
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 171 recorded runs, decks running it win 21.9% of the time, comfortably clear of the 13.9% average, by 7.9%. It’s a more selective pick, turning up in just 1.5% of decks that could run it. Taken in 6.8% of its offers, it still trails on the pick-versus-skip split: 19.6% for runs that took it against 24.9% for runs that left it, a -5.0% pick lift over 138 decided runs. Regent players keep it in 8.4% of their runs, so it’s a familiar sight in those decks. On average it shows up 1.2 times in the decks that take it.
It performs best next to Seven Stars — together they post a +20.1% swing in win rate. It also has strong chemistry with the relic Gorget, which moves its win rate by +28.6%. At 2 energy, it’s upgraded in 37.7% of runs and usually joins the deck around floor 12.
Upgraded, it gains +1 Repeat, which is why so many decks invest a rest-site upgrade in it. That’s 37 wins, 132 deaths, and 2 abandoned runs with it in the deck. The encounter that most often ends a run carrying it is Infested Prisms Elite, which closes out 7.0% 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 21.9% win rate clears the 13.9% all-deck average by 7.9%, the gap charted below.
Run Outcomes with Celestial Might
Celestial Might has 37 wins and 134 losses over 171 tracked runs (21.6% won); abandoned runs count as losses.
- Wins 21.6%
- Losses 78.4%
Pick or Skip: Celestial Might
Out of 2192 recorded offers Celestial Might is taken 6.8% of the time, and taking it is worth -5.0% in pick lift — 19.6% for runs that picked it against 24.9% for runs that skipped, across 138 decided runs.
Taken 148 times out of 2192 offers.
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 Celestial Might
Celestial Might is strongest when it joins the deck in Act 3, where runs win 60.0% across 15 runs — one of 3 recorded pickup windows.
Win rate of runs by the act Celestial Might entered the deck. Acts that have not reached the sample floor show their run count only.
Best Cards to Pair with Celestial Might
Ranked by win-rate lift, Celestial Might performs best alongside Seven Stars (+20.1%), Quasar (+19.6%), and Sword Sage (+18.9%).
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 21.7% win rate across 168 runs.
Best Relics for Celestial Might
Celestial Might pairs best with the relics Gorget (+28.6%), Venerable Tea Set (+27.3%), and Lantern (+22.5%), 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 37.7% of runs and usually picked up by floor 12.
Deal 6 damage times.
Upgrade: +1 Repeat
What Ends Runs with Celestial Might
Celestial Might’s most common run-enders are Infested Prisms Elite (7.0%), Kaiser Crab Boss (6.4%), and Queen Boss (5.8%).
- Infested Prisms Elite7.0% of runs
- Kaiser Crab Boss6.4% of runs
- Queen Boss5.8% of runs
- Entomancer Elite4.7% of runs
- The Kin Boss4.7% of runs
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Celestial Might – Frequently Asked Questions
Is Celestial Might good in Slay the Spire 2?
Across 171 tracked runs, Celestial Might has a 21.9% win rate — +7.9% 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 37.7% of runs. Upgrading it grants +1 Repeat.
What is the best relic for Celestial Might?
In tracked runs, Celestial Might has performed best alongside Gorget, which lifts its win rate by +28.6% over 28 runs together.
Should I take Celestial Might when it is offered?
Players take Celestial Might in 6.8% of its 2192 recorded offers. Runs that picked it win 19.6% (138 decided runs) against 24.9% for runs that skipped it (998 decided runs) — a -5.4% difference, and a -5.0% pick lift once sample size is accounted for.
See Also
Compare Celestial Might with the rest of the best Slay the Spire 2 cards, relics, and classes below.