CHARGE!!
Win Rate
0.0%
Pick Rate
1.5%
Δ vs Avg
-12.6

CHARGE!!Skill

Uncommon
TypeSkill
RarityUncommon
Cost1
ClassRegent
MethodologyData Methodology

Choose cards in your Draw Pile to Transform into Minion Dive Bomb|Minion Dive Bombs}.

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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.

Win rate0.0%
Average deck12.6%
-12.6% vs averagePick rate: 1.5%8 runs (limited)

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.

The RegentThe Regentappears in 4.8% of its runs (8 tracked)

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}.

Cost1
TypeSkill
RarityUncommon
ClassRegent
Avg copies / deck1.0
Upgraded12.5%
Typical pickup floor10

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.