Patter
Win Rate
27.1%
Pick Rate
2.1%
Δ vs Avg
+13.2

Patter Skill

Common
Type
Skill
Rarity
Common
Cost
1
Class
Regent
Methodology
Data Methodology

Gain 9 Block. Gain 2 Vigor.

Is Patter good in Slay the Spire 2?

Patter is a common Regent skill in Slay the Spire 2. In combat it resolves as: Gain 9 Block. Gain 2 Vigor. It’s a dependable, middle-of-the-pack option, landing at C tier in our rankings.

Across 431 recorded runs, decks running it win 27.1% of the time, comfortably clear of the 13.8% average, by 13.2%. It’s a more selective pick, turning up in just 2.1% of decks that could run it. Offer data is close to a wash — 16.5% of offers taken, 26.1% for runs that picked it against 28.0% for runs that skipped, a pick lift of just -1.9% over 368 decided runs. Regent players keep it in 12.7% 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 Monarch's Gaze — together they post a +30.1% swing in win rate. It also has strong chemistry with the relic Shuriken, which moves its win rate by +27.8%. At 1 energy, it’s upgraded in 26.3% of runs and usually joins the deck around floor 12.

Upgraded, it gains +2 Block, which is why so many decks invest a rest-site upgrade in it. That’s 115 wins, 310 deaths, and 6 abandoned runs with it in the deck. The encounter that most often ends a run carrying it is Knowledge Demon Boss, which closes out 6.0% of its appearances. Read on for Patter’s complete synergy, class, and threat breakdown to decide whether it earns a slot in your Regent run.

Patter Win Rate & Pick Rate

Patter’s 27.1% win rate clears the 13.8% all-deck average by 13.2%, the gap charted below.

Win rate27.1%
Average deck13.8%
+13.2% vs averagePick rate: 2.1%431 runs

Run Outcomes with Patter

Patter has 115 wins and 316 losses over 431 tracked runs (26.7% won); abandoned runs count as losses.

  • Wins 26.7%
  • Losses 73.3%

Pick or Skip: Patter

Out of 2519 recorded offers Patter is taken 16.5% of the time, and taking it is worth -1.9% in pick lift — 26.1% for runs that picked it against 28.0% for runs that skipped, across 368 decided runs.

Pick rate when offered16.5%2519 offers

Taken 415 times out of 2519 offers.

Win rate when picked26.1%368 runs
Win rate when skipped28.0%993 runs
-1.9% vs skippingPick lift: -1.9%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 Patter

Patter is strongest when it joins the deck in Act 3, where runs win 57.5% across 40 runs — one of 4 recorded pickup windows.

Starting deckNot enough data—6 runs
Act 121.0%296 runs
Act 234.1%89 runs
Act 357.5%40 runs

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

Best Cards to Pair with Patter

Ranked by win-rate lift, Patter performs best alongside Monarch's Gaze (+30.1%), Bundle of Joy (+29.1%), and Mad Science (+25.6%).

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

Patter Win Rate by Class

Patter is drafted only by the Regent, where it holds a 27.4% win rate across 418 runs.

The RegentThe Regentappears in 12.7% of its runs (418 tracked)

Best Relics for Patter

Patter pairs best with the relics Shuriken (+27.8%), Razor Tooth (+25.0%), and Centennial Puzzle (+24.1%), ranked by win-rate lift.

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

Patter Card Details

Patter is a common skill costing 1 energy; it’s upgraded in 26.3% of runs and usually picked up by floor 12.

Gain 9 Block. Gain 2 Vigor.

Cost1
TypeSkill
RarityCommon
ClassRegent
Avg copies / deck1.2
Upgraded26.3%
Typical pickup floor12

Upgrade: +2 Block

What Ends Runs with Patter

Patter’s most common run-enders are Knowledge Demon Boss (6.0%), Kaiser Crab Boss (5.6%), and The Insatiable Boss (3.9%).

  • Knowledge Demon Boss6.0% of runs
  • Kaiser Crab Boss5.6% of runs
  • The Insatiable Boss3.9% of runs
  • Aeonglass Boss3.7% of runs
  • Decimillipede Elite3.5% of runs
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Patter – Frequently Asked Questions

Is Patter good in Slay the Spire 2?

Across 431 tracked runs, Patter has a 27.1% win rate — +13.2% above the average deck. Win rate reflects how often runs that include the card end in victory.

What does Patter do in Slay the Spire 2?

Patter costs 1 energy. Gain 9 Block. Gain 2 Vigor.

What class is Patter in Slay the Spire 2?

Patter is a Common Regent Skill.

Is Patter worth upgrading in Slay the Spire 2?

Players upgrade Patter in 26.3% of runs. Upgrading it grants +2 Block.

What is the best relic for Patter?

In tracked runs, Patter has performed best alongside Shuriken, which lifts its win rate by +27.8% over 15 runs together.

Should I take Patter when it is offered?

Players take Patter in 16.5% of its 2519 recorded offers. Runs that picked it win 26.1% (368 decided runs) against 28.0% for runs that skipped it (993 decided runs) — a -1.9% difference, and a -1.9% pick lift once sample size is accounted for.

See Also

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