
Dodge and RollSkill
Gain 4 Block. Next turn, gain 4 Block.
Is Dodge and Roll good in Slay the Spire 2?
In Slay the Spire 2, Dodge and Roll is a common skill from the Silent card pool. Its effect: Gain 4 Block. Next turn, gain 4 Block. The data flags it as a weaker pick, settling at D tier — usually one to pass on unless your deck specifically wants it.
Over 75 tracked runs its win rate sits at 22.7%, 3.8% ahead of the 18.9% all-deck baseline. It sees niche play, included in only 2.0% of eligible runs. Within Regent runs it’s drafted 0.1% of the time, making it a regular part of that class’s decks. Decks that include it run about 1.2 copies on average.
Its standout pairing so far is Flanking, which lifts its win rate by +22.7% when the two share a deck. On the relic side, Lasting Candy is its standout companion, worth a +20.1% win-rate swing alongside it. It costs 1 energy, gets upgraded 26.4% of the time, and tends to be picked up near floor 14.
Upgrading the card adds +2 Block to its stat line. Of the runs that drafted it, 15 ended in victory against 51 deaths and 9 abandons. Its most common run-ender is Entomancer Elite, finishing 9.3% of the runs it shows up in. See the synergies, class split, and threats below for the full picture of where Dodge and Roll fits a Silent deck.
Dodge and Roll Win Rate & Pick Rate
At a 22.7% win rate, Dodge and Roll runs 3.8% ahead of the 18.9% all-deck baseline — the bars below put the two side by side.
Run Outcomes with Dodge and Roll
Across the 75 tracked runs that drafted Dodge and Roll, 15 ended in a win and 60 in a loss — a 20.0% win share, counting abandons as losses.
- Wins 20.0%
- Losses 80.0%
Best Cards to Pair with Dodge and Roll
Dodge and Roll’s strongest card pairings so far are Flanking (+22.7%), Expertise (+19.1%), and Ultimate Defend (+17.8%), each shown with the win-rate lift it adds.
Based on small co-occurring samples — treat these as early signals, not final verdicts.
Best Relics for Dodge and Roll
The relics that swing Dodge and Roll’s win rate the most are Lasting Candy (+20.1%), Lantern (+20.1%), and Vajra (+18.6%), with each lift shown.
Based on small co-occurring samples — treat these as early signals, not final verdicts.
Dodge and Roll Card Details
A 1-energy common skill, Dodge and Roll is upgraded 26.4% of the time and tends to enter the deck around floor 14.
Gain 4 Block. Next turn, gain 4 Block.
Upgrade: +2 Block
What Ends Runs with Dodge and Roll
Runs holding Dodge and Roll end most often against Entomancer Elite (9.3%), Knowledge Demon Boss (6.7%), and Queen Boss (6.7%) — the share of its runs each accounts for is shown.
- Entomancer Elite9.3% of runs
- Knowledge Demon Boss6.7% of runs
- Queen Boss6.7% of runs
- Test Subject Boss4.0% of runs
- The Insatiable Boss4.0% of runs
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Dodge and Roll – Frequently Asked Questions
Is Dodge and Roll good in Slay the Spire 2?
Across 75 tracked runs, Dodge and Roll has a 22.7% win rate — +3.8% above the average deck. Win rate reflects how often runs that include the card end in victory.
What does Dodge and Roll do in Slay the Spire 2?
Dodge and Roll costs 1 energy. Gain 4 Block. Next turn, gain 4 Block.
What class is Dodge and Roll in Slay the Spire 2?
Dodge and Roll is a Common Silent Skill.
Is Dodge and Roll worth upgrading in Slay the Spire 2?
Players upgrade Dodge and Roll in 26.4% of runs. Upgrading it grants +2 Block.
What is the best relic for Dodge and Roll?
In tracked runs, Dodge and Roll has performed best alongside Lasting Candy, which lifts its win rate by +20.1% over 8 runs together.
See Also
Keep exploring Slay the Spire 2 tier lists and stats below.