Hang
Win Rate
32.7%
Pick Rate
1.2%
Δ vs Avg
+18.4

Hang Attack

Rare
Type
Attack
Rarity
Rare
Cost
1
Class
Necrobinder
Methodology
Data Methodology

Deal 10 damage. Double the damage ALL Hang cards deal to this enemy.

Is Hang good in Slay the Spire 2?

Hang is a rare Necrobinder attack in Slay the Spire 2. In combat it resolves as: Deal 10 damage. Double the damage ALL Hang cards deal to this enemy. It’s a dependable, middle-of-the-pack option, landing at C tier in our rankings.

Across 315 recorded runs, decks running it win 32.7% of the time, comfortably clear of the 14.3% average, by 18.4%. It’s a more selective pick, turning up in just 1.2% of decks that could run it. Offer data is close to a wash — 29.4% of offers taken, 36.2% for runs that picked it against 36.3% for runs that skipped, a pick lift of just -0.1% over 235 decided runs. Necrobinder players keep it in 6.6% 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 Mad Science — together they post a +26.1% swing in win rate. It also has strong chemistry with the relic Funerary Mask, which moves its win rate by +30.6%. At 1 energy, it’s upgraded in 34.6% of runs and usually joins the deck around floor 15.

Upgraded, it gains +3 Damage, which is why so many decks invest a rest-site upgrade in it. That’s 103 wins, 212 deaths, and 0 abandoned runs with it in the deck. The encounter that most often ends a run carrying it is Decimillipede Elite, which closes out 8.3% of its appearances. Read on for Hang’s complete synergy, class, and threat breakdown to decide whether it earns a slot in your Necrobinder run.

Hang Win Rate & Pick Rate

Hang’s 32.7% win rate clears the 14.3% all-deck average by 18.4%, the gap charted below.

Win rate32.7%
Average deck14.3%
+18.4% vs averagePick rate: 1.2%315 runs

Run Outcomes with Hang

Hang has 103 wins and 212 losses over 315 tracked runs (32.7% won); abandoned runs count as losses.

  • Wins 32.7%
  • Losses 67.3%

Pick or Skip: Hang

Out of 909 recorded offers Hang is taken 29.4% of the time, and taking it is worth -0.1% in pick lift — 36.2% for runs that picked it against 36.3% for runs that skipped, across 235 decided runs.

Pick rate when offered29.4%909 offers

Taken 267 times out of 909 offers.

Win rate when picked36.2%235 runs
Win rate when skipped36.3%551 runs
-0.1% vs skippingPick lift: -0.1%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 Hang

Hang is strongest when it joins the deck in Act 3, where runs win 75.0% across 12 runs — one of 4 recorded pickup windows.

Starting deck40.0%10 runs
Act 127.4%223 runs
Act 241.4%70 runs
Act 375.0%12 runs

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

Best Cards to Pair with Hang

Ranked by win-rate lift, Hang performs best alongside Mad Science (+26.1%), Banshee's Cry (+25.4%), and Reanimate (+24.4%).

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

Hang Win Rate by Class

Hang is drafted only by the Necrobinder, where it holds a 33.0% win rate across 306 runs.

The NecrobinderThe Necrobinderappears in 6.6% of its runs (306 tracked)

Best Relics for Hang

Hang pairs best with the relics Funerary Mask (+30.6%), Lizard Tail (+28.4%), and Miniature Tent (+26.0%), ranked by win-rate lift.

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

Hang Card Details

Hang is a rare attack costing 1 energy; it’s upgraded in 34.6% of runs and usually picked up by floor 15.

Deal 10 damage. Double the damage ALL Hang cards deal to this enemy.

Cost1
TypeAttack
RarityRare
ClassNecrobinder
Avg copies / deck1.3
Upgraded34.6%
Typical pickup floor15

Upgrade: +3 Damage

What Ends Runs with Hang

Hang’s most common run-enders are Decimillipede Elite (8.3%), Kaiser Crab Boss (5.7%), and Test Subject Boss (4.8%).

  • Decimillipede Elite8.3% of runs
  • Kaiser Crab Boss5.7% of runs
  • Test Subject Boss4.8% of runs
  • Knowledge Demon Boss4.8% of runs
  • Aeonglass Boss4.4% of runs
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Hang – Frequently Asked Questions

Is Hang good in Slay the Spire 2?

Across 315 tracked runs, Hang has a 32.7% win rate — +18.4% above the average deck. Win rate reflects how often runs that include the card end in victory.

What does Hang do in Slay the Spire 2?

Hang costs 1 energy. Deal 10 damage. Double the damage ALL Hang cards deal to this enemy.

What class is Hang in Slay the Spire 2?

Hang is a Rare Necrobinder Attack.

Is Hang worth upgrading in Slay the Spire 2?

Players upgrade Hang in 34.6% of runs. Upgrading it grants +3 Damage.

What is the best relic for Hang?

In tracked runs, Hang has performed best alongside Funerary Mask, which lifts its win rate by +30.6% over 22 runs together.

Should I take Hang when it is offered?

Players take Hang in 29.4% of its 909 recorded offers. Runs that picked it win 36.2% (235 decided runs) against 36.3% for runs that skipped it (551 decided runs) — a -0.1% difference, and a -0.1% pick lift once sample size is accounted for.

See Also

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