
In Slay the Spire 2, Entrench is an event skill from the Event card pool. Its effect: Double your 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 9 tracked runs its win rate sits at 12.5%, 2.0% short of the 14.5% all-deck baseline. It sees niche play, included in only 0.1% of eligible runs. Decks that include it run about 1.1 copies on average.
It costs 2 energy, gets upgraded 40.0% of the time, and tends to be picked up near floor 8.
Upgrading the card adds -1 EnergyCost to its stat line. Of the runs that drafted it, 1 ended in victory against 7 deaths and 1 abandons. Its most common run-ender is Decimillipede Elite, finishing 22.2% of the runs it shows up in. See the synergies, class split, and threats below for the full picture of where Entrench fits a Event deck.
At a 12.5% win rate, Entrench runs 2.0% behind the 14.5% all-deck baseline — the bars below put the two side by side.
Across the 9 tracked runs that drafted Entrench, 1 ended in a win and 8 in a loss — a 11.1% win share, counting abandons as losses.
Entrench has 1 recorded pickup windows, but none has reached the sample floor, so the rows below show run counts rather than win rates.
Win rate of runs by the act Entrench entered the deck. Acts that have not reached the sample floor show their run count only.
A 2-energy event skill, Entrench is upgraded 40.0% of the time and tends to enter the deck around floor 8.
Double your Block.
Upgrade: -1 EnergyCost
Runs holding Entrench end most often against Decimillipede Elite (22.2%) — the share of its runs each accounts for is shown.
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Across 9 tracked runs, Entrench has a 12.5% win rate — +2.0% below the average deck. Win rate reflects how often runs that include the card end in victory.
Keep exploring Slay the Spire 2 tier lists and stats below.
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Entrench costs 2 energy. Double your Block.
Entrench is an Event Event Skill.
Players upgrade Entrench in 40.0% of runs. Upgrading it grants -1 EnergyCost.
Double your Block.