
Tag Team is an uncommon Colorless attack in Slay the Spire 2. In combat it resolves as: Deal 11 damage. The next Attack another player plays on the enemy is played an extra time. It’s a dependable, middle-of-the-pack option, landing at C tier in our rankings.
Across 12 recorded runs, decks running it win 25.0% of the time, comfortably clear of the 14.4% average, by 10.6%. It’s a more selective pick, turning up in just 0.1% of decks that could run it. Across 125 recorded offers it is picked 4.0% of the time (5 runs took it, 112 passed), which is still short of the sample needed to publish a pick-versus-skip win rate. On average it shows up 1.0 times in the decks that take it.
At 2 energy, it’s upgraded in 8.3% of runs and usually joins the deck around floor 12.
Upgraded, it gains +4 Damage, which is why so many decks invest a rest-site upgrade in it. That’s 3 wins, 9 deaths, and 0 abandoned runs with it in the deck. The encounter that most often ends a run carrying it is Knowledge Demon Boss, which closes out 25.0% of its appearances. Read on for Tag Team’s complete synergy, class, and threat breakdown to decide whether it earns a slot in your Colorless run.
Tag Team’s 25.0% win rate clears the 14.4% all-deck average by 10.6%, the gap charted below.
Tag Team has 3 wins and 9 losses over 12 tracked runs (25.0% won); abandoned runs count as losses.
Tag Team is taken in 4.0% of its 125 recorded offers, but with 5 runs picking it and 112 passing, neither side has enough decided runs for a win rate yet.
Taken 5 times out of 125 offers.
A win rate is only shown once that side clears the sample floor. Below it you get the run counts and nothing else — a 0% here would be a reporting artefact, not a result.
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.
Pickup timing is tracked across 1 windows for Tag Team; all of them are still under the sample floor, so only run counts are shown.
Win rate of runs by the act Tag Team entered the deck. Acts that have not reached the sample floor show their run count only.
Tag Team is an uncommon attack costing 2 energy; it’s upgraded in 8.3% of runs and usually picked up by floor 12.
Deal 11 damage. The next Attack another player plays on the enemy is played an extra time.
Upgrade: +4 Damage
Tag Team’s most common run-enders are Knowledge Demon Boss (25.0%).
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Across 12 tracked runs, Tag Team has a 25.0% win rate — +10.6% above the average deck. Win rate reflects how often runs that include the card end in victory.
Tag Team costs 2 energy. Deal 11 damage. The next Attack another player plays on the enemy is played an extra time.
Tag Team is an Uncommon Colorless Attack.
Players upgrade Tag Team in 8.3% of runs. Upgrading it grants +4 Damage.
Tag Team is taken in 4.0% of its 125 recorded offers, with 5 runs picking it and 112 passing. That is not yet enough decided runs on either side to publish a win rate, so treat the pick rate as the only reliable number here.
Deal 11 damage. The next Attack another player plays on the enemy is played an extra time.