Dying Star
Win Rate
37.0%
Pick Rate
1.5%
Δ vs Avg
+23.5

Dying Star Attack

Rare
Type
Attack
Rarity
Rare
Cost
1
Class
Regent
Methodology
Data Methodology

Deal 9 damage to ALL enemies. ALL enemies lose Strength this turn.

Is Dying Star good in Slay the Spire 2?

Dying Star is a rare Regent attack in Slay the Spire 2. In combat it resolves as: Deal 9 damage to ALL enemies. ALL enemies lose Strength this turn. It ranks among the strongest cards its class can draft right now, earning a spot at B tier in our Slay the Spire 2 card tier list.

Across 250 recorded runs, decks running it win 37.0% of the time, comfortably clear of the 13.5% average, by 23.5%. It’s a more selective pick, turning up in just 1.5% of decks that could run it. Offer data is close to a wash — 38.9% of offers taken, 40.1% for runs that picked it against 41.1% for runs that skipped, a pick lift of just -1.0% over 207 decided runs. Regent players keep it in 9.8% of their runs, so it’s a familiar sight in those decks. On average it shows up 1.1 times in the decks that take it.

It performs best next to Bundle of Joy — together they post a +30.7% swing in win rate. It also has strong chemistry with the relic Fencing Manual, which moves its win rate by +27.5%. At 1 energy, it’s upgraded in 22.7% of runs and usually joins the deck around floor 18.

Upgraded, it gains +2 Damage, which is why so many decks invest a rest-site upgrade in it. That’s 92 wins, 157 deaths, and 1 abandoned runs with it in the deck. The encounter that most often ends a run carrying it is Knowledge Demon Boss, which closes out 4.8% of its appearances. Read on for Dying Star’s complete synergy, class, and threat breakdown to decide whether it earns a slot in your Regent run.

Dying Star Win Rate & Pick Rate

Dying Star’s 37.0% win rate clears the 13.5% all-deck average by 23.5%, the gap charted below.

Win rate37.0%
Average deck13.5%
+23.5% vs averagePick rate: 1.5%250 runs

Run Outcomes with Dying Star

Dying Star has 92 wins and 158 losses over 250 tracked runs (36.8% won); abandoned runs count as losses.

  • Wins 36.8%
  • Losses 63.2%

Pick or Skip: Dying Star

Out of 550 recorded offers Dying Star is taken 38.9% of the time, and taking it is worth -1.0% in pick lift — 40.1% for runs that picked it against 41.1% for runs that skipped, across 207 decided runs.

Pick rate when offered38.9%550 offers

Taken 214 times out of 550 offers.

Win rate when picked40.1%207 runs
Win rate when skipped41.1%253 runs
-1.0% vs skippingPick lift: -1.0%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 Dying Star

Dying Star is strongest when it joins the deck in Act 3, where runs win 80.0% across 15 runs — one of 3 recorded pickup windows.

Act 124.9%166 runs
Act 257.4%68 runs
Act 380.0%15 runs

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

Best Cards to Pair with Dying Star

Ranked by win-rate lift, Dying Star performs best alongside Bundle of Joy (+30.7%), Pillar of Creation (+24.2%), and Big Bang (+22.2%).

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

Dying Star Win Rate by Class

Dying Star is drafted only by the Regent, where it holds a 36.8% win rate across 248 runs.

The RegentThe Regentappears in 9.8% of its runs (248 tracked)

Best Relics for Dying Star

Dying Star pairs best with the relics Fencing Manual (+27.5%), Pendulum (+25.9%), and Orichalcum (+25.0%), ranked by win-rate lift.

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

Dying Star Card Details

Dying Star is a rare attack costing 1 energy; it’s upgraded in 22.7% of runs and usually picked up by floor 18.

Deal 9 damage to ALL enemies. ALL enemies lose Strength this turn.

Cost1
TypeAttack
RarityRare
ClassRegent
Avg copies / deck1.1
Upgraded22.7%
Typical pickup floor18

Upgrade: +2 Damage

What Ends Runs with Dying Star

Dying Star’s most common run-enders are Knowledge Demon Boss (4.8%), Infested Prisms Elite (4.8%), and The Insatiable Boss (4.4%).

  • Knowledge Demon Boss4.8% of runs
  • Infested Prisms Elite4.8% of runs
  • The Insatiable Boss4.4% of runs
  • Test Subject Boss4.4% of runs
  • Entomancer Elite4.0% of runs
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Dying Star – Frequently Asked Questions

Is Dying Star good in Slay the Spire 2?

Across 250 tracked runs, Dying Star has a 37.0% win rate — +23.5% above the average deck. Win rate reflects how often runs that include the card end in victory.

What does Dying Star do in Slay the Spire 2?

Dying Star costs 1 energy. Deal 9 damage to ALL enemies. ALL enemies lose Strength this turn.

What class is Dying Star in Slay the Spire 2?

Dying Star is a Rare Regent Attack.

Is Dying Star worth upgrading in Slay the Spire 2?

Players upgrade Dying Star in 22.7% of runs. Upgrading it grants +2 Damage.

What is the best relic for Dying Star?

In tracked runs, Dying Star has performed best alongside Fencing Manual, which lifts its win rate by +27.5% over 33 runs together.

Should I take Dying Star when it is offered?

Players take Dying Star in 38.9% of its 550 recorded offers. Runs that picked it win 40.1% (207 decided runs) against 41.1% for runs that skipped it (253 decided runs) — a -1.0% difference, and a -1.0% pick lift once sample size is accounted for.

See Also

Compare Dying Star with the rest of the best Slay the Spire 2 cards, relics, and classes below.