High Five
Win Rate
22.2%
Pick Rate
2.0%
Δ vs Avg
+8.2

High Five Attack

Uncommon
Type
Attack
Rarity
Uncommon
Cost
2
Class
Necrobinder
Methodology
Data Methodology

Osty deals 11 damage and applies 2 Vulnerable to ALL enemies.

Is High Five good in Slay the Spire 2?

In Slay the Spire 2, High Five is an uncommon attack from the Necrobinder card pool. Its effect: Osty deals 11 damage and applies 2 Vulnerable to ALL enemies. The data flags it as a weaker pick, settling at D tier — usually one to pass on unless your deck specifically wants it.

Over 231 tracked runs its win rate sits at 22.2%, 8.2% ahead of the 14.0% all-deck baseline. It sees niche play, included in only 2.0% of eligible runs. Offer data argues the other way: taken 22.5% of the time it is shown, runs that picked it win 23.2% against 25.7% for runs that passed — a -2.3% pick lift across 185 decided runs. Within Necrobinder runs it’s drafted 10.4% of the time, making it a regular part of that class’s decks. Decks that include it run about 1.1 copies on average.

Its standout pairing so far is Neurosurge, which lifts its win rate by +21.3% when the two share a deck. On the relic side, Bone Flute is its standout companion, worth a +26.9% win-rate swing alongside it. It costs 2 energy, gets upgraded 33.2% of the time, and tends to be picked up near floor 13.

Upgrading the card adds +2 OstyDamage, +1 Vulnerable to its stat line. Of the runs that drafted it, 51 ended in victory against 179 deaths and 1 abandons. Its most common run-ender is Test Subject Boss, finishing 6.9% of the runs it shows up in. See the synergies, class split, and threats below for the full picture of where High Five fits a Necrobinder deck.

High Five Win Rate & Pick Rate

At a 22.2% win rate, High Five runs 8.2% ahead of the 14.0% all-deck baseline — the bars below put the two side by side.

Win rate22.2%
Average deck14.0%
+8.2% vs averagePick rate: 2.0%231 runs

Run Outcomes with High Five

Across the 231 tracked runs that drafted High Five, 51 ended in a win and 180 in a loss — a 22.1% win share, counting abandons as losses.

  • Wins 22.1%
  • Losses 77.9%

Pick or Skip: High Five

Players take High Five in 22.5% of the 863 offers it appears in; those runs win 23.2% against 25.7% for runs that passed, a pick lift of -2.3% over 185 decided runs.

Pick rate when offered22.5%863 offers

Taken 194 times out of 863 offers.

Win rate when picked23.2%185 runs
Win rate when skipped25.7%467 runs
-2.5% vs skippingPick lift: -2.3%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 High Five

Of the 4 pickup windows recorded for High Five, Act 3 is the best: 50.0% across 14 runs.

Starting deckNot enough data—5 runs
Act 115.5%149 runs
Act 233.3%63 runs
Act 350.0%14 runs

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

Best Cards to Pair with High Five

High Five’s strongest card pairings so far are Neurosurge (+21.3%), Sentry Mode (+18.4%), and Eradicate (+17.1%), each shown with the win-rate lift it adds.

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

High Five Win Rate by Class

Exclusive to the Necrobinder, High Five posts a 22.2% win rate over 231 tracked runs.

The NecrobinderThe Necrobinderappears in 10.4% of its runs (231 tracked)

Best Relics for High Five

The relics that swing High Five’s win rate the most are Bone Flute (+26.9%), Lantern (+22.0%), and Permafrost (+18.7%), with each lift shown.

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

High Five Card Details

A 2-energy uncommon attack, High Five is upgraded 33.2% of the time and tends to enter the deck around floor 13.

Osty deals 11 damage and applies 2 Vulnerable to ALL enemies.

Cost2
TypeAttack
RarityUncommon
ClassNecrobinder
Avg copies / deck1.1
Upgraded33.2%
Typical pickup floor13

Upgrade: +2 OstyDamage, +1 Vulnerable

What Ends Runs with High Five

Runs holding High Five end most often against Test Subject Boss (6.9%), Knowledge Demon Boss (6.5%), and Decimillipede Elite (6.1%) — the share of its runs each accounts for is shown.

  • Test Subject Boss6.9% of runs
  • Knowledge Demon Boss6.5% of runs
  • Decimillipede Elite6.1% of runs
  • Aeonglass Boss4.3% of runs
  • The Insatiable Boss4.3% of runs
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High Five – Frequently Asked Questions

Is High Five good in Slay the Spire 2?

Across 231 tracked runs, High Five has a 22.2% win rate — +8.2% above the average deck. Win rate reflects how often runs that include the card end in victory.

What does High Five do in Slay the Spire 2?

High Five costs 2 energy. Osty deals 11 damage and applies 2 Vulnerable to ALL enemies.

What class is High Five in Slay the Spire 2?

High Five is an Uncommon Necrobinder Attack.

Is High Five worth upgrading in Slay the Spire 2?

Players upgrade High Five in 33.2% of runs. Upgrading it grants +2 OstyDamage, +1 Vulnerable.

What is the best relic for High Five?

In tracked runs, High Five has performed best alongside Bone Flute, which lifts its win rate by +26.9% over 21 runs together.

Should I take High Five when it is offered?

Players take High Five in 22.5% of its 863 recorded offers. Runs that picked it win 23.2% (185 decided runs) against 25.7% for runs that skipped it (467 decided runs) — a -2.5% difference, and a -2.3% pick lift once sample size is accounted for.

See Also

Keep exploring Slay the Spire 2 tier lists and stats below.