Inflame
Win Rate
21.3%
Pick Rate
3.7%
Δ vs Avg
+7.5

Inflame Power

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

Gain 2 Strength.

Is Inflame good in Slay the Spire 2?

Inflame is an uncommon Ironclad power in Slay the Spire 2. In combat it resolves as: Gain 2 Strength. It currently underperforms most alternatives, sitting at D tier in our Slay the Spire 2 card rankings.

Across 782 recorded runs, decks running it win 21.3% of the time, comfortably clear of the 13.8% average, by 7.5%. It’s a more selective pick, turning up in just 3.7% of decks that could run it. Taken in 28.1% of its offers, it still trails on the pick-versus-skip split: 20.2% for runs that took it against 24.5% for runs that left it, a -4.3% pick lift over 610 decided runs. Ironclad players keep it in 16.6% 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 Demonic Shield — together they post a +26.0% swing in win rate. It also has strong chemistry with the relic Lizard Tail, which moves its win rate by +36.4%. At 1 energy, it’s upgraded in 36.3% of runs and usually joins the deck around floor 14.

That’s 165 wins, 609 deaths, and 8 abandoned runs with it in the deck. The encounter that most often ends a run carrying it is Kaiser Crab Boss, which closes out 6.5% of its appearances. Read on for Inflame’s complete synergy, class, and threat breakdown to decide whether it earns a slot in your Ironclad run.

Inflame Win Rate & Pick Rate

Inflame’s 21.3% win rate clears the 13.8% all-deck average by 7.5%, the gap charted below.

Win rate21.3%
Average deck13.8%
+7.5% vs averagePick rate: 3.7%782 runs

Run Outcomes with Inflame

Inflame has 165 wins and 617 losses over 782 tracked runs (21.1% won); abandoned runs count as losses.

  • Wins 21.1%
  • Losses 78.9%

Pick or Skip: Inflame

Out of 2453 recorded offers Inflame is taken 28.1% of the time, and taking it is worth -4.3% in pick lift — 20.2% for runs that picked it against 24.5% for runs that skipped, across 610 decided runs.

Pick rate when offered28.1%2453 offers

Taken 690 times out of 2453 offers.

Win rate when picked20.2%610 runs
Win rate when skipped24.5%1119 runs
-4.3% vs skippingPick lift: -4.3%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 Inflame

Inflame is strongest when it joins the deck in Act 3, where runs win 48.2% across 56 runs — one of 4 recorded pickup windows.

Starting deck10.0%10 runs
Act 116.5%484 runs
Act 225.3%232 runs
Act 348.2%56 runs

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

Best Cards to Pair with Inflame

Ranked by win-rate lift, Inflame performs best alongside Demonic Shield (+26.0%), Master of Strategy (+25.6%), and Dark Embrace (+23.2%).

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

Inflame Win Rate by Class

Inflame is drafted only by the Ironclad, where it holds a 21.3% win rate across 768 runs.

The IroncladThe Ironcladappears in 16.6% of its runs (768 tracked)

Best Relics for Inflame

Inflame pairs best with the relics Lizard Tail (+36.4%), Sword of Jade (+29.1%), and Pocketwatch (+29.0%), ranked by win-rate lift.

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

Inflame Card Details

Inflame is an uncommon power costing 1 energy; it’s upgraded in 36.3% of runs and usually picked up by floor 14.

Gain 2 Strength.

Cost1
TypePower
RarityUncommon
ClassIronclad
Avg copies / deck1.2
Upgraded36.3%
Typical pickup floor14

What Ends Runs with Inflame

Inflame’s most common run-enders are Kaiser Crab Boss (6.5%), Queen Boss (6.3%), and Test Subject Boss (5.6%).

  • Kaiser Crab Boss6.5% of runs
  • Queen Boss6.3% of runs
  • Test Subject Boss5.6% of runs
  • Knowledge Demon Boss5.5% of runs
  • The Insatiable Boss5.0% of runs
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Inflame – Frequently Asked Questions

Is Inflame good in Slay the Spire 2?

Across 782 tracked runs, Inflame has a 21.3% win rate — +7.5% above the average deck. Win rate reflects how often runs that include the card end in victory.

What does Inflame do in Slay the Spire 2?

Inflame costs 1 energy. Gain 2 Strength.

What class is Inflame in Slay the Spire 2?

Inflame is an Uncommon Ironclad Power.

Is Inflame worth upgrading in Slay the Spire 2?

Inflame can be upgraded at a rest site to improve its effect.

What is the best relic for Inflame?

In tracked runs, Inflame has performed best alongside Lizard Tail, which lifts its win rate by +36.4% over 37 runs together.

Should I take Inflame when it is offered?

Players take Inflame in 28.1% of its 2453 recorded offers. Runs that picked it win 20.2% (610 decided runs) against 24.5% for runs that skipped it (1119 decided runs) — a -4.3% difference, and a -4.3% pick lift once sample size is accounted for.

See Also

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