
Celestial MightAttack
Deal 6 damage times.
Is Celestial Might good in Slay the Spire 2?
Celestial Might is a common Regent attack in Slay the Spire 2. In combat it resolves as: Deal 6 damage times. It currently underperforms most alternatives, sitting at D tier in our Slay the Spire 2 card rankings.
Across 39 recorded runs, decks running it win 25.8% of the time, comfortably clear of the 18.9% average, by 6.9%. It’s a more selective pick, turning up in just 1.0% of decks that could run it. Regent players keep it in 5.7% 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 Convergence — together they post a +17.1% swing in win rate. It also has strong chemistry with the relic Venerable Tea Set, which moves its win rate by +27.4%. At 2 energy, it’s upgraded in 32.6% of runs and usually joins the deck around floor 11.
Upgraded, it gains +1 Repeat, which is why so many decks invest a rest-site upgrade in it. That’s 8 wins, 23 deaths, and 8 abandoned runs with it in the deck. The encounter that most often ends a run carrying it is The Kin Boss, which closes out 10.3% of its appearances. Read on for Celestial Might’s complete synergy, class, and threat breakdown to decide whether it earns a slot in your Regent run.
Celestial Might Win Rate & Pick Rate
Celestial Might’s 25.8% win rate clears the 18.9% all-deck average by 6.9%, the gap charted below.
Run Outcomes with Celestial Might
Celestial Might has 8 wins and 31 losses over 39 tracked runs (20.5% won); abandoned runs count as losses.
- Wins 20.5%
- Losses 79.5%
Best Cards to Pair with Celestial Might
Ranked by win-rate lift, Celestial Might performs best alongside Convergence (+17.1%), Cosmic Indifference (+16.3%), and Radiate (+15.3%).
Based on small co-occurring samples — treat these as early signals, not final verdicts.
Celestial Might Win Rate by Class
Celestial Might is drafted only by the Regent, where it holds a 25.8% win rate across 39 runs.
Best Relics for Celestial Might
Celestial Might pairs best with the relics Venerable Tea Set (+27.4%), Gorget (+21.6%), and Lantern (+18.1%), ranked by win-rate lift.
Based on small co-occurring samples — treat these as early signals, not final verdicts.
Celestial Might Card Details
Celestial Might is a common attack costing 2 energy; it’s upgraded in 32.6% of runs and usually picked up by floor 11.
Deal 6 damage times.
Upgrade: +1 Repeat
What Ends Runs with Celestial Might
Celestial Might’s most common run-enders are The Kin Boss (10.3%), The Insatiable Boss (5.1%), and Slumbering Beetle Normal (5.1%).
- The Kin Boss10.3% of runs
- The Insatiable Boss5.1% of runs
- Slumbering Beetle Normal5.1% of runs
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Celestial Might – Frequently Asked Questions
Is Celestial Might good in Slay the Spire 2?
Across 39 tracked runs, Celestial Might has a 25.8% win rate — +6.9% above the average deck. Win rate reflects how often runs that include the card end in victory.
What does Celestial Might do in Slay the Spire 2?
Celestial Might costs 2 energy. Deal 6 damage times.
What class is Celestial Might in Slay the Spire 2?
Celestial Might is a Common Regent Attack.
Is Celestial Might worth upgrading in Slay the Spire 2?
Players upgrade Celestial Might in 32.6% of runs. Upgrading it grants +1 Repeat.
What is the best relic for Celestial Might?
In tracked runs, Celestial Might has performed best alongside Venerable Tea Set, which lifts its win rate by +27.4% over 8 runs together.
See Also
Compare Celestial Might with the rest of the best Slay the Spire 2 cards, relics, and classes below.