Celestial Might
Win Rate
33.3%
Pick Rate
0.6%
Δ vs Avg
+20.7

Celestial MightAttack

Common
TypeAttack
RarityCommon
Cost2
ClassRegent
MethodologyData Methodology

Deal 6 damage times.

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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 ranks among the strongest cards its class can draft right now, earning a spot at B tier in our Slay the Spire 2 card tier list.

Across 3 recorded runs, decks running it win 33.3% of the time, comfortably clear of the 12.6% average, by 20.7%. It’s a more selective pick, turning up in just 0.6% of decks that could run it. Regent players keep it in 1.8% of their runs, so it’s a familiar sight in those decks. On average it shows up 1.3 times in the decks that take it.

It performs best next to Defend — together they post a 0.0% swing in win rate. It also has strong chemistry with the relic Divine Right, which moves its win rate by 0.0%. At 2 energy, it’s upgraded in 75.0% of runs and usually joins the deck around floor 13.

Upgraded, it gains +1 Repeat, which is why so many decks invest a rest-site upgrade in it. That’s 1 wins, 2 deaths, and 0 abandoned runs with it in the deck. 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 33.3% win rate clears the 12.6% all-deck average by 20.7%, the gap charted below.

Win rate33.3%
Average deck12.6%
+20.7% vs averagePick rate: 0.6%3 runs (limited)

Run Outcomes with Celestial Might

Celestial Might has 1 wins and 2 losses over 3 tracked runs (33.3% won); abandoned runs count as losses.

  • Wins 33.3%
  • Losses 66.7%

Best Cards to Pair with Celestial Might

Ranked by win-rate lift, Celestial Might performs best alongside Defend (0.0%), Venerate (0.0%), and Strike (0.0%).

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 33.3% win rate across 3 runs.

The RegentThe Regentappears in 1.8% of its runs (3 tracked)

Best Relics for Celestial Might

Celestial Might pairs best with the relics Divine Right (0.0%), 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 75.0% of runs and usually picked up by floor 13.

Deal 6 damage times.

Cost2
TypeAttack
RarityCommon
ClassRegent
Avg copies / deck1.3
Upgraded75.0%
Typical pickup floor13

Upgrade: +1 Repeat

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Celestial Might – Frequently Asked Questions

Is Celestial Might good in Slay the Spire 2?

Across 3 tracked runs, Celestial Might has a 33.3% win rate — +20.7% 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 75.0% of runs. Upgrading it grants +1 Repeat.

What is the best relic for Celestial Might?

In tracked runs, Celestial Might has performed best alongside Divine Right, which lifts its win rate by 0.0% over 3 runs together.

See Also

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