
InjuryCurse
Is Injury good in Slay the Spire 2?
In Slay the Spire 2, Injury is a curse curse from the Curse card pool. The data flags it as a weaker pick, settling at D tier — usually one to pass on unless your deck specifically wants it.
Over 565 tracked runs its win rate sits at 3.8%, 10.2% short of the 13.9% all-deck baseline. It sees niche play, included in only 4.9% of eligible runs. Within Regent runs it’s drafted 5.4% of the time, making it a regular part of that class’s decks. Decks that include it run about 1.0 copies on average.
Its standout pairing so far is Crescent Spear, which lifts its win rate by +15.6% when the two share a deck. On the relic side, Festive Popper is its standout companion, worth a +21.6% win-rate swing alongside it. It costs - energy, gets upgraded 0.0% of the time, and tends to be picked up near floor 3.
Of the runs that drafted it, 21 ended in victory against 537 deaths and 7 abandons. Its most common run-ender is Lagavulin Matriarch Boss, finishing 4.6% of the runs it shows up in. See the synergies, class split, and threats below for the full picture of where Injury fits a Curse deck.
Injury Win Rate & Pick Rate
At a 3.8% win rate, Injury runs 10.2% behind the 13.9% all-deck baseline — the bars below put the two side by side.
Run Outcomes with Injury
Across the 565 tracked runs that drafted Injury, 21 ended in a win and 544 in a loss — a 3.7% win share, counting abandons as losses.
- Wins 3.7%
- Losses 96.3%
When to Pick Up Injury
Of the 2 pickup windows recorded for Injury, Act 3 is the best: 8.3% across 12 runs.
Win rate of runs by the act Injury entered the deck. Acts that have not reached the sample floor show their run count only.
Best Cards to Pair with Injury
Injury’s strongest card pairings so far are Crescent Spear (+15.6%), Child of the Stars (+13.7%), and Headbutt (+12.4%), each shown with the win-rate lift it adds.
Based on small co-occurring samples — treat these as early signals, not final verdicts.
Best Relics for Injury
The relics that swing Injury’s win rate the most are Festive Popper (+21.6%), Oddly Smooth Stone (+17.7%), and Vajra (+16.2%), with each lift shown.
Based on small co-occurring samples — treat these as early signals, not final verdicts.
Injury Card Details
A --energy curse curse, Injury is upgraded 0.0% of the time and tends to enter the deck around floor 3.
What Ends Runs with Injury
Runs holding Injury end most often against Lagavulin Matriarch Boss (4.6%), Phrog Parasite Elite (3.7%), and Terror Eel Elite (3.5%) — the share of its runs each accounts for is shown.
- Lagavulin Matriarch Boss4.6% of runs
- Phrog Parasite Elite3.7% of runs
- Terror Eel Elite3.5% of runs
- The Kin Boss3.5% of runs
- Waterfall Giant Boss3.5% of runs
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Injury – Frequently Asked Questions
Is Injury good in Slay the Spire 2?
Across 565 tracked runs, Injury has a 3.8% win rate — +10.2% below the average deck. Win rate reflects how often runs that include the card end in victory.
What does Injury do in Slay the Spire 2?
Injury is a Slay the Spire 2 card.
What class is Injury in Slay the Spire 2?
Injury is a Curse Curse Curse.
Is Injury worth upgrading in Slay the Spire 2?
Injury can be upgraded at a rest site to improve its effect.
What is the best relic for Injury?
In tracked runs, Injury has performed best alongside Festive Popper, which lifts its win rate by +21.6% over 28 runs together.
See Also
Keep exploring Slay the Spire 2 tier lists and stats below.