
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 currently underperforms most alternatives, sitting at D tier in our Slay the Spire 2 card rankings.
Across 7 recorded runs, decks running it win 14.3% of the time, comfortably clear of the 12.6% average, by 1.7%. It’s a more selective pick, turning up in just 1.4% of decks that could run it. Defect players keep it in 25.0% 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 +19.0% swing in win rate. It also has strong chemistry with the relic Eternal Feather, which moves its win rate by +19.0%. At 2 energy, it’s upgraded in 14.3% of runs and usually joins the deck around floor 8.
Upgraded, it gains -1 EnergyCost, which is why so many decks invest a rest-site upgrade in it. That’s 1 wins, 6 deaths, and 0 abandoned runs with it in the deck. The encounter that most often ends a run carrying it is Kaiser Crab Boss, which closes out 28.6% 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 14.3% win rate clears the 12.6% all-deck average by 1.7%, the gap charted below.
Run Outcomes with Feral
Feral has 1 wins and 6 losses over 7 tracked runs (14.3% won); abandoned runs count as losses.
- Wins 14.3%
- Losses 85.7%
Best Cards to Pair with Feral
Ranked by win-rate lift, Feral performs best alongside Ascender's Bane (+19.0%), Boost Away (+19.0%), and Hologram (+19.0%).
Based on small co-occurring samples — treat these as early signals, not final verdicts.
Feral Win Rate by Class
Feral is drafted only by the Defect, where it holds a 14.3% win rate across 7 runs.
Best Relics for Feral
Feral pairs best with the relics Eternal Feather (+19.0%), Cracked Core (0.0%), and Meal Ticket (-14.3%), 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 14.3% of runs and usually picked up by floor 8.
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 (28.6%).
- Kaiser Crab Boss28.6% of runs
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Feral – Frequently Asked Questions
Is Feral good in Slay the Spire 2?
Across 7 tracked runs, Feral has a 14.3% win rate — +1.7% 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 14.3% of runs. Upgrading it grants -1 EnergyCost.
What is the best relic for Feral?
In tracked runs, Feral has performed best alongside Eternal Feather, which lifts its win rate by +19.0% over 3 runs together.
See Also
Compare Feral with the rest of the best Slay the Spire 2 cards, relics, and classes below.