Dodge and Roll
Win Rate
24.3%
Pick Rate
3.2%
Δ vs Avg
+10.4

Dodge and Roll Skill

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

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 662 tracked runs its win rate sits at 24.3%, 10.4% ahead of the 13.8% all-deck baseline. It sees niche play, included in only 3.2% of eligible runs. Taken 11.9% of the times it is offered, it lands close to neutral on the pick-versus-skip split: 25.4% for runs that took it against 23.5% for runs that passed, a +1.9% pick lift over 532 decided runs. Within Silent runs it’s drafted 13.6% 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 Tracking, which lifts its win rate by +22.6% when the two share a deck. On the relic side, Sword of Jade is its standout companion, worth a +47.7% win-rate swing alongside it. It costs 1 energy, gets upgraded 28.1% of the time, and tends to be picked up near floor 15.

Upgrading the card adds +2 Block to its stat line. Of the runs that drafted it, 160 ended in victory against 499 deaths and 3 abandons. Its most common run-ender is Test Subject Boss, finishing 5.7% 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 24.3% win rate, Dodge and Roll runs 10.4% ahead of the 13.8% all-deck baseline — the bars below put the two side by side.

Win rate24.3%
Average deck13.8%
+10.4% vs averagePick rate: 3.2%662 runs

Run Outcomes with Dodge and Roll

Across the 662 tracked runs that drafted Dodge and Roll, 160 ended in a win and 502 in a loss — a 24.2% win share, counting abandons as losses.

  • Wins 24.2%
  • Losses 75.8%

Pick or Skip: Dodge and Roll

Players take Dodge and Roll in 11.9% of the 5016 offers it appears in; those runs win 25.4% against 23.5% for runs that passed, a pick lift of +1.9% over 532 decided runs.

Pick rate when offered11.9%5016 offers

Taken 599 times out of 5016 offers.

Win rate when picked25.4%532 runs
Win rate when skipped23.5%2171 runs
+1.9% vs skippingPick lift: +1.9%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 Dodge and Roll

Of the 4 pickup windows recorded for Dodge and Roll, Act 3 is the best: 58.1% across 74 runs.

Starting deck20.0%10 runs
Act 115.4%386 runs
Act 229.2%192 runs
Act 358.1%74 runs

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

Best Cards to Pair with Dodge and Roll

Dodge and Roll’s strongest card pairings so far are Tracking (+22.6%), Flanking (+20.9%), and Ultimate Defend (+20.4%), each shown with the win-rate lift it adds.

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

Dodge and Roll Win Rate by Class

Of the 2 classes that draft Dodge and Roll, it performs best with Silent (24.3%) and Ironclad (20.0%).

Best Relics for Dodge and Roll

The relics that swing Dodge and Roll’s win rate the most are Sword of Jade (+47.7%), Bellows (+36.3%), and Red Mask (+30.4%), 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 28.1% of the time and tends to enter the deck around floor 15.

Gain 4 Block. Next turn, gain 4 Block.

Cost1
TypeSkill
RarityCommon
ClassSilent
Avg copies / deck1.2
Upgraded28.1%
Typical pickup floor15

Upgrade: +2 Block

What Ends Runs with Dodge and Roll

Runs holding Dodge and Roll end most often against Test Subject Boss (5.7%), Knowledge Demon Boss (5.6%), and Aeonglass Boss (5.4%) — the share of its runs each accounts for is shown.

  • Test Subject Boss5.7% of runs
  • Knowledge Demon Boss5.6% of runs
  • Aeonglass Boss5.4% of runs
  • Decimillipede Elite4.8% of runs
  • Queen Boss4.7% of runs
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Dodge and Roll – Frequently Asked Questions

Is Dodge and Roll good in Slay the Spire 2?

Across 662 tracked runs, Dodge and Roll has a 24.3% win rate — +10.4% 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 28.1% 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 Sword of Jade, which lifts its win rate by +47.7% over 17 runs together.

Should I take Dodge and Roll when it is offered?

Players take Dodge and Roll in 11.9% of its 5016 recorded offers. Runs that picked it win 25.4% (532 decided runs) against 23.5% for runs that skipped it (2171 decided runs) — a +1.9% difference, and a +1.9% pick lift once sample size is accounted for.

See Also

Keep exploring Slay the Spire 2 tier lists and stats below.