Haunt
Win Rate
28.2%
Pick Rate
2.0%
Δ vs Avg
+14.4

Haunt Power

Uncommon
Type
Power
Rarity
Uncommon
Cost
1
Class
Necrobinder
Methodology
Data Methodology

Whenever you play a Soul, a random enemy loses 6 HP.

Is Haunt good in Slay the Spire 2?

Haunt is an uncommon Necrobinder power in Slay the Spire 2. In combat it resolves as: Whenever you play a Soul, a random enemy loses 6 HP. It’s a dependable, middle-of-the-pack option, landing at C tier in our rankings.

Across 425 recorded runs, decks running it win 28.2% of the time, comfortably clear of the 13.8% average, by 14.4%. It’s a more selective pick, turning up in just 2.0% of decks that could run it. Offer data backs the pick — taken 21.6% of the time it is shown, with 28.5% for runs that took it against 25.9% for runs that did not, a +2.5% pick lift across 330 decided runs. Necrobinder players keep it in 11.7% 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 Mad Science — together they post a +37.2% swing in win rate. It also has strong chemistry with the relic Pear, which moves its win rate by +29.7%. At 1 energy, it’s upgraded in 33.5% of runs and usually joins the deck around floor 15.

Upgraded, it gains +2 HpLoss, which is why so many decks invest a rest-site upgrade in it. That’s 118 wins, 300 deaths, and 7 abandoned runs with it in the deck. The encounter that most often ends a run carrying it is Decimillipede Elite, which closes out 6.4% of its appearances. Read on for Haunt’s complete synergy, class, and threat breakdown to decide whether it earns a slot in your Necrobinder run.

Haunt Win Rate & Pick Rate

Haunt’s 28.2% win rate clears the 13.8% all-deck average by 14.4%, the gap charted below.

Win rate28.2%
Average deck13.8%
+14.4% vs averagePick rate: 2.0%425 runs

Run Outcomes with Haunt

Haunt has 118 wins and 307 losses over 425 tracked runs (27.8% won); abandoned runs count as losses.

  • Wins 27.8%
  • Losses 72.2%

Pick or Skip: Haunt

Out of 1768 recorded offers Haunt is taken 21.6% of the time, and taking it is worth +2.5% in pick lift — 28.5% for runs that picked it against 25.9% for runs that skipped, across 330 decided runs.

Pick rate when offered21.6%1768 offers

Taken 382 times out of 1768 offers.

Win rate when picked28.5%330 runs
Win rate when skipped25.9%938 runs
+2.6% vs skippingPick lift: +2.5%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 Haunt

Haunt is strongest when it joins the deck in Act 3, where runs win 65.3% across 49 runs — one of 4 recorded pickup windows.

Starting deckNot enough data—5 runs
Act 117.2%245 runs
Act 234.9%126 runs
Act 365.3%49 runs

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

Best Cards to Pair with Haunt

Ranked by win-rate lift, Haunt performs best alongside Mad Science (+37.2%), Glimpse Beyond (+27.7%), and Debilitate (+25.9%).

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

Haunt Win Rate by Class

Haunt is drafted only by the Necrobinder, where it holds a 28.2% win rate across 425 runs.

The NecrobinderThe Necrobinderappears in 11.7% of its runs (425 tracked)

Best Relics for Haunt

Haunt pairs best with the relics Pear (+29.7%), Lasting Candy (+29.4%), and Fragrant Mushroom (+29.2%), ranked by win-rate lift.

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

Haunt Card Details

Haunt is an uncommon power costing 1 energy; it’s upgraded in 33.5% of runs and usually picked up by floor 15.

Whenever you play a Soul, a random enemy loses 6 HP.

Cost1
TypePower
RarityUncommon
ClassNecrobinder
Avg copies / deck1.2
Upgraded33.5%
Typical pickup floor15

Upgrade: +2 HpLoss

What Ends Runs with Haunt

Haunt’s most common run-enders are Decimillipede Elite (6.4%), Aeonglass Boss (3.8%), and Test Subject Boss (3.5%).

  • Decimillipede Elite6.4% of runs
  • Aeonglass Boss3.8% of runs
  • Test Subject Boss3.5% of runs
  • Knowledge Demon Boss3.3% of runs
  • The Insatiable Boss3.3% of runs
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Haunt – Frequently Asked Questions

Is Haunt good in Slay the Spire 2?

Across 425 tracked runs, Haunt has a 28.2% win rate — +14.4% above the average deck. Win rate reflects how often runs that include the card end in victory.

What does Haunt do in Slay the Spire 2?

Haunt costs 1 energy. Whenever you play a Soul, a random enemy loses 6 HP.

What class is Haunt in Slay the Spire 2?

Haunt is an Uncommon Necrobinder Power.

Is Haunt worth upgrading in Slay the Spire 2?

Players upgrade Haunt in 33.5% of runs. Upgrading it grants +2 HpLoss.

What is the best relic for Haunt?

In tracked runs, Haunt has performed best alongside Pear, which lifts its win rate by +29.7% over 38 runs together.

Should I take Haunt when it is offered?

Players take Haunt in 21.6% of its 1768 recorded offers. Runs that picked it win 28.5% (330 decided runs) against 25.9% for runs that skipped it (938 decided runs) — a +2.6% difference, and a +2.5% pick lift once sample size is accounted for.

See Also

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