Fetch
Win Rate
19.6%
Pick Rate
2.5%
Δ vs Avg
+5.6

Fetch Attack

Uncommon
Type
Attack
Rarity
Uncommon
Cost
0
Class
Necrobinder
Methodology
Data Methodology

Osty deals 3 damage. If this is the first time this card has been played this turn, draw cards.

Is Fetch good in Slay the Spire 2?

Fetch is an uncommon Necrobinder attack in Slay the Spire 2. In combat it resolves as: Osty deals 3 damage. If this is the first time this card has been played this turn, draw cards. It currently underperforms most alternatives, sitting at D tier in our Slay the Spire 2 card rankings.

Across 290 recorded runs, decks running it win 19.6% of the time, comfortably clear of the 13.9% average, by 5.6%. It’s a more selective pick, turning up in just 2.5% of decks that could run it. Taken in 28.4% of its offers, it still trails on the pick-versus-skip split: 20.9% for runs that took it against 25.6% for runs that left it, a -4.6% pick lift over 235 decided runs. Necrobinder players keep it in 13.0% 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 Haunt — together they post a +22.6% swing in win rate. It also has strong chemistry with the relic Bone Flute, which moves its win rate by +23.9%. At 0 energy, it’s upgraded in 19.2% of runs and usually joins the deck around floor 13.

Upgraded, it gains +3 OstyDamage, which is why so many decks invest a rest-site upgrade in it. That’s 56 wins, 230 deaths, and 4 abandoned runs with it in the deck. The encounter that most often ends a run carrying it is Decimillipede Elite, which closes out 10.3% of its appearances. Read on for Fetch’s complete synergy, class, and threat breakdown to decide whether it earns a slot in your Necrobinder run.

Fetch Win Rate & Pick Rate

Fetch’s 19.6% win rate clears the 13.9% all-deck average by 5.6%, the gap charted below.

Win rate19.6%
Average deck13.9%
+5.6% vs averagePick rate: 2.5%290 runs

Run Outcomes with Fetch

Fetch has 56 wins and 234 losses over 290 tracked runs (19.3% won); abandoned runs count as losses.

  • Wins 19.3%
  • Losses 80.7%

Pick or Skip: Fetch

Out of 923 recorded offers Fetch is taken 28.4% of the time, and taking it is worth -4.6% in pick lift — 20.9% for runs that picked it against 25.6% for runs that skipped, across 235 decided runs.

Pick rate when offered28.4%923 offers

Taken 262 times out of 923 offers.

Win rate when picked20.9%235 runs
Win rate when skipped25.6%468 runs
-4.8% vs skippingPick lift: -4.6%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 Fetch

Fetch is strongest when it joins the deck in Act 3, where runs win 47.4% across 20 runs — one of 4 recorded pickup windows.

Starting deckNot enough data—5 runs
Act 117.4%181 runs
Act 217.9%84 runs
Act 347.4%20 runs

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

Best Cards to Pair with Fetch

Ranked by win-rate lift, Fetch performs best alongside Haunt (+22.6%), Neurosurge (+22.3%), and Dirge (+22.2%).

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

Fetch Win Rate by Class

Fetch is drafted only by the Necrobinder, where it holds a 19.6% win rate across 289 runs.

The NecrobinderThe Necrobinderappears in 13.0% of its runs (289 tracked)

Best Relics for Fetch

Fetch pairs best with the relics Bone Flute (+23.9%), Anchor (+23.2%), and Bag of Marbles (+21.2%), ranked by win-rate lift.

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

Fetch Card Details

Fetch is an uncommon attack costing 0 energy; it’s upgraded in 19.2% of runs and usually picked up by floor 13.

Osty deals 3 damage. If this is the first time this card has been played this turn, draw cards.

Cost0
TypeAttack
RarityUncommon
ClassNecrobinder
Avg copies / deck1.1
Upgraded19.2%
Typical pickup floor13

Upgrade: +3 OstyDamage

What Ends Runs with Fetch

Fetch’s most common run-enders are Decimillipede Elite (10.3%), Test Subject Boss (5.2%), and Aeonglass Boss (4.8%).

  • Decimillipede Elite10.3% of runs
  • Test Subject Boss5.2% of runs
  • Aeonglass Boss4.8% of runs
  • Knowledge Demon Boss4.8% of runs
  • Kaiser Crab Boss4.1% of runs
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Fetch – Frequently Asked Questions

Is Fetch good in Slay the Spire 2?

Across 290 tracked runs, Fetch has a 19.6% win rate — +5.6% above the average deck. Win rate reflects how often runs that include the card end in victory.

What does Fetch do in Slay the Spire 2?

Fetch costs 0 energy. Osty deals 3 damage. If this is the first time this card has been played this turn, draw cards.

What class is Fetch in Slay the Spire 2?

Fetch is an Uncommon Necrobinder Attack.

Is Fetch worth upgrading in Slay the Spire 2?

Players upgrade Fetch in 19.2% of runs. Upgrading it grants +3 OstyDamage.

What is the best relic for Fetch?

In tracked runs, Fetch has performed best alongside Bone Flute, which lifts its win rate by +23.9% over 29 runs together.

Should I take Fetch when it is offered?

Players take Fetch in 28.4% of its 923 recorded offers. Runs that picked it win 20.9% (235 decided runs) against 25.6% for runs that skipped it (468 decided runs) — a -4.8% difference, and a -4.6% pick lift once sample size is accounted for.

See Also

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