
CoolantPower
At the start of your turn, gain 2 Block for each unique Orb you have.
Is Coolant good in Slay the Spire 2?
Coolant is a rare Defect power in Slay the Spire 2. In combat it resolves as: At the start of your turn, gain 2 Block for each unique Orb you have. 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 22.9% of the time, comfortably clear of the 18.9% average, by 3.9%. It’s a more selective pick, turning up in just 1.0% of decks that could run it. Defect players keep it in 6.7% 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 TURBO — together they post a +16.4% swing in win rate. It also has strong chemistry with the relic Red Mask, which moves its win rate by +20.0%. At 1 energy, it’s upgraded in 15.4% of runs and usually joins the deck around floor 17.
That’s 8 wins, 27 deaths, and 4 abandoned runs with it in the deck. The encounter that most often ends a run carrying it is Queen Boss, which closes out 10.3% of its appearances. Read on for Coolant’s complete synergy, class, and threat breakdown to decide whether it earns a slot in your Defect run.
Coolant Win Rate & Pick Rate
Coolant’s 22.9% win rate clears the 18.9% all-deck average by 3.9%, the gap charted below.
Run Outcomes with Coolant
Coolant 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 Coolant
Ranked by win-rate lift, Coolant performs best alongside TURBO (+16.4%), Flak Cannon (+14.9%), and Ice Lance (+14.1%).
Based on small co-occurring samples — treat these as early signals, not final verdicts.
Coolant Win Rate by Class
Coolant is drafted only by the Defect, where it holds a 22.9% win rate across 39 runs.
Best Relics for Coolant
Coolant pairs best with the relics Red Mask (+20.0%), Art of War (+17.8%), and Sturdy Clamp (+17.8%), ranked by win-rate lift.
Based on small co-occurring samples — treat these as early signals, not final verdicts.
Coolant Card Details
Coolant is a rare power costing 1 energy; it’s upgraded in 15.4% of runs and usually picked up by floor 17.
At the start of your turn, gain 2 Block for each unique Orb you have.
What Ends Runs with Coolant
Coolant’s most common run-enders are Queen Boss (10.3%), Kaiser Crab Boss (7.7%), and The Insatiable Boss (7.7%).
- Queen Boss10.3% of runs
- Kaiser Crab Boss7.7% of runs
- The Insatiable Boss7.7% of runs
- Ovicopter Normal5.1% of runs
- Test Subject Boss5.1% of runs
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Coolant – Frequently Asked Questions
Is Coolant good in Slay the Spire 2?
Across 39 tracked runs, Coolant has a 22.9% win rate — +3.9% above the average deck. Win rate reflects how often runs that include the card end in victory.
What does Coolant do in Slay the Spire 2?
Coolant costs 1 energy. At the start of your turn, gain 2 Block for each unique Orb you have.
What class is Coolant in Slay the Spire 2?
Coolant is a Rare Defect Power.
Is Coolant worth upgrading in Slay the Spire 2?
Coolant can be upgraded at a rest site to improve its effect.
What is the best relic for Coolant?
In tracked runs, Coolant has performed best alongside Red Mask, which lifts its win rate by +20.0% over 7 runs together.
See Also
Compare Coolant with the rest of the best Slay the Spire 2 cards, relics, and classes below.