacking
New Regen adds to the current amount, increasing both immediate healing and future remaining ticks.
Counterplay
Burst damage, healing limits, or ending combat before later ticks resolve.
Synergy
Defensive decks that can safely extend combat gain the full triangular healing total.

14Plating

Buff
Effect
Grants Block at the end of your turn, then loses 1 Plating at the start of your next turn.
Stacking
Values add. Its repeated Block is better when combat lasts and Block retention is available.
Counterplay
Fast damage and effects that remove Block reduce the time it has to repay the setup.
Synergy
Barricade, Blur, Dexterity-independent defense, and slow scaling plans.

15Slow

Debuff
Effect
Whenever you play a card, the affected enemy takes 10% more Attack damage for the rest of that turn.
Stacking
It ramps within the turn as cards are played and resets with the turn; card order is the core mechanic.
Counterplay
Attack early before the multiplier grows, or limit the number of setup cards played.
Synergy
Play Skills and Powers first, then finish with the largest Attack after Slow has climbed.

16Doom

Counter
Effect
At the end of the enemy turn, it dies if its Doom is at least as high as its current HP.
Stacking
Applications add to one threshold. Damage lowers the HP side of the comparison, so both routes cooperate.
Counterplay
Artifact can block applications; healing and phase transitions can move the target away from the threshold.
Synergy
Reaper Form, Countdown, Neurosurge management, and direct damage that closes the gap.

17Block

Counter
Effect
Absorbs incoming Attack damage before HP. Normally, remaining Block is removed at the start of your turn.
Stacking
All gains add to one total. Barricade and Blur change when that total is cleared.
Counterplay
Unblocked HP loss, Block removal, Frail, and attacks larger than the total.
Synergy
Dexterity, Footwork, Blur, Barricade, Juggernaut, and body-slam style payoffs.

18Rampage

Card mechanic
Effect
Rampage is an Ironclad Attack, not a universal status: it deals 9 damage and permanently gains 5 damage each time it is played that combat.
Stacking
Each play adds another +5 to that copy for the current combat; the upgrade raises the increase by 4.
Counterplay
A large deck, Exhaust pressure, and short fights prevent redraws; Weak reduces its actual Attack damage.
Synergy
Small decks, draw, Rebound-style top-deck control, Vulnerable, and Strength.

How to read a status icon

A status icon is a compact rule attached to a creature. The number beside it does not always mean “power.” For Strength, Dexterity, Thorns, and Focus, the number is a magnitude: more is stronger. For Weak, Vulnerable, Frail, and Intangible, it is usually a duration: more means more turns, not a harsher percentage. Artifact is different again—the number counts how many debuffs it can negate. Reading that number correctly is the first step toward predicting a turn instead of guessing at it.

Hover the icon whenever the wording is unfamiliar. Slay the Spire 2 is literal about timing: “at the start of your turn,” “at the end of the enemy turn,” and “this turn” are different windows. The description also tells you whether a rule affects Attacks, damage, HP loss, or Block from cards. Those categories overlap in everyday language but not in the game. Vulnerable boosts Attack damage; it does not automatically boost every effect that removes HP. Frail reduces Block from cards; it need not reduce every point of Block from every source.

The table below uses “status” in the broad player-facing sense. It includes buffs, debuffs, counters, and Rampage because players commonly search for “rampage status.” Rampage is actually a scaling Ironclad card, not a status icon. Keeping it in the same reference makes the distinction clear while answering the practical question: how does its in-combat growth stack?

Stacking: magnitude, duration, and charges

Most status stacking falls into three families. Magnitude stacks add their numbers: 2 Strength plus 3 Strength becomes 5 Strength. Duration stacks extend a fixed rule: applying 2 Vulnerable to a target with 1 Vulnerable normally leaves 3 turns of Vulnerable, while the damage multiplier remains 50%. Charge stacks count separate uses: 2 Artifact can stop two debuff applications, and 2 Buffer can prevent two instances of HP loss. Confusing these families creates expensive mistakes, especially when planning a potion or a full-energy turn.

A few effects are counters with their own formula. Poison deals damage equal to its current number, then drops by one. Regen heals its current number, then drops by one. Doom compares its number with the enemy’s current HP at a particular settlement point. Slow grows as you play cards during one turn rather than persisting as a simple fixed bonus. These are best treated as small engines: ask when they trigger, what number they read at that moment, and what changes immediately afterward.

Temporary stats deserve special attention. A card may grant Strength or Dexterity “this turn” by pairing a positive stat change now with a negative change later. If Artifact blocks the later debuff, the positive stat can remain. Do not assume this interaction applies to every temporary effect, however; read the exact status and current card text. Patches can also tune values, so use the table as a rules framework and the in-game tooltip as the final authority for the build you are playing.

Settlement order: when effects actually happen

A clean way to plan is to divide combat into four checkpoints: card resolution, after-card triggers, end of turn, and start of turn. First, the card resolves in the order written. An Attack can deal damage and then apply a debuff, which means that same hit may not benefit from the newly applied Vulnerable. Next, powers that say “whenever you play a card” or “whenever you deal unblocked attack damage” react. At end of turn, effects such as Regen or Doom may check their condition. At the next start of turn, Poison, Block removal, card draw, and many powers resolve in their stated windows.

Within a multi-hit Attack, each hit is a real hit. Strength can be added to every hit, Thorns can retaliate against every hit, and Buffer can be consumed by the first qualifying instance rather than protecting the whole action. This is why a 5 × 3 attack is strategically different from a single 15-damage attack even before relics enter the picture. One loves Strength; the other is safer into Thorns and less likely to waste a large damage packet on a one-use shield.

