Boost Away
Win Rate
15.6%
Pick Rate
5.0%
Δ vs Avg
+1.8

Boost Away Skill

Common
Type
Skill
Rarity
Common
Cost
0
Class
Defect
Methodology
Data Methodology

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 currently underperforms most alternatives, sitting at D tier in our Slay the Spire 2 card rankings.

Across 1035 recorded runs, decks running it win 15.6% of the time, comfortably clear of the 13.8% average, by 1.8%. It’s a more selective pick, turning up in just 5.0% of decks that could run it. Offer data is close to a wash — 25.5% of offers taken, 15.6% for runs that picked it against 16.1% for runs that skipped, a pick lift of just -0.4% over 852 decided runs. Defect players keep it in 22.4% 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 Mad Science — together they post a +31.5% swing in win rate. It also has strong chemistry with the relic Signet Ring, which moves its win rate by +34.6%. At 0 energy, it’s upgraded in 19.2% of runs and usually joins the deck around floor 12.

Upgraded, it gains +3 Block, which is why so many decks invest a rest-site upgrade in it. That’s 159 wins, 861 deaths, and 15 abandoned runs with it in the deck. The encounter that most often ends a run carrying it is Knowledge Demon Boss, which closes out 6.0% 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 15.6% win rate clears the 13.8% all-deck average by 1.8%, the gap charted below.

Win rate15.6%
Average deck13.8%
+1.8% vs averagePick rate: 5.0%1035 runs

Run Outcomes with Boost Away

Boost Away has 159 wins and 876 losses over 1035 tracked runs (15.4% won); abandoned runs count as losses.

  • Wins 15.4%
  • Losses 84.6%

Pick or Skip: Boost Away

Out of 4351 recorded offers Boost Away is taken 25.5% of the time, and taking it is worth -0.4% in pick lift — 15.6% for runs that picked it against 16.1% for runs that skipped, across 852 decided runs.

Pick rate when offered25.5%4351 offers

Taken 1109 times out of 4351 offers.

Win rate when picked15.6%852 runs
Win rate when skipped16.1%1477 runs
-0.4% vs skippingPick lift: -0.4%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 Boost Away

Boost Away is strongest when it joins the deck in Act 3, where runs win 41.5% across 54 runs — one of 4 recorded pickup windows.

Starting deckNot enough data—8 runs
Act 111.8%726 runs
Act 220.3%247 runs
Act 341.5%54 runs

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

Best Cards to Pair with Boost Away

Ranked by win-rate lift, Boost Away performs best alongside Mad Science (+31.5%), Production (+28.9%), and Ice Lance (+23.1%).

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 15.6% win rate across 1023 runs.

The DefectThe Defectappears in 22.4% of its runs (1023 tracked)

Best Relics for Boost Away

Boost Away pairs best with the relics Signet Ring (+34.6%), Toxic Egg (+25.5%), and Data Disk (+25.1%), 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 19.2% of runs and usually picked up by floor 12.

Gain 6 Block. Add a Dazed into your Discard Pile.

Cost0
TypeSkill
RarityCommon
ClassDefect
Avg copies / deck1.4
Upgraded19.2%
Typical pickup floor12

Upgrade: +3 Block

What Ends Runs with Boost Away

Boost Away’s most common run-enders are Knowledge Demon Boss (6.0%), The Insatiable Boss (5.3%), and Aeonglass Boss (4.8%).

  • Knowledge Demon Boss6.0% of runs
  • The Insatiable Boss5.3% of runs
  • Aeonglass Boss4.8% of runs
  • Kaiser Crab Boss4.5% of runs
  • Infested Prisms Elite4.3% of runs
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Boost Away – Frequently Asked Questions

Is Boost Away good in Slay the Spire 2?

Across 1035 tracked runs, Boost Away has a 15.6% win rate — +1.8% 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 19.2% of runs. Upgrading it grants +3 Block.

What is the best relic for Boost Away?

In tracked runs, Boost Away has performed best alongside Signet Ring, which lifts its win rate by +34.6% over 24 runs together.

Should I take Boost Away when it is offered?

Players take Boost Away in 25.5% of its 4351 recorded offers. Runs that picked it win 15.6% (852 decided runs) against 16.1% for runs that skipped it (1477 decided runs) — a -0.4% difference, and a -0.4% pick lift once sample size is accounted for.

See Also

Compare Boost Away with the rest of the best Slay the Spire 2 cards, relics, and classes below.