Haze
Win Rate
20.6%
Pick Rate
3.1%
Δ vs Avg
+6.7

HazeSkill

Uncommon
TypeSkill
RarityUncommon
Cost3
ClassSilent
MethodologyData Methodology

Apply 4 Poison to ALL enemies.

Is Haze good in Slay the Spire 2?

Haze is an uncommon Silent skill in Slay the Spire 2. In combat it resolves as: Apply 4 Poison to ALL enemies. It currently underperforms most alternatives, sitting at D tier in our Slay the Spire 2 card rankings.

Across 357 recorded runs, decks running it win 20.6% of the time, comfortably clear of the 14.0% average, by 6.7%. It’s a more selective pick, turning up in just 3.1% of decks that could run it. Taken in 29.2% of its offers, it still trails on the pick-versus-skip split: 19.9% for runs that took it against 30.7% for runs that left it, a -10.4% pick lift over 301 decided runs. Silent players keep it in 12.3% 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 +26.0% swing in win rate. It also has strong chemistry with the relic Festive Popper, which moves its win rate by +30.5%. At 3 energy, it’s upgraded in 29.4% of runs and usually joins the deck around floor 14.

Upgraded, it gains +2 Poison, which is why so many decks invest a rest-site upgrade in it. That’s 73 wins, 281 deaths, and 3 abandoned runs with it in the deck. The encounter that most often ends a run carrying it is Test Subject Boss, which closes out 4.8% of its appearances. Read on for Haze’s complete synergy, class, and threat breakdown to decide whether it earns a slot in your Silent run.

Haze Win Rate & Pick Rate

Haze’s 20.6% win rate clears the 14.0% all-deck average by 6.7%, the gap charted below.

Win rate20.6%
Average deck14.0%
+6.7% vs averagePick rate: 3.1%357 runs

Run Outcomes with Haze

Haze has 73 wins and 284 losses over 357 tracked runs (20.4% won); abandoned runs count as losses.

  • Wins 20.4%
  • Losses 79.6%

Pick or Skip: Haze

Out of 1139 recorded offers Haze is taken 29.2% of the time, and taking it is worth -10.4% in pick lift — 19.9% for runs that picked it against 30.7% for runs that skipped, across 301 decided runs.

Pick rate when offered29.2%1139 offers

Taken 333 times out of 1139 offers.

Win rate when picked19.9%301 runs
Win rate when skipped30.7%590 runs
-10.8% vs skippingPick lift: -10.4%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 Haze

Haze is strongest when it joins the deck in Act 3, where runs win 52.0% across 25 runs — one of 4 recorded pickup windows.

Starting deckNot enough data—5 runs
Act 114.2%222 runs
Act 226.7%105 runs
Act 352.0%25 runs

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

Best Cards to Pair with Haze

Ranked by win-rate lift, Haze performs best alongside Mad Science (+26.0%), Well-Laid Plans (+18.2%), and Afterimage (+17.8%).

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

Haze Win Rate by Class

Haze is drafted only by the Silent, where it holds a 20.7% win rate across 356 runs.

The SilentThe Silentappears in 12.3% of its runs (356 tracked)

Best Relics for Haze

Haze pairs best with the relics Festive Popper (+30.5%), Snecko Skull (+29.6%), and Pantograph (+26.9%), ranked by win-rate lift.

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

Haze Card Details

Haze is an uncommon skill costing 3 energy; it’s upgraded in 29.4% of runs and usually picked up by floor 14.

Apply 4 Poison to ALL enemies.

Cost3
TypeSkill
RarityUncommon
ClassSilent
Avg copies / deck1.2
Upgraded29.4%
Typical pickup floor14

Upgrade: +2 Poison

What Ends Runs with Haze

Haze’s most common run-enders are Test Subject Boss (4.8%), Decimillipede Elite (4.5%), and Ceremonial Beast Boss (4.2%).

  • Test Subject Boss4.8% of runs
  • Decimillipede Elite4.5% of runs
  • Ceremonial Beast Boss4.2% of runs
  • Knowledge Demon Boss4.2% of runs
  • Queen Boss4.2% of runs
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Haze – Frequently Asked Questions

Is Haze good in Slay the Spire 2?

Across 357 tracked runs, Haze has a 20.6% win rate — +6.7% above the average deck. Win rate reflects how often runs that include the card end in victory.

What does Haze do in Slay the Spire 2?

Haze costs 3 energy. Apply 4 Poison to ALL enemies.

What class is Haze in Slay the Spire 2?

Haze is an Uncommon Silent Skill.

Is Haze worth upgrading in Slay the Spire 2?

Players upgrade Haze in 29.4% of runs. Upgrading it grants +2 Poison.

What is the best relic for Haze?

In tracked runs, Haze has performed best alongside Festive Popper, which lifts its win rate by +30.5% over 39 runs together.

Should I take Haze when it is offered?

Players take Haze in 29.2% of its 1139 recorded offers. Runs that picked it win 19.9% (301 decided runs) against 30.7% for runs that skipped it (590 decided runs) — a -10.8% difference, and a -10.4% pick lift once sample size is accounted for.

See Also

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