Spire Codex is now on Overwolf. Get the in-game overlay with live card lookups and one-click run uploads. Learn more →Browse every power in Slay the Spire 2, buffs, debuffs, and neutral effects. Filter by type and stack behavior.
Poison is triggered an additional time.
Shivs deal additional damage.
When this creature would be defeated, it instead revives even stronger.
Whenever you play a card, gain 1 Block.
At the start of your turn, put a random Attack from your Discard Pile into your Hand and Upgrade it for the rest of combat.
Gain Dexterity until the end of this turn.
Whenever you create a card, gain 1 Strength.
Negates debuffs.
Awakens upon losing HP or after 2 turns.
Every 10 cards you draw, gain
.
Deals 50% more damage when it is attacking you from behind.
Deals 50% more damage when it is attacking you from behind.
Block is not removed at the start of your turn.
You have 3 more turns to defeat the Battleworn Dummy.
Whenever you gain Block on your turn, other players gain half that much Block.
At the start of your turn, lose 1 Focus.
Whenever you spend or gain
, deal 3 damage to ALL enemies.
At the start of your next turn, gain 4 Block.
Block is not removed at the start of your next 2 turns.
Cards cost an additional
this turn.
Prevent the next 2 times you would lose HP.
Block is not removed at the start of this creature's turn. Stunned if all Block is removed.
Your next 2 Skills are played an extra time this turn.
Whenever you play an Attack, add 2 random Attacks into your Hand.
Osty's attacks deal additional damage.
At the start of your turn, add 1 random card into your Hand and apply Ethereal to it.
The first 3 cards drawn each turn are Afflicted with Bound.
Gain 1 Block for each
spent.
At the start of your next 2 turns, draw 1 additional card.
You receive 50% less damage from Vulnerable enemies for 2 turns.
The costs of your cards are randomized on draw, from 0 to 3.
Sovereign Blade deals double damage to this creature for the next 2 turns.
While the Slithering Strangler is alive, at the end of your turn, take 1 damage.
At the end of your turn, Evoke your 2 leftmost Orbs.
At the start of your turn, gain 3 Block for each unique Orb you have.
Gain Strength until the end of this turn.
Whenever you draw a card this turn, apply 2 Poison to ALL enemies.
Skills cost 0. Whenever you play a Skill, Exhaust it.
At the start of your turn, apply 6 Doom to a random enemy.
An ally is covering you. All attacks that would be directed to you are redirected to them instead.
When an ally dies, this creature gains 6 Strength and 99 Block.
At the start of your turn, add 2 random Powers into your Hand.
At the start of your turn, lose 0 HP and gain X Block.
Vulnerable enemies take additional damage.
Lose Strength until the end of this turn.
Powers cost 1
less.
When damaged, rolls up and gains block. (Once per combat)
While Magi Knight is alive, ALL your cards are Downgraded.
Whenever you play a card that costs ![]()
or more, gain X Block.
Whenever a card is Exhausted, draw 1 card.
Lose Strength until the end of this turn.
Vulnerable and Weak are twice as effective for the next 2 turns.
At the start of your turn, gain 1 Energy and draw 1 additional card.
At the end of this creature's turn, it loses X HP.
At the start of your turn, gain 2 Strength.
Whenever you play a Soul, Summon 1.
Increases Block gained from cards by .
Enemies deal 50% less damage this turn.
Osty absorbs all unblocked attack damage.
At the end of your turn, take 5 damage.
At the end of the enemy turn, if this creature has X or less HP, it dies.
For the next 2 turns, Attacks deal double damage.
At the start of your next turn, draw 1 additional card.
Your next 2 cards are played an extra time.
Lose Strength until the end of this turn.
The first 2 cards you play each turn are played an extra time.
Gain additional Energy next turn.
Lose Strength until the end of this turn.
Whenever you play a Skill, gains 2 Strength.
At the start of your turn, Transform 1 card in your Hand.
Whenever you deal unblocked attack damage, apply 1 Poison.
Tries to escape the combat after 2 turns.
Shivs hit ALL enemies.
Gain an additional 4 Block from Defend cards.
Gain Strength until the end of this turn.
Whenever a card is Exhausted, gain 3 Block.
The first 2 times you play a 0
Attack each turn, return it to your Hand.
Whenever you are attacked this turn, deal 4 damage back.
Other allies deal 2x the attack damage to this enemy this turn.
Gain Strength until the end of this turn.
Receives 50% less damage from Attacks. Deal attack damage X times to Stun it.
Increases the effectiveness of Orbs by .
Gain Focus until the end of this turn.
At the end of combat, remove a card from your Deck.
