Seven Stars
Win Rate
29.4%
Pick Rate
1.0%
Δ vs Avg
+16.5

Seven Stars Attack

Rare
Type
Attack
Rarity
Rare
Cost
2
Class
Regent
Methodology
Data Methodology

Deal 7 damage to ALL enemies time| times}.

Is Seven Stars good in Slay the Spire 2?

In Slay the Spire 2, Seven Stars is a rare attack from the Regent card pool. Its effect: Deal 7 damage to ALL enemies time| times}. Performance-wise it’s a solid if unspectacular include, rated C tier overall.

Over 148 tracked runs its win rate sits at 29.4%, 16.5% ahead of the 12.9% all-deck baseline. It sees niche play, included in only 1.0% of eligible runs. Offer data argues the other way: taken 22.5% of the time it is shown, runs that picked it win 27.4% against 40.3% for runs that passed — a -11.7% pick lift across 102 decided runs. Within Regent runs it’s drafted 6.5% of the time, making it a regular part of that class’s decks. Decks that include it run about 1.1 copies on average.

Its standout pairing so far is Dying Star, which lifts its win rate by +19.1% when the two share a deck. On the relic side, Anchor is its standout companion, worth a +28.3% win-rate swing alongside it. It costs 2 energy, gets upgraded 40.4% of the time, and tends to be picked up near floor 16.

Upgrading the card adds -1 EnergyCost to its stat line. Of the runs that drafted it, 43 ended in victory against 103 deaths and 2 abandons. Its most common run-ender is Knowledge Demon Boss, finishing 8.1% of the runs it shows up in. See the synergies, class split, and threats below for the full picture of where Seven Stars fits a Regent deck.

Seven Stars Win Rate & Pick Rate

At a 29.4% win rate, Seven Stars runs 16.5% ahead of the 12.9% all-deck baseline — the bars below put the two side by side.

Win rate29.4%
Average deck12.9%
+16.5% vs averagePick rate: 1.0%148 runs

Run Outcomes with Seven Stars

Across the 148 tracked runs that drafted Seven Stars, 43 ended in a win and 105 in a loss — a 29.1% win share, counting abandons as losses.

  • Wins 29.1%
  • Losses 70.9%

Pick or Skip: Seven Stars

Players take Seven Stars in 22.5% of the 471 offers it appears in; those runs win 27.4% against 40.3% for runs that passed, a pick lift of -11.7% over 102 decided runs.

Pick rate when offered22.5%471 offers

Taken 106 times out of 471 offers.

Win rate when picked27.4%102 runs
Win rate when skipped40.3%290 runs
-12.9% vs skippingPick lift: -11.7%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 Seven Stars

Of the 3 pickup windows recorded for Seven Stars, Act 2 is the best: 50.0% across 38 runs.

Act 116.5%99 runs
Act 250.0%38 runs
Act 3Not enough data—8 runs

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

Best Cards to Pair with Seven Stars

Seven Stars’s strongest card pairings so far are Dying Star (+19.1%), Stardust (+16.9%), and Celestial Might (+15.5%), each shown with the win-rate lift it adds.

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

Seven Stars Win Rate by Class

Exclusive to the Regent, Seven Stars posts a 29.4% win rate over 148 tracked runs.

The RegentThe Regentappears in 6.5% of its runs (148 tracked)

Best Relics for Seven Stars

The relics that swing Seven Stars’s win rate the most are Anchor (+28.3%), Centennial Puzzle (+25.2%), and Happy Flower (+23.2%), with each lift shown.

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

Seven Stars Card Details

A 2-energy rare attack, Seven Stars is upgraded 40.4% of the time and tends to enter the deck around floor 16.

Deal 7 damage to ALL enemies time| times}.

Cost2
TypeAttack
RarityRare
ClassRegent
Avg copies / deck1.1
Upgraded40.4%
Typical pickup floor16

Upgrade: -1 EnergyCost

What Ends Runs with Seven Stars

Runs holding Seven Stars end most often against Knowledge Demon Boss (8.1%), Queen Boss (5.4%), and Aeonglass Boss (4.1%) — the share of its runs each accounts for is shown.

  • Knowledge Demon Boss8.1% of runs
  • Queen Boss5.4% of runs
  • Aeonglass Boss4.1% of runs
  • Kaiser Crab Boss3.4% of runs
  • Doormaker Boss2.7% of runs
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Seven Stars – Frequently Asked Questions

Is Seven Stars good in Slay the Spire 2?

Across 148 tracked runs, Seven Stars has a 29.4% win rate — +16.5% above the average deck. Win rate reflects how often runs that include the card end in victory.

What does Seven Stars do in Slay the Spire 2?

Seven Stars costs 2 energy. Deal 7 damage to ALL enemies time| times}.

What class is Seven Stars in Slay the Spire 2?

Seven Stars is a Rare Regent Attack.

Is Seven Stars worth upgrading in Slay the Spire 2?

Players upgrade Seven Stars in 40.4% of runs. Upgrading it grants -1 EnergyCost.

What is the best relic for Seven Stars?

In tracked runs, Seven Stars has performed best alongside Anchor, which lifts its win rate by +28.3% over 28 runs together.

Should I take Seven Stars when it is offered?

Players take Seven Stars in 22.5% of its 471 recorded offers. Runs that picked it win 27.4% (102 decided runs) against 40.3% for runs that skipped it (290 decided runs) — a -12.9% difference, and a -11.7% pick lift once sample size is accounted for.

See Also

Keep exploring Slay the Spire 2 tier lists and stats below.