
Rip and TearAttack
Deal 7 damage to a random enemy twice.
Is Rip and Tear good in Slay the Spire 2?
Rip and Tear is an event Event attack in Slay the Spire 2. In combat it resolves as: Deal 7 damage to a random enemy twice. It’s a dependable, middle-of-the-pack option, landing at C tier in our rankings.
Across 20 recorded runs, decks running it win 25.0% of the time, comfortably clear of the 13.9% average, by 11.1%. It’s a more selective pick, turning up in just 0.2% of decks that could run it. On average it shows up 1.0 times in the decks that take it.
It performs best next to Ascender's Bane — together they post a +1.0% swing in win rate. At 1 energy, it’s upgraded in 10.0% of runs and usually joins the deck around floor 8.
Upgraded, it gains +2 Damage, which is why so many decks invest a rest-site upgrade in it. That’s 5 wins, 15 deaths, and 0 abandoned runs with it in the deck. The encounter that most often ends a run carrying it is Lagavulin Matriarch Boss, which closes out 15.0% of its appearances. Read on for Rip and Tear’s complete synergy, class, and threat breakdown to decide whether it earns a slot in your Event run.
Rip and Tear Win Rate & Pick Rate
Rip and Tear’s 25.0% win rate clears the 13.9% all-deck average by 11.1%, the gap charted below.
Run Outcomes with Rip and Tear
Rip and Tear has 5 wins and 15 losses over 20 tracked runs (25.0% won); abandoned runs count as losses.
- Wins 25.0%
- Losses 75.0%
When to Pick Up Rip and Tear
Rip and Tear is strongest when it joins the deck in Act 1, where runs win 25.0% across 20 runs — one of 1 recorded pickup windows.
Win rate of runs by the act Rip and Tear entered the deck. Acts that have not reached the sample floor show their run count only.
Best Cards to Pair with Rip and Tear
Ranked by win-rate lift, Rip and Tear performs best alongside Ascender's Bane (+1.0%).
Based on small co-occurring samples — treat these as early signals, not final verdicts.
Rip and Tear Card Details
Rip and Tear is an event attack costing 1 energy; it’s upgraded in 10.0% of runs and usually picked up by floor 8.
Deal 7 damage to a random enemy twice.
Upgrade: +2 Damage
What Ends Runs with Rip and Tear
Rip and Tear’s most common run-enders are Lagavulin Matriarch Boss (15.0%), Waterfall Giant Boss (10.0%), and Kaiser Crab Boss (10.0%).
- Lagavulin Matriarch Boss15.0% of runs
- Waterfall Giant Boss10.0% of runs
- Kaiser Crab Boss10.0% of runs
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Rip and Tear – Frequently Asked Questions
Is Rip and Tear good in Slay the Spire 2?
Across 20 tracked runs, Rip and Tear has a 25.0% win rate — +11.1% above the average deck. Win rate reflects how often runs that include the card end in victory.
What does Rip and Tear do in Slay the Spire 2?
Rip and Tear costs 1 energy. Deal 7 damage to a random enemy twice.
What class is Rip and Tear in Slay the Spire 2?
Rip and Tear is an Event Event Attack.
Is Rip and Tear worth upgrading in Slay the Spire 2?
Players upgrade Rip and Tear in 10.0% of runs. Upgrading it grants +2 Damage.
See Also
Compare Rip and Tear with the rest of the best Slay the Spire 2 cards, relics, and classes below.