
CHARGE!!Skill
Choose cards in your Draw Pile to Transform into Minion Dive Bomb|Minion Dive Bombs}.
Is CHARGE!! good in Slay the Spire 2?
CHARGE!! is an uncommon Regent skill in Slay the Spire 2. In combat it resolves as: Choose cards in your Draw Pile to Transform into Minion Dive Bomb|Minion Dive Bombs}. It currently underperforms most alternatives, sitting at D tier in our Slay the Spire 2 card rankings.
Across 8 recorded runs, decks running it win 0.0% of the time, trailing the 12.6% average by 12.6%. It’s a more selective pick, turning up in just 1.5% of decks that could run it. Regent players keep it in 4.8% of their runs, so it’s a familiar sight in those decks. On average it shows up 1.0 times in the decks that take it.
It performs best next to Astral Pulse — 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 1 energy, it’s upgraded in 12.5% of runs and usually joins the deck around floor 10.
That’s 0 wins, 8 deaths, and 0 abandoned runs with it in the deck. The encounter that most often ends a run carrying it is The Insatiable Boss, which closes out 25.0% of its appearances. Read on for CHARGE!!’s complete synergy, class, and threat breakdown to decide whether it earns a slot in your Regent run.
CHARGE!! Win Rate & Pick Rate
CHARGE!!’s 0.0% win rate trails the 12.6% all-deck average by 12.6%, the gap charted below.
Run Outcomes with CHARGE!!
CHARGE!! has 0 wins and 8 losses over 8 tracked runs (0.0% won); abandoned runs count as losses.
- Wins 0.0%
- Losses 100.0%
Best Cards to Pair with CHARGE!!
Ranked by win-rate lift, CHARGE!! performs best alongside Astral Pulse (0.0%), Child of the Stars (0.0%), and Collision Course (0.0%).
Based on small co-occurring samples — treat these as early signals, not final verdicts.
CHARGE!! Win Rate by Class
CHARGE!! is drafted only by the Regent, where it holds a 0.0% win rate across 8 runs.
Best Relics for CHARGE!!
CHARGE!! pairs best with the relics Divine Right (0.0%) and Sparkling Rouge (0.0%), ranked by win-rate lift.
Based on small co-occurring samples — treat these as early signals, not final verdicts.
CHARGE!! Card Details
CHARGE!! is an uncommon skill costing 1 energy; it’s upgraded in 12.5% of runs and usually picked up by floor 10.
Choose cards in your Draw Pile to Transform into Minion Dive Bomb|Minion Dive Bombs}.
What Ends Runs with CHARGE!!
CHARGE!!’s most common run-enders are The Insatiable Boss (25.0%) and Exoskeletons Normal (25.0%).
- The Insatiable Boss25.0% of runs
- Exoskeletons Normal25.0% of runs
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CHARGE!! – Frequently Asked Questions
Is CHARGE!! good in Slay the Spire 2?
Across 8 tracked runs, CHARGE!! has a 0.0% win rate — +12.6% below the average deck. Win rate reflects how often runs that include the card end in victory.
What does CHARGE!! do in Slay the Spire 2?
CHARGE!! costs 1 energy. Choose cards in your Draw Pile to Transform into Minion Dive Bomb|Minion Dive Bombs}.
What class is CHARGE!! in Slay the Spire 2?
CHARGE!! is an Uncommon Regent Skill.
Is CHARGE!! worth upgrading in Slay the Spire 2?
CHARGE!! can be upgraded at a rest site to improve its effect.
What is the best relic for CHARGE!!?
In tracked runs, CHARGE!! has performed best alongside Divine Right, which lifts its win rate by 0.0% over 6 runs together.
See Also
Compare CHARGE!! with the rest of the best Slay the Spire 2 cards, relics, and classes below.