Snap
Win Rate
23.0%
Pick Rate
2.6%
Δ vs Avg
+9.2

Snap Attack

Common
Type
Attack
Rarity
Common
Cost
1
Class
Necrobinder
Methodology
Data Methodology

Osty deals 7 damage. Add Retain to a card in your Hand.

Is Snap good in Slay the Spire 2?

Snap is a common Necrobinder attack in Slay the Spire 2. In combat it resolves as: Osty deals 7 damage. Add Retain to a card in your Hand. It currently underperforms most alternatives, sitting at D tier in our Slay the Spire 2 card rankings.

Across 645 recorded runs, decks running it win 23.0% of the time, comfortably clear of the 13.8% average, by 9.2%. It’s a more selective pick, turning up in just 2.6% of decks that could run it. Offer data is close to a wash — 13.0% of offers taken, 23.7% for runs that picked it against 23.9% for runs that skipped, a pick lift of just -0.2% over 536 decided runs. Necrobinder players keep it in 14.9% 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 Mad Science — together they post a +29.0% swing in win rate. It also has strong chemistry with the relic Glitter, which moves its win rate by +30.2%. At 1 energy, it’s upgraded in 21.2% of runs and usually joins the deck around floor 11.

Upgraded, it gains +3 OstyDamage, which is why so many decks invest a rest-site upgrade in it. That’s 147 wins, 493 deaths, and 5 abandoned runs with it in the deck. The encounter that most often ends a run carrying it is Knowledge Demon Boss, which closes out 6.7% of its appearances. Read on for Snap’s complete synergy, class, and threat breakdown to decide whether it earns a slot in your Necrobinder run.

Snap Win Rate & Pick Rate

Snap’s 23.0% win rate clears the 13.8% all-deck average by 9.2%, the gap charted below.

Win rate23.0%
Average deck13.8%
+9.2% vs averagePick rate: 2.6%645 runs

Run Outcomes with Snap

Snap has 147 wins and 498 losses over 645 tracked runs (22.8% won); abandoned runs count as losses.

  • Wins 22.8%
  • Losses 77.2%

Pick or Skip: Snap

Out of 4561 recorded offers Snap is taken 13.0% of the time, and taking it is worth -0.2% in pick lift — 23.7% for runs that picked it against 23.9% for runs that skipped, across 536 decided runs.

Pick rate when offered13.0%4561 offers

Taken 591 times out of 4561 offers.

Win rate when picked23.7%536 runs
Win rate when skipped23.9%1934 runs
-0.3% vs skippingPick lift: -0.2%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 Snap

Snap is strongest when it joins the deck in Act 3, where runs win 57.6% across 33 runs — one of 4 recorded pickup windows.

Starting deckNot enough data—8 runs
Act 118.6%479 runs
Act 231.2%125 runs
Act 357.6%33 runs

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

Best Cards to Pair with Snap

Ranked by win-rate lift, Snap performs best alongside Mad Science (+29.0%), Banshee's Cry (+26.4%), and Legion of Bone (+25.4%).

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

Snap Win Rate by Class

Snap is drafted only by the Necrobinder, where it holds a 22.9% win rate across 642 runs.

The NecrobinderThe Necrobinderappears in 14.9% of its runs (642 tracked)

Best Relics for Snap

Snap pairs best with the relics Glitter (+30.2%), Funerary Mask (+29.1%), and Pear (+28.5%), ranked by win-rate lift.

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

Snap Card Details

Snap is a common attack costing 1 energy; it’s upgraded in 21.2% of runs and usually picked up by floor 11.

Osty deals 7 damage. Add Retain to a card in your Hand.

Cost1
TypeAttack
RarityCommon
ClassNecrobinder
Avg copies / deck1.2
Upgraded21.2%
Typical pickup floor11

Upgrade: +3 OstyDamage

What Ends Runs with Snap

Snap’s most common run-enders are Knowledge Demon Boss (6.7%), Decimillipede Elite (5.0%), and Test Subject Boss (4.8%).

  • Knowledge Demon Boss6.7% of runs
  • Decimillipede Elite5.0% of runs
  • Test Subject Boss4.8% of runs
  • The Insatiable Boss4.7% of runs
  • Kaiser Crab Boss3.4% of runs
MetaBot Desktop

Get the Winning Edge

Real-time overlays, automatic match tracking, and exclusive tools — everything you need to climb, free on your PC.

  • In-game overlays
  • Automatic match tracking
  • Desktop-exclusive tools
🔍

Help us maintain accuracy! If you notice incorrect stats, missing data, or any issues, your feedback directly improves the quality of our data for the entire community.

Report an Issue

Snap – Frequently Asked Questions

Is Snap good in Slay the Spire 2?

Across 645 tracked runs, Snap has a 23.0% win rate — +9.2% above the average deck. Win rate reflects how often runs that include the card end in victory.

What does Snap do in Slay the Spire 2?

Snap costs 1 energy. Osty deals 7 damage. Add Retain to a card in your Hand.

What class is Snap in Slay the Spire 2?

Snap is a Common Necrobinder Attack.

Is Snap worth upgrading in Slay the Spire 2?

Players upgrade Snap in 21.2% of runs. Upgrading it grants +3 OstyDamage.

What is the best relic for Snap?

In tracked runs, Snap has performed best alongside Glitter, which lifts its win rate by +30.2% over 15 runs together.

Should I take Snap when it is offered?

Players take Snap in 13.0% of its 4561 recorded offers. Runs that picked it win 23.7% (536 decided runs) against 23.9% for runs that skipped it (1934 decided runs) — a -0.3% difference, and a -0.2% pick lift once sample size is accounted for.

See Also

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