Charge Battery
Win Rate
16.3%
Pick Rate
5.2%
Δ vs Avg
+2.8

Charge Battery Skill

Common
Type
Skill
Rarity
Common
Cost
1
Class
Defect
Methodology
Data Methodology

Gain 7 Block. Next turn, gain Energy.

Is Charge Battery good in Slay the Spire 2?

Charge Battery is a common Defect skill in Slay the Spire 2. In combat it resolves as: Gain 7 Block. Next turn, gain Energy. It currently underperforms most alternatives, sitting at D tier in our Slay the Spire 2 card rankings.

Across 865 recorded runs, decks running it win 16.3% of the time, comfortably clear of the 13.5% average, by 2.8%. It’s a more selective pick, turning up in just 5.2% of decks that could run it. Offer data is close to a wash — 27.9% of offers taken, 15.7% for runs that picked it against 16.0% for runs that skipped, a pick lift of just -0.3% over 744 decided runs. Silent players keep it in 0.3% of their runs, so it’s a familiar sight in those decks. On average it shows up 1.4 times in the decks that take it.

It performs best next to Apotheosis — together they post a +30.2% swing in win rate. It also has strong chemistry with the relic Sword of Jade, which moves its win rate by +34.2%. At 1 energy, it’s upgraded in 24.5% of runs and usually joins the deck around floor 12.

Upgraded, it gains +3 Block, which is why so many decks invest a rest-site upgrade in it. That’s 139 wins, 716 deaths, and 10 abandoned runs with it in the deck. The encounter that most often ends a run carrying it is Knowledge Demon Boss, which closes out 6.4% of its appearances. Read on for Charge Battery’s complete synergy, class, and threat breakdown to decide whether it earns a slot in your Defect run.

Charge Battery Win Rate & Pick Rate

Charge Battery’s 16.3% win rate clears the 13.5% all-deck average by 2.8%, the gap charted below.

Win rate16.3%
Average deck13.5%
+2.8% vs averagePick rate: 5.2%865 runs

Run Outcomes with Charge Battery

Charge Battery has 139 wins and 726 losses over 865 tracked runs (16.1% won); abandoned runs count as losses.

  • Wins 16.1%
  • Losses 83.9%

Pick or Skip: Charge Battery

Out of 3327 recorded offers Charge Battery is taken 27.9% of the time, and taking it is worth -0.3% in pick lift — 15.7% for runs that picked it against 16.0% for runs that skipped, across 744 decided runs.

Pick rate when offered27.9%3327 offers

Taken 929 times out of 3327 offers.

Win rate when picked15.7%744 runs
Win rate when skipped16.0%992 runs
-0.3% vs skippingPick lift: -0.3%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 Battery

Charge Battery is strongest when it joins the deck in Act 3, where runs win 38.5% across 39 runs — one of 3 recorded pickup windows.

Act 114.1%613 runs
Act 218.6%212 runs
Act 338.5%39 runs

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

Best Cards to Pair with Charge Battery

Ranked by win-rate lift, Charge Battery performs best alongside Apotheosis (+30.2%), Production (+23.2%), and Prolong (+23.1%).

Based on small co-occurring samples — treat these as early signals, not final verdicts.

Charge Battery Win Rate by Class

Charge Battery is played across 3 classes, led by Silent (25.0%), Regent (16.7%), and Defect (16.2%) by win rate.

Best Relics for Charge Battery

Charge Battery pairs best with the relics Sword of Jade (+34.2%), Jewelry Box (+30.2%), and Data Disk (+27.8%), ranked by win-rate lift.

Based on small co-occurring samples — treat these as early signals, not final verdicts.

Charge Battery Card Details

Charge Battery is a common skill costing 1 energy; it’s upgraded in 24.5% of runs and usually picked up by floor 12.

Gain 7 Block. Next turn, gain Energy.

Cost1
TypeSkill
RarityCommon
ClassDefect
Avg copies / deck1.4
Upgraded24.5%
Typical pickup floor12

Upgrade: +3 Block

What Ends Runs with Charge Battery

Charge Battery’s most common run-enders are Knowledge Demon Boss (6.4%), Aeonglass Boss (6.0%), and Kaiser Crab Boss (5.8%).

  • Knowledge Demon Boss6.4% of runs
  • Aeonglass Boss6.0% of runs
  • Kaiser Crab Boss5.8% of runs
  • The Insatiable Boss5.3% of runs
  • Queen Boss5.1% of runs
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Charge Battery – Frequently Asked Questions

Is Charge Battery good in Slay the Spire 2?

Across 865 tracked runs, Charge Battery has a 16.3% win rate — +2.8% above the average deck. Win rate reflects how often runs that include the card end in victory.

What does Charge Battery do in Slay the Spire 2?

Charge Battery costs 1 energy. Gain 7 Block. Next turn, gain Energy.

What class is Charge Battery in Slay the Spire 2?

Charge Battery is a Common Defect Skill.

Is Charge Battery worth upgrading in Slay the Spire 2?

Players upgrade Charge Battery in 24.5% of runs. Upgrading it grants +3 Block.

What is the best relic for Charge Battery?

In tracked runs, Charge Battery has performed best alongside Sword of Jade, which lifts its win rate by +34.2% over 19 runs together.

Should I take Charge Battery when it is offered?

Players take Charge Battery in 27.9% of its 3327 recorded offers. Runs that picked it win 15.7% (744 decided runs) against 16.0% for runs that skipped it (992 decided runs) — a -0.3% difference, and a -0.3% pick lift once sample size is accounted for.

See Also

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