Loop
Win Rate
12.5%
Pick Rate
1.5%
Δ vs Avg
-0.1

LoopPower

Uncommon
TypePower
RarityUncommon
Cost1
ClassDefect
MethodologyData Methodology

At the start of your turn, trigger the passive ability of your rightmost Orb.

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Is Loop good in Slay the Spire 2?

Loop is an uncommon Defect power in Slay the Spire 2. In combat it resolves as: At the start of your turn, trigger the passive ability of your rightmost Orb. It currently underperforms most alternatives, sitting at D tier in our Slay the Spire 2 card rankings.

Across 8 recorded runs, decks running it win 12.5% of the time, right in line with the typical deck. It’s a more selective pick, turning up in just 1.5% of decks that could run it. Defect players keep it in 28.6% of their runs, so it’s a familiar sight in those decks. On average it shows up 1.3 times in the decks that take it.

It performs best next to Tempest — together they post a +20.8% swing in win rate. It also has strong chemistry with the relic Meal Ticket, which moves its win rate by +20.8%. At 1 energy, it’s upgraded in 0.0% of runs and usually joins the deck around floor 13.

That’s 1 wins, 7 deaths, and 0 abandoned runs with it in the deck. The encounter that most often ends a run carrying it is Kaiser Crab Boss, which closes out 25.0% of its appearances. Read on for Loop’s complete synergy, class, and threat breakdown to decide whether it earns a slot in your Defect run.

Loop Win Rate & Pick Rate

At 12.5%, Loop performs almost exactly at the 12.6% all-deck average (0.1% off), as charted below.

Win rate12.5%
Average deck12.6%
-0.1% vs averagePick rate: 1.5%8 runs (limited)

Run Outcomes with Loop

Loop has 1 wins and 7 losses over 8 tracked runs (12.5% won); abandoned runs count as losses.

  • Wins 12.5%
  • Losses 87.5%

Best Cards to Pair with Loop

Ranked by win-rate lift, Loop performs best alongside Tempest (+20.8%), Capacitor (+20.8%), and Bulk Up (+20.8%).

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

Loop Win Rate by Class

Loop is drafted only by the Defect, where it holds a 12.5% win rate across 8 runs.

The DefectThe Defectappears in 28.6% of its runs (8 tracked)

Best Relics for Loop

Loop pairs best with the relics Meal Ticket (+20.8%), Gremlin Horn (+20.8%), and Cracked Core (+1.8%), ranked by win-rate lift.

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

Loop Card Details

Loop is an uncommon power costing 1 energy; it’s upgraded in 0.0% of runs and usually picked up by floor 13.

At the start of your turn, trigger the passive ability of your rightmost Orb.

Cost1
TypePower
RarityUncommon
ClassDefect
Avg copies / deck1.3
Upgraded0.0%
Typical pickup floor13

What Ends Runs with Loop

Loop’s most common run-enders are Kaiser Crab Boss (25.0%).

  • Kaiser Crab Boss25.0% of runs

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Loop – Frequently Asked Questions

Is Loop good in Slay the Spire 2?

Across 8 tracked runs, Loop has a 12.5% win rate — +0.1% below the average deck. Win rate reflects how often runs that include the card end in victory.

What does Loop do in Slay the Spire 2?

Loop costs 1 energy. At the start of your turn, trigger the passive ability of your rightmost Orb.

What class is Loop in Slay the Spire 2?

Loop is an Uncommon Defect Power.

Is Loop worth upgrading in Slay the Spire 2?

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

What is the best relic for Loop?

In tracked runs, Loop has performed best alongside Meal Ticket, which lifts its win rate by +20.8% over 3 runs together.

See Also

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