Block usually lasts through the enemy turn and disappears at the start of your next turn. Blur delays that removal for one turn; Barricade prevents normal start-of-turn removal. Neither means Block is permanent against effects that explicitly remove it. Likewise, Intangible limits each damage or HP-loss instance to 1, while Buffer prevents a qualifying instance entirely. Against five hits, one Intangible turn usually takes five total damage; one Buffer charge stops only the first hit unless Block absorbs the others.

Debuffs, Artifact, and application order

Artifact is a shield for debuffs, not a general immunity bubble. When a debuff would be applied, one Artifact charge is consumed and that application is negated. If a card applies several named debuffs, their written or internal resolution order matters. A low-priority debuff can strip Artifact so that the important Weak, Vulnerable, Poison, or Doom application lands afterward. This is often better than spending your premium setup card directly into the shield.

The same logic works defensively. If you have one Artifact and an enemy intends to apply Frail before a larger debuff next turn, decide which effect you actually want the charge to catch. Sometimes taking a minor debuff now preserves no benefit because the game consumes Artifact automatically. Other times, gaining Artifact just before a temporary stat penalty is scheduled can protect your scaling. Status planning is therefore about sequence, not only totals.

Weak and Vulnerable affect different sides of combat. Weak reduces Attack damage dealt by the affected creature; Vulnerable increases Attack damage received by it. When both sit on an enemy, your defense improves and your Attacks hit harder. Frail attacks the Block economy instead, so it is especially dangerous in decks relying on many small Defend-style cards. The percentages can also be modified by explicit powers or relics. Never silently replace the tooltip’s current value with a remembered value from the first game.

Building around status effects

A status is valuable only if your deck can convert it. One turn of Vulnerable is outstanding when a heavy Attack or a hand of cheap Attacks is ready; it is nearly wasted when your hand contains only setup. Weak is most valuable on the enemy’s largest Attack turn, not automatically on the first turn. Poison wants enough defense and time to tick. Strength wants repeated or multi-hit Attacks. Dexterity wants several Block cards. Before drafting a status card, ask both “how much does it do?” and “how often can this deck cash it in?”

Card order is the cheapest source of extra power. Strip Artifact before applying the debuff you care about. Play non-Attack setup cards before attacking an enemy with Slow. Apply Vulnerable before the large hit when the card wording permits it. Spend Vigor on the attack with the best multiplier rather than the first attack available. Against Thorns, lead with fewer, larger hits and calculate retaliation before committing. These decisions cost no upgrades and often outperform adding one more mediocre synergy card.

Long fights reward scaling statuses, but they also expose timing weaknesses. Demon Form and Poison become impressive only if you survive the setup. Rampage needs redraws of the same copy, so a compact deck and draw control matter more than merely owning the card. Regen produces much more total healing when all of its declining ticks resolve. For real examples, compare archetypes in the build library, then verify exact card text in the card database.

Common rules mistakes to avoid

First, do not treat every visible number as a stackable percentage. Three Vulnerable usually means three turns at the listed multiplier, not triple Vulnerable. Second, do not treat “damage” and “Attack damage” as synonyms. Poison and Doom can work around rules that mention Attacks, while an Attack still interacts with Weak, Vulnerable, Strength, and Thorns. Third, distinguish damage prevention from Block: Buffer and Intangible do not behave like a pile of Block, and Block-specific payoffs do not necessarily trigger from them.

Fourth, check whether the status belongs to you or the enemy. Strength on an enemy improves its Attacks; Weak on that enemy reduces them. Thorns on an enemy punishes your hits, while Thorns on you punishes theirs. Fifth, remember that a copied card and the original card can track card-specific scaling separately. Rampage increases “this card’s damage,” so each copy builds its own in-combat history rather than feeding a universal Rampage status.

Finally, plan settlement before pressing End Turn. Look at Poison and Regen ticks, retained Block, Doom thresholds, enemy intent, and duration counters. Then estimate the next hand rather than only the current total. Potions are particularly good at fixing timing because they do not consume card draw or energy; browse the potion database when you want to learn which status effects can be supplied on demand. For broader card power comparisons, the tier list is a starting point, not a substitute for your deck’s current interactions.

Status mechanics FAQ

Do status effects stack in Slay the Spire 2?

Yes, but not all in the same way. Strength, Dexterity, Poison, and Thorns add magnitude. Weak, Vulnerable, Frail, and Intangible usually add duration. Artifact and Buffer add separate charges. Read the icon text to identify which model it uses.

Does Vulnerable stack above 50% more Attack damage?

Normally, repeated Vulnerable adds more turns rather than increasing the 50% multiplier. A relic or power can explicitly change its effectiveness, so the current tooltip remains the final authority.

What does Artifact block?

One Artifact charge negates one incoming debuff application, then disappears. It does not stop ordinary damage, and a card applying multiple debuffs may consume Artifact with the first before later effects resolve.

When does Poison deal damage?

Poison causes HP loss at the start of the poisoned creature’s turn, using its current number, and then decreases by 1. Adding Poison before that checkpoint increases the next tick.

Is Rampage a status effect in STS2?

No. Rampage is an Ironclad Attack card. It deals 9 damage and increases that copy’s damage by 5 each time it is played during the current combat. Repeated redraws—not status duration—are what make it scale.

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