Blur
Win Rate
28.4%
Pick Rate
3.0%
Δ vs Avg
+14.2

Blur Skill

Uncommon
Type
Skill
Rarity
Uncommon
Cost
1
Class
Silent
Methodology
Data Methodology

Gain 5 Block. Block is not removed at the start of your next turn.

Is Blur good in Slay the Spire 2?

In Slay the Spire 2, Blur is an uncommon skill from the Silent card pool. Its effect: Gain 5 Block. Block is not removed at the start of your next turn. Performance-wise it’s a solid if unspectacular include, rated C tier overall.

Over 806 tracked runs its win rate sits at 28.4%, 14.2% ahead of the 14.3% all-deck baseline. It sees niche play, included in only 3.0% of eligible runs. Taken 31.9% of the times it is offered, it lands close to neutral on the pick-versus-skip split: 28.9% for runs that took it against 29.8% for runs that passed, a -0.9% pick lift over 679 decided runs. Within Regent runs it’s drafted 0.2% of the time, making it a regular part of that class’s decks. Decks that include it run about 1.2 copies on average.

Its standout pairing so far is Mad Science, which lifts its win rate by +34.4% when the two share a deck. On the relic side, Forgotten Soul is its standout companion, worth a +36.4% win-rate swing alongside it. It costs 1 energy, gets upgraded 29.8% of the time, and tends to be picked up near floor 16.

Upgrading the card adds +3 Block to its stat line. Of the runs that drafted it, 227 ended in victory against 571 deaths and 8 abandons. Its most common run-ender is Knowledge Demon Boss, finishing 5.2% of the runs it shows up in. See the synergies, class split, and threats below for the full picture of where Blur fits a Silent deck.

Blur Win Rate & Pick Rate

At a 28.4% win rate, Blur runs 14.2% ahead of the 14.3% all-deck baseline — the bars below put the two side by side.

Win rate28.4%
Average deck14.3%
+14.2% vs averagePick rate: 3.0%806 runs

Run Outcomes with Blur

Across the 806 tracked runs that drafted Blur, 227 ended in a win and 579 in a loss — a 28.2% win share, counting abandons as losses.

  • Wins 28.2%
  • Losses 71.8%

Pick or Skip: Blur

Players take Blur in 31.9% of the 2331 offers it appears in; those runs win 28.9% against 29.8% for runs that passed, a pick lift of -0.9% over 679 decided runs.

Pick rate when offered31.9%2331 offers

Taken 744 times out of 2331 offers.

Win rate when picked28.9%679 runs
Win rate when skipped29.8%1126 runs
-0.9% vs skippingPick lift: -0.9%Sample OK

Pick rate when offered counts offers, not runs: out of every time the game put this in front of a player, how often it was taken. It is not the same number as the share of runs that end up containing it.

Pick lift is the sample-adjusted gap between runs that took the option and runs that passed on it. It is the fair way to rank choices, because raw win rates put the smallest samples on top.

When to Pick Up Blur

Of the 4 pickup windows recorded for Blur, Act 3 is the best: 65.0% across 100 runs.

Starting deckNot enough data—8 runs
Act 119.1%447 runs
Act 230.8%251 runs
Act 365.0%100 runs

Win rate of runs by the act Blur entered the deck. Acts that have not reached the sample floor show their run count only.

Best Cards to Pair with Blur

Blur’s strongest card pairings so far are Mad Science (+34.4%), Flanking (+30.7%), and Decay (+24.4%), each shown with the win-rate lift it adds.

Based on small co-occurring samples — treat these as early signals, not final verdicts.

Blur Win Rate by Class

Of the 2 classes that draft Blur, it performs best with Regent (50.0%) and Silent (28.4%).

Best Relics for Blur

The relics that swing Blur’s win rate the most are Forgotten Soul (+36.4%), Sword of Jade (+32.5%), and Crossbow (+30.9%), with each lift shown.

Based on small co-occurring samples — treat these as early signals, not final verdicts.

Blur Card Details

A 1-energy uncommon skill, Blur is upgraded 29.8% of the time and tends to enter the deck around floor 16.

Gain 5 Block. Block is not removed at the start of your next turn.

Cost1
TypeSkill
RarityUncommon
ClassSilent
Avg copies / deck1.2
Upgraded29.8%
Typical pickup floor16

Upgrade: +3 Block

What Ends Runs with Blur

Runs holding Blur end most often against Knowledge Demon Boss (5.2%), Test Subject Boss (4.7%), and Infested Prisms Elite (4.3%) — the share of its runs each accounts for is shown.

  • Knowledge Demon Boss5.2% of runs
  • Test Subject Boss4.7% of runs
  • Infested Prisms Elite4.3% of runs
  • Aeonglass Boss4.2% of runs
  • Queen Boss4.1% of runs
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Blur – Frequently Asked Questions

Is Blur good in Slay the Spire 2?

Across 806 tracked runs, Blur has a 28.4% win rate — +14.2% above the average deck. Win rate reflects how often runs that include the card end in victory.

What does Blur do in Slay the Spire 2?

Blur costs 1 energy. Gain 5 Block. Block is not removed at the start of your next turn.

What class is Blur in Slay the Spire 2?

Blur is an Uncommon Silent Skill.

Is Blur worth upgrading in Slay the Spire 2?

Players upgrade Blur in 29.8% of runs. Upgrading it grants +3 Block.

What is the best relic for Blur?

In tracked runs, Blur has performed best alongside Forgotten Soul, which lifts its win rate by +36.4% over 36 runs together.

Should I take Blur when it is offered?

Players take Blur in 31.9% of its 2331 recorded offers. Runs that picked it win 28.9% (679 decided runs) against 29.8% for runs that skipped it (1126 decided runs) — a -0.9% difference, and a -0.9% pick lift once sample size is accounted for.

See Also

Keep exploring Slay the Spire 2 tier lists and stats below.