
Boost AwaySkill
Gain 6 Block. Add a Dazed into your Discard Pile.
Is Boost Away good in Slay the Spire 2?
Boost Away is a common Defect skill in Slay the Spire 2. In combat it resolves as: Gain 6 Block. Add a Dazed into your Discard Pile. It’s a dependable, middle-of-the-pack option, landing at C tier in our rankings.
Across 5 recorded runs, decks running it win 20.0% of the time, comfortably clear of the 12.6% average, by 7.4%. It’s a more selective pick, turning up in just 1.0% of decks that could run it. Defect players keep it in 17.9% of their runs, so it’s a familiar sight in those decks. On average it shows up 1.4 times in the decks that take it.
It performs best next to Creative AI — together they post a +13.3% swing in win rate. It also has strong chemistry with the relic Cracked Core, which moves its win rate by +5.0%. At 0 energy, it’s upgraded in 71.4% of runs and usually joins the deck around floor 13.
Upgraded, it gains +3 Block, which is why so many decks invest a rest-site upgrade in it. That’s 1 wins, 4 deaths, and 0 abandoned runs with it in the deck. The encounter that most often ends a run carrying it is Kaiser Crab Boss, which closes out 60.0% of its appearances. Read on for Boost Away’s complete synergy, class, and threat breakdown to decide whether it earns a slot in your Defect run.
Boost Away Win Rate & Pick Rate
Boost Away’s 20.0% win rate clears the 12.6% all-deck average by 7.4%, the gap charted below.
Run Outcomes with Boost Away
Boost Away has 1 wins and 4 losses over 5 tracked runs (20.0% won); abandoned runs count as losses.
- Wins 20.0%
- Losses 80.0%
Best Cards to Pair with Boost Away
Ranked by win-rate lift, Boost Away performs best alongside Creative AI (+13.3%), Feral (+13.3%), and Defend (0.0%).
Based on small co-occurring samples — treat these as early signals, not final verdicts.
Boost Away Win Rate by Class
Boost Away is drafted only by the Defect, where it holds a 20.0% win rate across 5 runs.
Best Relics for Boost Away
Boost Away pairs best with the relics Cracked Core (+5.0%), ranked by win-rate lift.
Based on small co-occurring samples — treat these as early signals, not final verdicts.
Boost Away Card Details
Boost Away is a common skill costing 0 energy; it’s upgraded in 71.4% of runs and usually picked up by floor 13.
Gain 6 Block. Add a Dazed into your Discard Pile.
Upgrade: +3 Block
What Ends Runs with Boost Away
Boost Away’s most common run-enders are Kaiser Crab Boss (60.0%).
- Kaiser Crab Boss60.0% of runs
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Boost Away – Frequently Asked Questions
Is Boost Away good in Slay the Spire 2?
Across 5 tracked runs, Boost Away has a 20.0% win rate — +7.4% above the average deck. Win rate reflects how often runs that include the card end in victory.
What does Boost Away do in Slay the Spire 2?
Boost Away costs 0 energy. Gain 6 Block. Add a Dazed into your Discard Pile.
What class is Boost Away in Slay the Spire 2?
Boost Away is a Common Defect Skill.
Is Boost Away worth upgrading in Slay the Spire 2?
Players upgrade Boost Away in 71.4% of runs. Upgrading it grants +3 Block.
What is the best relic for Boost Away?
In tracked runs, Boost Away has performed best alongside Cracked Core, which lifts its win rate by +5.0% over 4 runs together.
See Also
Compare Boost Away with the rest of the best Slay the Spire 2 cards, relics, and classes below.