CHARGE!!
Win Rate
29.8%
Pick Rate
2.0%
Δ vs Avg
+16.0

CHARGE!! Skill

Uncommon
Type
Skill
Rarity
Uncommon
Cost
1
Class
Regent
Methodology
Data Methodology

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’s a dependable, middle-of-the-pack option, landing at C tier in our rankings.

Across 493 recorded runs, decks running it win 29.8% of the time, comfortably clear of the 13.8% average, by 16.0%. It’s a more selective pick, turning up in just 2.0% of decks that could run it. Offer data backs the pick — taken 27.2% of the time it is shown, with 29.9% for runs that took it against 26.9% for runs that did not, a +3.0% pick lift across 401 decided runs. Regent players keep it in 10.9% 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 Mad Science — together they post a +26.0% swing in win rate. It also has strong chemistry with the relic Tuning Fork, which moves its win rate by +26.2%. At 1 energy, it’s upgraded in 28.5% of runs and usually joins the deck around floor 14.

That’s 146 wins, 344 deaths, and 3 abandoned runs with it in the deck. The encounter that most often ends a run carrying it is Knowledge Demon Boss, which closes out 5.5% 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 29.8% win rate clears the 13.8% all-deck average by 16.0%, the gap charted below.

Win rate29.8%
Average deck13.8%
+16.0% vs averagePick rate: 2.0%493 runs

Run Outcomes with CHARGE!!

CHARGE!! has 146 wins and 347 losses over 493 tracked runs (29.6% won); abandoned runs count as losses.

  • Wins 29.6%
  • Losses 70.4%

Pick or Skip: CHARGE!!

Out of 1579 recorded offers CHARGE!! is taken 27.2% of the time, and taking it is worth +3.0% in pick lift — 29.9% for runs that picked it against 26.9% for runs that skipped, across 401 decided runs.

Pick rate when offered27.2%1579 offers

Taken 429 times out of 1579 offers.

Win rate when picked29.9%401 runs
Win rate when skipped26.9%818 runs
+3.0% vs skippingPick lift: +3.0%Sample OK

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 CHARGE!!

CHARGE!! is strongest when it joins the deck in Act 3, where runs win 56.3% across 48 runs — one of 4 recorded pickup windows.

Starting deck0.0%11 runs
Act 126.4%295 runs
Act 230.2%139 runs
Act 356.3%48 runs

Win rate of runs by the act CHARGE!! entered the deck. Acts that have not reached the sample floor show their run count only.

Best Cards to Pair with CHARGE!!

Ranked by win-rate lift, CHARGE!! performs best alongside Mad Science (+26.0%), Bombardment (+21.1%), and Make It So (+20.2%).

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 29.8% win rate across 477 runs.

The RegentThe Regentappears in 10.9% of its runs (477 tracked)

Best Relics for CHARGE!!

CHARGE!! pairs best with the relics Tuning Fork (+26.2%), Tungsten Rod (+25.7%), and Shuriken (+25.3%), 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 28.5% of runs and usually picked up by floor 14.

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

Cost1
TypeSkill
RarityUncommon
ClassRegent
Avg copies / deck1.1
Upgraded28.5%
Typical pickup floor14

What Ends Runs with CHARGE!!

CHARGE!!’s most common run-enders are Knowledge Demon Boss (5.5%), Kaiser Crab Boss (4.7%), and Decimillipede Elite (4.3%).

  • Knowledge Demon Boss5.5% of runs
  • Kaiser Crab Boss4.7% of runs
  • Decimillipede Elite4.3% of runs
  • Queen Boss4.3% of runs
  • Aeonglass Boss4.1% of runs
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CHARGE!! – Frequently Asked Questions

Is CHARGE!! good in Slay the Spire 2?

Across 493 tracked runs, CHARGE!! has a 29.8% win rate — +16.0% above 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 Tuning Fork, which lifts its win rate by +26.2% over 41 runs together.

Should I take CHARGE!! when it is offered?

Players take CHARGE!! in 27.2% of its 1579 recorded offers. Runs that picked it win 29.9% (401 decided runs) against 26.9% for runs that skipped it (818 decided runs) — a +3.0% difference, and a +3.0% pick lift once sample size is accounted for.

See Also

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