Next turn, put 3 cards from your Draw Pile into your Hand.
While Frail, gain 25% less Block from cards.
Your next 2 Attacks cost 0
.
The next 2 Powers you play cost 0
.
The next 2 Skills you play cost 0
.
Gain
at the start of each turn.
At the start of your turn, Forge 5.
Powers are afflicted with Galvanized.
At the start of your turn, gain
.
The next 2 Attacks you play deal triple damage.
Whenever you play a card this turn, deal 2 damage to ALL enemies.
Take half damage from enemies.
At the end of your turn, if you have Frost, deal 6 damage to ALL enemies.
Whenever you Forge, all allies Forge as well.
All Hangs deal 2 times more damage to this enemy.
Reduce all damage taken and HP lost by this creature to X.
This creature cannot lose more than X HP each turn.
Hatches after X turns.
Whenever you play a Soul, a random enemy loses 3 HP.
When killed, returns all the stolen Gold.
Gain Dexterity until the end of this turn.
At the start of your turn, add 1 random Common card into your Hand.
Whenever you draw a card containing "Strike", it is played against a random enemy.
While Spectral Knight is alive, ALL your cards are Ethereal.
At the end of this creature's turn, it gains X Strength.
Gain Focus until the end of this turn.
When this dies, it revives next turn at full HP.
If this creature's attacks are fully blocked, it becomes Stunned.
At the end of combat, Upgrade a random card.
At the start of your turn, lose 0 HP. Whenever you lose HP on your turn, deal X damage to ALL enemies.
Upon dying, summons... something.
At the start of your turn, add 2 Shivs into your Hand.
Reduce all damage taken and HP loss to 1 this turn.
You are covering another player. All attacks that would be directed towards them are redirected towards you.
The first time you draw a Status each turn, draw more cards.
Whenever you gain Block, deal 6 damage to a random enemy.
Add a copy of the third Attack you play each turn into your Hand.
This creature takes X times the damage from other players this turn.
All other allies deal 1 additional damage.
The first Attack each turn deals 50% additional damage.
At the start of the next 2 turns, Channel 1 Lightning.
At the start of your turn, trigger the passive ability of your next Orb.
At the start of your turn, draw 1 additional card.
Take 20 damage at the end of your turn. Is cleared if the Magi Knight dies.
Lose Strength until the end of this turn.
When you play a Skill, it gains Sly.
At the start of your turn, play the next 2 top cards of your Draw Pile.
Draw 1 fewer card each turn.
Minions abandon combat without their leader.
Whenever you attack an enemy, it loses 1 Strength this turn.
Lose Strength until the end of this turn.
Whenever you play a card this turn, gain 1 Strength this turn. Currently granting 0 Strength.
Whenever Osty loses HP, ALL enemies lose that much HP as well.
At the end of every other turn, gains Intangible 1.
At the start of your turn, apply 3 Doom to yourself.
Add 2 cards into your Hand next turn.
You cannot gain Block from cards for 2 turns.
You may not draw any more cards this turn.
You cannot gain additional
this turn.
The first 2 Attacks or Skills you play each turn are placed on top of your Draw Pile.
At the start of your turn, apply 2 Poison to ALL enemies.
Whenever you play a card, this enemy gains 1 Doom.
Your next 2 Attacks are played an extra time this turn.
Every ![]()
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you spend, gain
.
Every 3 times you apply Poison, deal X damage to ALL enemies.
Whenever you draw an Ethereal card, draw 1 card.
Shuffle 1 Wound into your Discard Pile each time you receive unblocked attack damage.
If you play 5 or more cards in a turn, draw X additional cards at the start of your next turn.
If you play 5 more cards this turn, deal X damage to ALL enemies.
Whenever this creature deals unblocked attack damage to you, you lose X Max HP.
Sovereign Blade now gains Block.
Whenever this enemy is hit by an Attack, add Dazed into your Draw Pile.
Shivs gain Retain. The first Shiv you play each turn deals 9 additional damage.
Lose Strength until the end of this turn.
Whenever you create a card, gain 5 Block.
At the end of your turn, gain X Block. Plating is reduced by 1 at the start of your turn.
The first time this creature's HP reaches X or below, it becomes Stunned and loses all its Strength.
Poisoned creatures lose HP at the start of their turn. Each turn, Poison is reduced by 1.
When killed, return all stolen Dexterity to the player.
When killed, return all stolen Strength to the player.
At the start of your turn, gain 4 Vigor.
Gain
at the start of each turn.
Gain additional
for the next 2 turns.
Whenever you play an Attack this turn, gain 3 Block.
At the start of the player's turn, Turret Operator gains 25 Block.
