Grand Finale
Win Rate
26.6%
Pick Rate
0.7%
Δ vs Avg
+12.6

Grand FinaleAttack

Rare
TypeAttack
RarityRare
Cost0
ClassSilent
MethodologyData Methodology

Can only be played if there are no cards in your Draw Pile. Deal 60 damage to ALL enemies.

Is Grand Finale good in Slay the Spire 2?

Grand Finale is a rare Silent attack in Slay the Spire 2. In combat it resolves as: Can only be played if there are no cards in your Draw Pile. Deal 60 damage to ALL enemies. It’s a dependable, middle-of-the-pack option, landing at C tier in our rankings.

Across 83 recorded runs, decks running it win 26.6% of the time, comfortably clear of the 13.9% average, by 12.6%. It’s a more selective pick, turning up in just 0.7% of decks that could run it. Taken in 8.9% of its offers, it still trails on the pick-versus-skip split: 29.4% for runs that took it against 35.5% for runs that left it, a -5.1% pick lift over 51 decided runs. Silent players keep it in 2.7% 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 Assassinate — together they post a +18.3% swing in win rate. It also has strong chemistry with the relic Bag of Preparation, which moves its win rate by +20.3%. At 0 energy, it’s upgraded in 32.3% of runs and usually joins the deck around floor 15.

Upgraded, it gains +15 Damage, which is why so many decks invest a rest-site upgrade in it. That’s 21 wins, 58 deaths, and 4 abandoned runs with it in the deck. The encounter that most often ends a run carrying it is Entomancer Elite, which closes out 7.2% of its appearances. Read on for Grand Finale’s complete synergy, class, and threat breakdown to decide whether it earns a slot in your Silent run.

Grand Finale Win Rate & Pick Rate

Grand Finale’s 26.6% win rate clears the 13.9% all-deck average by 12.6%, the gap charted below.

Win rate26.6%
Average deck13.9%
+12.6% vs averagePick rate: 0.7%83 runs

Run Outcomes with Grand Finale

Grand Finale has 21 wins and 62 losses over 83 tracked runs (25.3% won); abandoned runs count as losses.

  • Wins 25.3%
  • Losses 74.7%

Pick or Skip: Grand Finale

Out of 606 recorded offers Grand Finale is taken 8.9% of the time, and taking it is worth -5.1% in pick lift — 29.4% for runs that picked it against 35.5% for runs that skipped, across 51 decided runs.

Pick rate when offered8.9%606 offers

Taken 54 times out of 606 offers.

Win rate when picked29.4%51 runs
Win rate when skipped35.5%456 runs
-6.1% vs skippingPick lift: -5.1%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 Grand Finale

Grand Finale is strongest when it joins the deck in Act 2, where runs win 55.0% across 20 runs — one of 3 recorded pickup windows.

Act 114.3%52 runs
Act 255.0%20 runs
Act 3Not enough data—7 runs

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

Best Cards to Pair with Grand Finale

Ranked by win-rate lift, Grand Finale performs best alongside Assassinate (+18.3%), Tracking (+16.6%), and Backflip (+13.0%).

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

Grand Finale Win Rate by Class

Grand Finale is drafted only by the Silent, where it holds a 25.7% win rate across 78 runs.

The SilentThe Silentappears in 2.7% of its runs (78 tracked)

Best Relics for Grand Finale

Grand Finale pairs best with the relics Bag of Preparation (+20.3%), Bag of Marbles (+20.1%), and Oddly Smooth Stone (+20.1%), ranked by win-rate lift.

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

Grand Finale Card Details

Grand Finale is a rare attack costing 0 energy; it’s upgraded in 32.3% of runs and usually picked up by floor 15.

Can only be played if there are no cards in your Draw Pile. Deal 60 damage to ALL enemies.

Cost0
TypeAttack
RarityRare
ClassSilent
Avg copies / deck1.2
Upgraded32.3%
Typical pickup floor15

Upgrade: +15 Damage

What Ends Runs with Grand Finale

Grand Finale’s most common run-enders are Entomancer Elite (7.2%), Kaiser Crab Boss (6.0%), and Ovicopter Normal (4.8%).

  • Entomancer Elite7.2% of runs
  • Kaiser Crab Boss6.0% of runs
  • Ovicopter Normal4.8% of runs
  • Test Subject Boss4.8% of runs
  • The Kin Boss3.6% of runs
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Grand Finale – Frequently Asked Questions

Is Grand Finale good in Slay the Spire 2?

Across 83 tracked runs, Grand Finale has a 26.6% win rate — +12.6% above the average deck. Win rate reflects how often runs that include the card end in victory.

What does Grand Finale do in Slay the Spire 2?

Grand Finale costs 0 energy. Can only be played if there are no cards in your Draw Pile. Deal 60 damage to ALL enemies.

What class is Grand Finale in Slay the Spire 2?

Grand Finale is a Rare Silent Attack.

Is Grand Finale worth upgrading in Slay the Spire 2?

Players upgrade Grand Finale in 32.3% of runs. Upgrading it grants +15 Damage.

What is the best relic for Grand Finale?

In tracked runs, Grand Finale has performed best alongside Bag of Preparation, which lifts its win rate by +20.3% over 18 runs together.

Should I take Grand Finale when it is offered?

Players take Grand Finale in 8.9% of its 606 recorded offers. Runs that picked it win 29.4% (51 decided runs) against 35.5% for runs that skipped it (456 decided runs) — a -6.1% difference, and a -5.1% pick lift once sample size is accounted for.

See Also

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