Dodge and Roll
Win Rate
0.0%
Pick Rate
0.8%
Δ vs Avg
-12.6

Dodge and RollSkill

Common
TypeSkill
RarityCommon
Cost1
ClassSilent
MethodologyData Methodology

Gain 4 Block. Next turn, gain 4 Block.

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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 4 tracked runs its win rate sits at 0.0%, 12.6% short of the 12.6% all-deck baseline. It sees niche play, included in only 0.8% of eligible runs. Within Silent runs it’s drafted 2.9% of the time, making it a regular part of that class’s decks. Decks that include it run about 1.0 copies on average.

Its standout pairing so far is Defend, which lifts its win rate by 0.0% when the two share a deck. On the relic side, Ring of the Snake is its standout companion, worth a 0.0% win-rate swing alongside it. It costs 1 energy, gets upgraded 50.0% of the time, and tends to be picked up near floor 12.

Upgrading the card adds +2 Block to its stat line. Of the runs that drafted it, 0 ended in victory against 4 deaths and 0 abandons. Its most common run-ender is Entomancer Elite, finishing 50.0% 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 0.0% win rate, Dodge and Roll runs 12.6% behind the 12.6% all-deck baseline — the bars below put the two side by side.

Win rate0.0%
Average deck12.6%
-12.6% vs averagePick rate: 0.8%4 runs (limited)

Run Outcomes with Dodge and Roll

Across the 4 tracked runs that drafted Dodge and Roll, 0 ended in a win and 4 in a loss — a 0.0% win share, counting abandons as losses.

  • Wins 0.0%
  • Losses 100.0%

Best Cards to Pair with Dodge and Roll

Dodge and Roll’s strongest card pairings so far are Defend (0.0%), Neutralize (0.0%), and Survivor (0.0%), 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 (0.0%) and Necrobinder (0.0%).

Best Relics for Dodge and Roll

The relics that swing Dodge and Roll’s win rate the most are Ring of the Snake (0.0%) and Sword of Stone (0.0%), 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 50.0% of the time and tends to enter the deck around floor 12.

Gain 4 Block. Next turn, gain 4 Block.

Cost1
TypeSkill
RarityCommon
ClassSilent
Avg copies / deck1.0
Upgraded50.0%
Typical pickup floor12

Upgrade: +2 Block

What Ends Runs with Dodge and Roll

Runs holding Dodge and Roll end most often against Entomancer Elite (50.0%) — the share of its runs each accounts for is shown.

  • Entomancer Elite50.0% of runs

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Dodge and Roll – Frequently Asked Questions

Is Dodge and Roll good in Slay the Spire 2?

Across 4 tracked runs, Dodge and Roll has a 0.0% win rate — +12.6% below 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 50.0% 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 Ring of the Snake, which lifts its win rate by 0.0% over 3 runs together.

See Also

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