When an enemy dies, Corpse Slug immediately eats it, becoming Stunned and gaining 1 Strength.
Whenever Attacks deal damage, apply 2 times that much Doom.
If other segments are still alive, revives in 2 turns with 25 HP.
The next 2 cards you play this turn are placed on the top of your Draw Pile.
Blocked damage is reflected to your attacker.
Regen heals HP at the end of your turn. Each turn, Regen is reduced by 1.
Gain Strength until the end of this turn.
Retain your Hand for the next 2 turns.
You can only play 1 card this turn.
Gain Strength at the end of your turn.
At the start of your turn, deal X damage to ALL enemies and increase this damage by 5.
At the end of combat, gain 25 Gold.
Whenever you lose HP on your turn, gain 1 Strength.
In 2 turns, you will be eaten and die.
Sovereign Blade now hits ALL enemies.
Gain 3 Block next turn.
At the start of your turn, add 1 Sweeping Gaze into your Hand.
Whenever you play a card, deal 4 damage to a random enemy.
Gain Strength until the end of this turn.
Lose Strength until the end of this turn.
For the next 2 turns after this one, Attacks deal double damage.
Double your Block gain this turn 2 times.
The first time this creature's HP reaches X or below, it becomes Stunned.
This creature's Attacks deal 30% less damage.
Whenever you apply Doom, gain 3 Block.
Whenever Osty hits this enemy this turn, Summon 3.
Your next 2 Powers are played an extra time.
The first time this creature is hit each turn, it gains X Block.
Whenever you apply a debuff to an enemy, they take 13 damage.
The next 2 times this creature loses HP, it only loses 1 HP instead.
You cannot play more than 3 cards each turn.
Whenever you play a card, this enemy receives 10% more damage from Attacks this turn.
Awakens upon taking turns or losing HP 3 times.
You can only play 1 Skill per turn.
Whenever you create a Status, deal damage to ALL enemies.
Whenever another player attacks an enemy, gain Block.
Receives 50% less attack damage until it lands.
At the start of your turn, add 1 random Colorless card into your Hand.
Gain Dexterity until the end of this turn.
Whenever you draw a card during your turn, deal 1 damage to ALL enemies.
At the start of your turn, Channel 1 Glass.
Whenever you play an Ethereal card, gain 4 Block.
At the end of your turn, 1 random Attack in your Hand is played against a random enemy.
Gain 1
next turn.
When killed, deals damage at the end of your next turn.
When killed, a new Axebot is summoned in its place.
Whenever you play a Power, Channel 1 Lightning.
Whenever you play a card this turn, this enemy loses 2 HP.
Whenever you shuffle your Draw Pile, choose 1 card from it to put into your Hand.
Increases attack damage by .
Whenever you play a Power, gain 1
.
Whenever this creature deals unblocked attack damage, it gains X Strength.
At the start of your next turn, Summon 2.
Something is off about this creature...
Receive 50% more damage if attacked from behind. Use targeting cards or potions to change your orientation.
Upon killing this enemy, the stolen card is returned.
Sovereign Blade gains Replay 1.
Gain Focus until the end of this turn.
The next Attack another player plays on the enemy is played an extra time.
Take additional damage from Attacks this turn.
Attacks cost an additional
for 2 turns.
Take double damage from enemies. Allies take half damage from enemies.
Whenever you play a card, lose 1 Strength and 1 Dexterity this turn.
At the end of this creature's turn, it gains X Strength.
At the end of 3 turns, deal 40 damage to ALL enemies.
If you take unblocked attack damage this combat, die.
Gain 1 additional card reward at the end of combat.
Whenever you play a card, gain
.
Steals Gold when Attacking.
When hit by an attack, deal damage back.
Whenever you Evoke Lightning, deal 8 damage to each enemy hit.
At the start of your turn, draw 1 card and discard 1 card.
Gain 5 Block at the start of the next 2 turns.
Weak enemies take 2 times more damage from Attacks.
Whenever you create a Status, Channel 2 random Orbs.
At the start of your turn, draw 2 cards and Exhaust 2 cards from your Hand.
The first 2 times you gain Block from a card each turn, double the amount gained.
The next Ethereal card you play costs 0.
Whenever you apply Vulnerable, draw 1 card.
This creature's next Attack deals X additional damage.
ALL Skills are Tainted 2.
The first 2 cards you play each turn are free to play.
Receive 50% more damage from Attacks for X turns.
Gain 1 less Energy per turn.
Weakened creatures deal 25% less damage with Attacks.
At the end of your turn, Retain up to 1 card.
Every 6 cards you play, add a Wither to your Hand.
At the start of your turn, lose 1 Dexterity.