Celestial Might
Win Rate
25.8%
Pick Rate
1.0%
Δ vs Avg
+6.9

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 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.

Win rate25.8%
Average deck18.9%
+6.9% vs averagePick rate: 1.0%39 runs

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.

The RegentThe Regentappears in 5.7% of its runs (39 tracked)

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.

Cost2
TypeAttack
RarityCommon
ClassRegent
Avg copies / deck1.1
Upgraded32.6%
Typical pickup floor11

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.