
All for OneAttack
Deal 10 damage. Put ALL 0-cost cards from your Discard Pile into your Hand.
Is All for One good in Slay the Spire 2?
All for One is a rare Defect attack in Slay the Spire 2. In combat it resolves as: Deal 10 damage. Put ALL 0-cost cards from your Discard Pile into your Hand. It ranks among the strongest cards its class can draft right now, earning a spot at B tier in our Slay the Spire 2 card tier list.
Across 58 recorded runs, decks running it win 35.3% of the time, comfortably clear of the 18.9% average, by 16.3%. It’s a more selective pick, turning up in just 1.5% of decks that could run it. Necrobinder players keep it in 0.1% of their runs, so it’s a familiar sight in those decks. On average it shows up 1.1 times in the decks that take it.
It performs best next to Synchronize — together they post a +21.6% swing in win rate. It also has strong chemistry with the relic Joss Paper, which moves its win rate by +21.6%. At 2 energy, it’s upgraded in 21.5% of runs and usually joins the deck around floor 17.
Upgraded, it gains +4 Damage, which is why so many decks invest a rest-site upgrade in it. That’s 18 wins, 33 deaths, and 7 abandoned runs with it in the deck. The encounter that most often ends a run carrying it is Test Subject Boss, which closes out 8.6% of its appearances. Read on for All for One’s complete synergy, class, and threat breakdown to decide whether it earns a slot in your Defect run.
All for One Win Rate & Pick Rate
All for One’s 35.3% win rate clears the 18.9% all-deck average by 16.3%, the gap charted below.
Run Outcomes with All for One
All for One has 18 wins and 40 losses over 58 tracked runs (31.0% won); abandoned runs count as losses.
- Wins 31.0%
- Losses 69.0%
Best Cards to Pair with All for One
Ranked by win-rate lift, All for One performs best alongside Synchronize (+21.6%), Fusion (+18.5%), and Voltaic (+14.9%).
Based on small co-occurring samples — treat these as early signals, not final verdicts.
All for One Win Rate by Class
All for One is played across 3 classes, led by Necrobinder (100.0%), Silent (100.0%), and Defect (32.6%) by win rate.
Best Relics for All for One
All for One pairs best with the relics Joss Paper (+21.6%), Bag of Marbles (+19.6%), and Mercury Hourglass (+18.0%), ranked by win-rate lift.
Based on small co-occurring samples — treat these as early signals, not final verdicts.
All for One Card Details
All for One is a rare attack costing 2 energy; it’s upgraded in 21.5% of runs and usually picked up by floor 17.
Deal 10 damage. Put ALL 0-cost cards from your Discard Pile into your Hand.
Upgrade: +4 Damage
What Ends Runs with All for One
All for One’s most common run-enders are Test Subject Boss (8.6%), Queen Boss (8.6%), and Decimillipede Elite (8.6%).
- Test Subject Boss8.6% of runs
- Queen Boss8.6% of runs
- Decimillipede Elite8.6% of runs
- Knowledge Demon Boss5.2% of runs
- Doormaker Boss5.2% of runs
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All for One – Frequently Asked Questions
Is All for One good in Slay the Spire 2?
Across 58 tracked runs, All for One has a 35.3% win rate — +16.3% above the average deck. Win rate reflects how often runs that include the card end in victory.
What does All for One do in Slay the Spire 2?
All for One costs 2 energy. Deal 10 damage. Put ALL 0-cost cards from your Discard Pile into your Hand.
What class is All for One in Slay the Spire 2?
All for One is a Rare Defect Attack.
Is All for One worth upgrading in Slay the Spire 2?
Players upgrade All for One in 21.5% of runs. Upgrading it grants +4 Damage.
What is the best relic for All for One?
In tracked runs, All for One has performed best alongside Joss Paper, which lifts its win rate by +21.6% over 5 runs together.
See Also
Compare All for One with the rest of the best Slay the Spire 2 cards, relics, and classes below.