
- Win Rate
- 18.9%
- Pick Rate
- 2.4%
- Δ vs Avg
- +5.1
Feral Power
- Type
- Power
- Rarity
- Uncommon
- Cost
- 2
- Class
- Defect
- Methodology
- Data Methodology
- Author
- Dakota Chinnick
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 507 recorded runs, decks running it win 18.9% of the time, comfortably clear of the 13.8% average, by 5.1%. It’s a more selective pick, turning up in just 2.4% of decks that could run it. Offer data backs the pick — taken 23.2% of the time it is shown, with 20.1% for runs that took it against 16.9% for runs that did not, a +3.0% pick lift across 379 decided runs. Defect players keep it in 10.8% of their runs, so it’s a familiar sight in those decks. On average it shows up 1.2 times in the decks that take it.
It performs best next to Energy Surge — together they post a +25.5% swing in win rate. It also has strong chemistry with the relic Letter Opener, which moves its win rate by +33.6%. At 2 energy, it’s upgraded in 38.8% of runs and usually joins the deck around floor 16.
Upgraded, it gains -1 EnergyCost, which is why so many decks invest a rest-site upgrade in it. That’s 95 wins, 407 deaths, and 5 abandoned runs with it in the deck. The encounter that most often ends a run carrying it is Kaiser Crab Boss, which closes out 6.3% 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 18.9% win rate clears the 13.8% all-deck average by 5.1%, the gap charted below.
Run Outcomes with Feral
Feral has 95 wins and 412 losses over 507 tracked runs (18.7% won); abandoned runs count as losses.
- Wins 18.7%
- Losses 81.3%
Pick or Skip: Feral
Out of 1823 recorded offers Feral is taken 23.2% of the time, and taking it is worth +3.0% in pick lift — 20.1% for runs that picked it against 16.9% for runs that skipped, across 379 decided runs.
Taken 423 times out of 1823 offers.
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 Feral
Feral is strongest when it joins the deck in Act 3, where runs win 45.0% across 61 runs — one of 4 recorded pickup windows.
Win rate of runs by the act Feral entered the deck. Acts that have not reached the sample floor show their run count only.
Best Cards to Pair with Feral
Ranked by win-rate lift, Feral performs best alongside Energy Surge (+25.5%), Mad Science (+22.7%), and Signal Boost (+19.6%).
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 18.2% win rate across 494 runs.
Best Relics for Feral
Feral pairs best with the relics Letter Opener (+33.6%), Art of War (+30.7%), and Data Disk (+28.5%), 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 38.8% of runs and usually picked up by floor 16.
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 (6.3%), Aeonglass Boss (4.7%), and Queen Boss (4.5%).
- Kaiser Crab Boss6.3% of runs
- Aeonglass Boss4.7% of runs
- Queen Boss4.5% of runs
- Test Subject Boss4.1% of runs
- Knowledge Demon Boss3.7% of runs
Get the Winning Edge
Real-time overlays, automatic match tracking, and exclusive tools — everything you need to climb, free on your PC.
- In-game overlays
- Automatic match tracking
- Desktop-exclusive tools
Help us maintain accuracy! If you notice incorrect stats, missing data, or any issues, your feedback directly improves the quality of our data for the entire community.
Feral – Frequently Asked Questions
Is Feral good in Slay the Spire 2?
Across 507 tracked runs, Feral has a 18.9% win rate — +5.1% 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 38.8% of runs. Upgrading it grants -1 EnergyCost.
What is the best relic for Feral?
In tracked runs, Feral has performed best alongside Letter Opener, which lifts its win rate by +33.6% over 26 runs together.
Should I take Feral when it is offered?
Players take Feral in 23.2% of its 1823 recorded offers. Runs that picked it win 20.1% (379 decided runs) against 16.9% for runs that skipped it (928 decided runs) — a +3.1% difference, and a +3.0% pick lift once sample size is accounted for.
See Also
Compare Feral with the rest of the best Slay the Spire 2 cards, relics, and classes below.