Inflame
Win Rate
31.0%
Pick Rate
3.2%
Δ vs Avg
+12.0

InflamePower

Uncommon
TypePower
RarityUncommon
Cost1
ClassIronclad
MethodologyData Methodology

Gain 2 Strength.

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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’s a dependable, middle-of-the-pack option, landing at C tier in our rankings.

Across 120 recorded runs, decks running it win 31.0% of the time, comfortably clear of the 18.9% average, by 12.0%. It’s a more selective pick, turning up in just 3.2% of decks that could run it. Ironclad players keep it in 16.8% of their runs, so it’s a familiar sight in those decks. On average it shows up 1.1 times in the decks that take it.

It performs best next to Offering — together they post a +31.4% swing in win rate. It also has strong chemistry with the relic Lizard Tail, which moves its win rate by +25.1%. At 1 energy, it’s upgraded in 34.8% of runs and usually joins the deck around floor 15.

That’s 35 wins, 78 deaths, and 7 abandoned runs with it in the deck. The encounter that most often ends a run carrying it is The Insatiable Boss, which closes out 6.7% 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 31.0% win rate clears the 18.9% all-deck average by 12.0%, the gap charted below.

Win rate31.0%
Average deck18.9%
+12.0% vs averagePick rate: 3.2%120 runs

Run Outcomes with Inflame

Inflame has 35 wins and 85 losses over 120 tracked runs (29.2% won); abandoned runs count as losses.

  • Wins 29.2%
  • Losses 70.8%

Best Cards to Pair with Inflame

Ranked by win-rate lift, Inflame performs best alongside Offering (+31.4%), Cruelty (+24.0%), and Debt (+19.7%).

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

Inflame Win Rate by Class

Inflame is played across 2 classes, led by Ironclad (31.3%) and Silent (0.0%) by win rate.

Best Relics for Inflame

Inflame pairs best with the relics Lizard Tail (+25.1%), Big Mushroom (+19.7%), and Jewelry Box (+19.7%), 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 34.8% of runs and usually picked up by floor 15.

Gain 2 Strength.

Cost1
TypePower
RarityUncommon
ClassIronclad
Avg copies / deck1.1
Upgraded34.8%
Typical pickup floor15

What Ends Runs with Inflame

Inflame’s most common run-enders are The Insatiable Boss (6.7%), Test Subject Boss (5.8%), and Queen Boss (5.8%).

  • The Insatiable Boss6.7% of runs
  • Test Subject Boss5.8% of runs
  • Queen Boss5.8% of runs
  • Knowledge Demon Boss4.2% of runs
  • Kaiser Crab Boss4.2% of runs
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Inflame – Frequently Asked Questions

Is Inflame good in Slay the Spire 2?

Across 120 tracked runs, Inflame has a 31.0% win rate — +12.0% 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 +25.1% over 9 runs together.

See Also

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