
Dual WieldSkill
Choose an Attack or Power card. Add copies|a copy} of that card into your Hand.
Is Dual Wield good in Slay the Spire 2?
Dual Wield is an event Event skill in Slay the Spire 2. In combat it resolves as: Choose an Attack or Power card. Add copies|a copy} of that card into your Hand. It currently underperforms most alternatives, sitting at D tier in our Slay the Spire 2 card rankings.
Across 28 recorded runs, decks running it win 14.3% of the time, right in line with the typical deck. It’s a more selective pick, turning up in just 0.2% of decks that could run it. Silent players keep it in 0.3% of their runs, so it’s a familiar sight in those decks. On average it shows up 1.0 times in the decks that take it.
It performs best next to Ascender's Bane — together they post a +1.5% swing in win rate. At 1 energy, it’s upgraded in 21.4% of runs and usually joins the deck around floor 9.
Upgraded, it gains +1 Cards, which is why so many decks invest a rest-site upgrade in it. That’s 4 wins, 24 deaths, and 0 abandoned runs with it in the deck. The encounter that most often ends a run carrying it is Phantasmal Gardeners Elite, which closes out 25.0% of its appearances. Read on for Dual Wield’s complete synergy, class, and threat breakdown to decide whether it earns a slot in your Event run.
Dual Wield Win Rate & Pick Rate
At 14.3%, Dual Wield performs almost exactly at the 13.9% all-deck average (0.3% off), as charted below.
Run Outcomes with Dual Wield
Dual Wield has 4 wins and 24 losses over 28 tracked runs (14.3% won); abandoned runs count as losses.
- Wins 14.3%
- Losses 85.7%
When to Pick Up Dual Wield
Dual Wield is strongest when it joins the deck in Act 1, where runs win 14.3% across 28 runs — one of 1 recorded pickup windows.
Win rate of runs by the act Dual Wield entered the deck. Acts that have not reached the sample floor show their run count only.
Best Cards to Pair with Dual Wield
Ranked by win-rate lift, Dual Wield performs best alongside Ascender's Bane (+1.5%).
Based on small co-occurring samples — treat these as early signals, not final verdicts.
Dual Wield Win Rate by Class
Dual Wield is drafted only by the Silent, where it holds a 0.0% win rate across 10 runs.
Dual Wield Card Details
Dual Wield is an event skill costing 1 energy; it’s upgraded in 21.4% of runs and usually picked up by floor 9.
Choose an Attack or Power card. Add copies|a copy} of that card into your Hand.
Upgrade: +1 Cards
What Ends Runs with Dual Wield
Dual Wield’s most common run-enders are Phantasmal Gardeners Elite (25.0%), Hunter Killer Normal (7.1%), and Lagavulin Matriarch Boss (7.1%).
- Phantasmal Gardeners Elite25.0% of runs
- Hunter Killer Normal7.1% of runs
- Lagavulin Matriarch Boss7.1% of runs
- Waterfall Giant Boss7.1% of runs
- Soul Fysh Boss7.1% of runs
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Dual Wield – Frequently Asked Questions
Is Dual Wield good in Slay the Spire 2?
Across 28 tracked runs, Dual Wield has a 14.3% win rate — +0.3% above the average deck. Win rate reflects how often runs that include the card end in victory.
What does Dual Wield do in Slay the Spire 2?
Dual Wield costs 1 energy. Choose an Attack or Power card. Add copies|a copy} of that card into your Hand.
What class is Dual Wield in Slay the Spire 2?
Dual Wield is an Event Event Skill.
Is Dual Wield worth upgrading in Slay the Spire 2?
Players upgrade Dual Wield in 21.4% of runs. Upgrading it grants +1 Cards.
See Also
Compare Dual Wield with the rest of the best Slay the Spire 2 cards, relics, and classes below.