
ArmamentsSkill
Gain 5 Block. Upgrade a card in your Hand.
Is Armaments good in Slay the Spire 2?
Armaments is a common Ironclad skill in Slay the Spire 2. In combat it resolves as: Gain 5 Block. Upgrade a card in your Hand. It currently underperforms most alternatives, sitting at D tier in our Slay the Spire 2 card rankings.
Across 183 recorded runs, decks running it win 23.5% of the time, comfortably clear of the 19.0% average, by 4.5%. It’s a more selective pick, turning up in just 4.8% of decks that could run it. Regent players keep it in 0.1% of their runs, so it’s a familiar sight in those decks. On average it shows up 1.2 times in the decks that take it.
It performs best next to Juggling — together they post a +23.6% swing in win rate. It also has strong chemistry with the relic Jeweled Mask, which moves its win rate by +23.3%. At 1 energy, it’s upgraded in 48.2% of runs and usually joins the deck around floor 13.
That’s 38 wins, 124 deaths, and 21 abandoned runs with it in the deck. The encounter that most often ends a run carrying it is Knowledge Demon Boss, which closes out 7.7% of its appearances. Read on for Armaments’s complete synergy, class, and threat breakdown to decide whether it earns a slot in your Ironclad run.
Armaments Win Rate & Pick Rate
Armaments’s 23.5% win rate clears the 19.0% all-deck average by 4.5%, the gap charted below.
Run Outcomes with Armaments
Armaments has 38 wins and 145 losses over 183 tracked runs (20.8% won); abandoned runs count as losses.
- Wins 20.8%
- Losses 79.2%
Best Cards to Pair with Armaments
Ranked by win-rate lift, Armaments performs best alongside Juggling (+23.6%), Believe in You (+21.9%), and Doubt (+18.9%).
Based on small co-occurring samples — treat these as early signals, not final verdicts.
Best Relics for Armaments
Armaments pairs best with the relics Jeweled Mask (+23.3%), Strawberry (+23.0%), and Anchor (+22.2%), ranked by win-rate lift.
Based on small co-occurring samples — treat these as early signals, not final verdicts.
Armaments Card Details
Armaments is a common skill costing 1 energy; it’s upgraded in 48.2% of runs and usually picked up by floor 13.
Gain 5 Block. Upgrade a card in your Hand.
What Ends Runs with Armaments
Armaments’s most common run-enders are Knowledge Demon Boss (7.7%), The Insatiable Boss (4.9%), and Test Subject Boss (4.9%).
- Knowledge Demon Boss7.7% of runs
- The Insatiable Boss4.9% of runs
- Test Subject Boss4.9% of runs
- Decimillipede Elite4.9% of runs
- Infested Prisms Elite3.8% of runs
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Armaments – Frequently Asked Questions
Is Armaments good in Slay the Spire 2?
Across 183 tracked runs, Armaments has a 23.5% win rate — +4.5% above the average deck. Win rate reflects how often runs that include the card end in victory.
What does Armaments do in Slay the Spire 2?
Armaments costs 1 energy. Gain 5 Block. Upgrade a card in your Hand.
What class is Armaments in Slay the Spire 2?
Armaments is a Common Ironclad Skill.
Is Armaments worth upgrading in Slay the Spire 2?
Armaments can be upgraded at a rest site to improve its effect.
What is the best relic for Armaments?
In tracked runs, Armaments has performed best alongside Jeweled Mask, which lifts its win rate by +23.3% over 10 runs together.
See Also
Compare Armaments with the rest of the best Slay the Spire 2 cards, relics, and classes below.