One-Two Punch
Win Rate
28.3%
Pick Rate
1.7%
Δ vs Avg
+14.5

One-Two Punch Skill

Rare
Type
Skill
Rarity
Rare
Cost
1
Class
Ironclad
Methodology
Data Methodology

This turn, your next Attack is played an extra time.

Is One-Two Punch good in Slay the Spire 2?

One-Two Punch is a rare Ironclad skill in Slay the Spire 2. In combat it resolves as: This turn, your next Attack is played an extra time. It’s a dependable, middle-of-the-pack option, landing at C tier in our rankings.

Across 363 recorded runs, decks running it win 28.3% of the time, comfortably clear of the 13.8% average, by 14.5%. It’s a more selective pick, turning up in just 1.7% of decks that could run it. Offer data is close to a wash — 33.2% of offers taken, 31.2% for runs that picked it against 29.8% for runs that skipped, a pick lift of just +1.3% over 292 decided runs. Ironclad players keep it in 7.6% 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 Mangle — together they post a +26.9% swing in win rate. It also has strong chemistry with the relic Sword of Jade, which moves its win rate by +27.0%. At 1 energy, it’s upgraded in 39.9% of runs and usually joins the deck around floor 19.

That’s 102 wins, 258 deaths, and 3 abandoned runs with it in the deck. The encounter that most often ends a run carrying it is Kaiser Crab Boss, which closes out 7.4% of its appearances. Read on for One-Two Punch’s complete synergy, class, and threat breakdown to decide whether it earns a slot in your Ironclad run.

One-Two Punch Win Rate & Pick Rate

One-Two Punch’s 28.3% win rate clears the 13.8% all-deck average by 14.5%, the gap charted below.

Win rate28.3%
Average deck13.8%
+14.5% vs averagePick rate: 1.7%363 runs

Run Outcomes with One-Two Punch

One-Two Punch has 102 wins and 261 losses over 363 tracked runs (28.1% won); abandoned runs count as losses.

  • Wins 28.1%
  • Losses 71.9%

Pick or Skip: One-Two Punch

Out of 934 recorded offers One-Two Punch is taken 33.2% of the time, and taking it is worth +1.3% in pick lift — 31.2% for runs that picked it against 29.8% for runs that skipped, across 292 decided runs.

Pick rate when offered33.2%934 offers

Taken 310 times out of 934 offers.

Win rate when picked31.2%292 runs
Win rate when skipped29.8%507 runs
+1.4% vs skippingPick lift: +1.3%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 One-Two Punch

One-Two Punch is strongest when it joins the deck in Act 3, where runs win 65.5% across 29 runs — one of 4 recorded pickup windows.

Starting deck0.0%10 runs
Act 120.5%213 runs
Act 236.0%111 runs
Act 365.5%29 runs

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

Best Cards to Pair with One-Two Punch

Ranked by win-rate lift, One-Two Punch performs best alongside Mangle (+26.9%), Barricade (+23.9%), and Conflagration (+23.2%).

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

One-Two Punch Win Rate by Class

One-Two Punch is drafted only by the Ironclad, where it holds a 29.2% win rate across 349 runs.

The IroncladThe Ironcladappears in 7.6% of its runs (349 tracked)

Best Relics for One-Two Punch

One-Two Punch pairs best with the relics Sword of Jade (+27.0%), Self-Forming Clay (+26.6%), and Forgotten Soul (+24.9%), ranked by win-rate lift.

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

One-Two Punch Card Details

One-Two Punch is a rare skill costing 1 energy; it’s upgraded in 39.9% of runs and usually picked up by floor 19.

This turn, your next Attack is played an extra time.

Cost1
TypeSkill
RarityRare
ClassIronclad
Avg copies / deck1.1
Upgraded39.9%
Typical pickup floor19

What Ends Runs with One-Two Punch

One-Two Punch’s most common run-enders are Kaiser Crab Boss (7.4%), Queen Boss (6.9%), and Test Subject Boss (6.1%).

  • Kaiser Crab Boss7.4% of runs
  • Queen Boss6.9% of runs
  • Test Subject Boss6.1% of runs
  • Aeonglass Boss5.0% of runs
  • Decimillipede Elite4.1% of runs
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One-Two Punch – Frequently Asked Questions

Is One-Two Punch good in Slay the Spire 2?

Across 363 tracked runs, One-Two Punch has a 28.3% win rate — +14.5% above the average deck. Win rate reflects how often runs that include the card end in victory.

What does One-Two Punch do in Slay the Spire 2?

One-Two Punch costs 1 energy. This turn, your next Attack is played an extra time.

What class is One-Two Punch in Slay the Spire 2?

One-Two Punch is a Rare Ironclad Skill.

Is One-Two Punch worth upgrading in Slay the Spire 2?

One-Two Punch can be upgraded at a rest site to improve its effect.

What is the best relic for One-Two Punch?

In tracked runs, One-Two Punch has performed best alongside Sword of Jade, which lifts its win rate by +27.0% over 15 runs together.

Should I take One-Two Punch when it is offered?

Players take One-Two Punch in 33.2% of its 934 recorded offers. Runs that picked it win 31.2% (292 decided runs) against 29.8% for runs that skipped it (507 decided runs) — a +1.4% difference, and a +1.3% pick lift once sample size is accounted for.

See Also

Compare One-Two Punch with the rest of the best Slay the Spire 2 cards, relics, and classes below.