
FeralPower
The first time times} you play a 0-cost Attack each turn, return it to your Hand.
Is Feral good in Slay the Spire 2?
Feral is an uncommon Defect power in Slay the Spire 2. In combat it resolves as: The first time times} you play a 0-cost Attack each turn, return it to your Hand. It’s a dependable, middle-of-the-pack option, landing at C tier in our rankings.
Across 65 recorded runs, decks running it win 29.8% of the time, comfortably clear of the 19.0% average, by 10.9%. It’s a more selective pick, turning up in just 1.7% of decks that could run it. Silent players keep it in 0.1% of their runs, so it’s a familiar sight in those decks. On average it shows up 1.3 times in the decks that take it.
It performs best next to Echo Form — together they post a +17.4% swing in win rate. It also has strong chemistry with the relic Data Disk, which moves its win rate by +25.1%. At 2 energy, it’s upgraded in 37.0% of runs and usually joins the deck around floor 14.
Upgraded, it gains -1 EnergyCost, which is why so many decks invest a rest-site upgrade in it. That’s 17 wins, 40 deaths, and 8 abandoned runs with it in the deck. The encounter that most often ends a run carrying it is Kaiser Crab Boss, which closes out 9.2% of its appearances. Read on for Feral’s complete synergy, class, and threat breakdown to decide whether it earns a slot in your Defect run.
Feral Win Rate & Pick Rate
Feral’s 29.8% win rate clears the 19.0% all-deck average by 10.9%, the gap charted below.
Run Outcomes with Feral
Feral has 17 wins and 48 losses over 65 tracked runs (26.2% won); abandoned runs count as losses.
- Wins 26.2%
- Losses 73.8%
Best Relics for Feral
Feral pairs best with the relics Data Disk (+25.1%), Tiny Mailbox (+23.4%), and Lasting Candy (+23.0%), ranked by win-rate lift.
Based on small co-occurring samples — treat these as early signals, not final verdicts.
Feral Card Details
Feral is an uncommon power costing 2 energy; it’s upgraded in 37.0% of runs and usually picked up by floor 14.
The first time times} you play a 0-cost Attack each turn, return it to your Hand.
Upgrade: -1 EnergyCost
What Ends Runs with Feral
Feral’s most common run-enders are Kaiser Crab Boss (9.2%), Queen Boss (7.7%), and Decimillipede Elite (6.2%).
- Kaiser Crab Boss9.2% of runs
- Queen Boss7.7% of runs
- Decimillipede Elite6.2% of runs
- Aeonglass Boss3.1% of runs
- Entomancer Elite3.1% of runs
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Feral – Frequently Asked Questions
Is Feral good in Slay the Spire 2?
Across 65 tracked runs, Feral has a 29.8% win rate — +10.9% above the average deck. Win rate reflects how often runs that include the card end in victory.
What does Feral do in Slay the Spire 2?
Feral costs 2 energy. The first time times} you play a 0-cost Attack each turn, return it to your Hand.
What class is Feral in Slay the Spire 2?
Feral is an Uncommon Defect Power.
Is Feral worth upgrading in Slay the Spire 2?
Players upgrade Feral in 37.0% of runs. Upgrading it grants -1 EnergyCost.
What is the best relic for Feral?
In tracked runs, Feral has performed best alongside Data Disk, which lifts its win rate by +25.1% over 11 runs together.
See Also
Compare Feral with the rest of the best Slay the Spire 2 cards, relics, and classes below.