Bullet Time
Win Rate
27.0%
Pick Rate
1.4%
Δ vs Avg
+13.1

Bullet TimeSkill

Rare
TypeSkill
RarityRare
Cost3
ClassSilent
MethodologyData Methodology

You cannot draw additional cards this turn. ALL cards in your Hand are free to play this turn.

Is Bullet Time good in Slay the Spire 2?

Bullet Time is a rare Silent skill in Slay the Spire 2. In combat it resolves as: You cannot draw additional cards this turn. ALL cards in your Hand are free to play this turn. It’s a dependable, middle-of-the-pack option, landing at C tier in our rankings.

Across 161 recorded runs, decks running it win 27.0% of the time, comfortably clear of the 13.9% average, by 13.1%. It’s a more selective pick, turning up in just 1.4% of decks that could run it. Taken in 22.8% of its offers, it still trails on the pick-versus-skip split: 30.4% for runs that took it against 40.3% for runs that left it, a -9.1% pick lift over 112 decided runs. Silent players keep it in 5.2% 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 Fan of Knives — together they post a +22.0% swing in win rate. It also has strong chemistry with the relic Blood Vial, which moves its win rate by +27.4%. At 3 energy, it’s upgraded in 30.4% of runs and usually joins the deck around floor 16.

Upgraded, it gains -1 EnergyCost, which is why so many decks invest a rest-site upgrade in it. That’s 43 wins, 116 deaths, and 2 abandoned runs with it in the deck. The encounter that most often ends a run carrying it is Knowledge Demon Boss, which closes out 7.5% of its appearances. Read on for Bullet Time’s complete synergy, class, and threat breakdown to decide whether it earns a slot in your Silent run.

Bullet Time Win Rate & Pick Rate

Bullet Time’s 27.0% win rate clears the 13.9% all-deck average by 13.1%, the gap charted below.

Win rate27.0%
Average deck13.9%
+13.1% vs averagePick rate: 1.4%161 runs

Run Outcomes with Bullet Time

Bullet Time has 43 wins and 118 losses over 161 tracked runs (26.7% won); abandoned runs count as losses.

  • Wins 26.7%
  • Losses 73.3%

Pick or Skip: Bullet Time

Out of 508 recorded offers Bullet Time is taken 22.8% of the time, and taking it is worth -9.1% in pick lift — 30.4% for runs that picked it against 40.3% for runs that skipped, across 112 decided runs.

Pick rate when offered22.8%508 offers

Taken 116 times out of 508 offers.

Win rate when picked30.4%112 runs
Win rate when skipped40.3%325 runs
-10.0% vs skippingPick lift: -9.1%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 Bullet Time

Bullet Time is strongest when it joins the deck in Act 3, where runs win 40.0% across 10 runs — one of 4 recorded pickup windows.

Starting deckNot enough data—5 runs
Act 123.0%100 runs
Act 234.1%46 runs
Act 340.0%10 runs

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

Best Cards to Pair with Bullet Time

Ranked by win-rate lift, Bullet Time performs best alongside Fan of Knives (+22.0%), Storm of Steel (+19.8%), and Afterimage (+18.1%).

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

Bullet Time Win Rate by Class

Bullet Time is drafted only by the Silent, where it holds a 27.7% win rate across 150 runs.

The SilentThe Silentappears in 5.2% of its runs (150 tracked)

Best Relics for Bullet Time

Bullet Time pairs best with the relics Blood Vial (+27.4%), Amethyst Aubergine (+25.5%), and Vajra (+23.4%), ranked by win-rate lift.

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

Bullet Time Card Details

Bullet Time is a rare skill costing 3 energy; it’s upgraded in 30.4% of runs and usually picked up by floor 16.

You cannot draw additional cards this turn. ALL cards in your Hand are free to play this turn.

Cost3
TypeSkill
RarityRare
ClassSilent
Avg copies / deck1.1
Upgraded30.4%
Typical pickup floor16

Upgrade: -1 EnergyCost

What Ends Runs with Bullet Time

Bullet Time’s most common run-enders are Knowledge Demon Boss (7.5%), Aeonglass Boss (7.5%), and Test Subject Boss (5.6%).

  • Knowledge Demon Boss7.5% of runs
  • Aeonglass Boss7.5% of runs
  • Test Subject Boss5.6% of runs
  • Queen Boss5.6% of runs
  • Kaiser Crab Boss4.3% of runs
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Bullet Time – Frequently Asked Questions

Is Bullet Time good in Slay the Spire 2?

Across 161 tracked runs, Bullet Time has a 27.0% win rate — +13.1% above the average deck. Win rate reflects how often runs that include the card end in victory.

What does Bullet Time do in Slay the Spire 2?

Bullet Time costs 3 energy. You cannot draw additional cards this turn. ALL cards in your Hand are free to play this turn.

What class is Bullet Time in Slay the Spire 2?

Bullet Time is a Rare Silent Skill.

Is Bullet Time worth upgrading in Slay the Spire 2?

Players upgrade Bullet Time in 30.4% of runs. Upgrading it grants -1 EnergyCost.

What is the best relic for Bullet Time?

In tracked runs, Bullet Time has performed best alongside Blood Vial, which lifts its win rate by +27.4% over 30 runs together.

Should I take Bullet Time when it is offered?

Players take Bullet Time in 22.8% of its 508 recorded offers. Runs that picked it win 30.4% (112 decided runs) against 40.3% for runs that skipped it (325 decided runs) — a -10.0% difference, and a -9.1% pick lift once sample size is accounted for.

See Also

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