Taunt
Win Rate
21.7%
Pick Rate
4.3%
Δ vs Avg
+8.2

Taunt Skill

Uncommon
Type
Skill
Rarity
Uncommon
Cost
1
Class
Ironclad
Methodology
Data Methodology

Gain 7 Block. Apply 1 Vulnerable.

Is Taunt good in Slay the Spire 2?

Taunt is an uncommon Ironclad skill in Slay the Spire 2. In combat it resolves as: Gain 7 Block. Apply 1 Vulnerable. It currently underperforms most alternatives, sitting at D tier in our Slay the Spire 2 card rankings.

Across 711 recorded runs, decks running it win 21.7% of the time, comfortably clear of the 13.4% average, by 8.2%. It’s a more selective pick, turning up in just 4.3% of decks that could run it. Offer data is close to a wash — 36.9% of offers taken, 23.1% for runs that picked it against 22.1% for runs that skipped, a pick lift of just +0.9% over 589 decided runs. Ironclad players keep it in 19.3% 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 Juggernaut — together they post a +22.0% swing in win rate. It also has strong chemistry with the relic Vambrace, which moves its win rate by +29.2%. At 1 energy, it’s upgraded in 40.3% of runs and usually joins the deck around floor 14.

Upgraded, it gains +1 Block, +1 Vulnerable, which is why so many decks invest a rest-site upgrade in it. That’s 152 wins, 549 deaths, and 10 abandoned runs with it in the deck. The encounter that most often ends a run carrying it is Kaiser Crab Boss, which closes out 6.3% of its appearances. Read on for Taunt’s complete synergy, class, and threat breakdown to decide whether it earns a slot in your Ironclad run.

Taunt Win Rate & Pick Rate

Taunt’s 21.7% win rate clears the 13.4% all-deck average by 8.2%, the gap charted below.

Win rate21.7%
Average deck13.4%
+8.2% vs averagePick rate: 4.3%711 runs

Run Outcomes with Taunt

Taunt has 152 wins and 559 losses over 711 tracked runs (21.4% won); abandoned runs count as losses.

  • Wins 21.4%
  • Losses 78.6%

Pick or Skip: Taunt

Out of 1812 recorded offers Taunt is taken 36.9% of the time, and taking it is worth +0.9% in pick lift — 23.1% for runs that picked it against 22.1% for runs that skipped, across 589 decided runs.

Pick rate when offered36.9%1812 offers

Taken 669 times out of 1812 offers.

Win rate when picked23.1%589 runs
Win rate when skipped22.1%610 runs
+1.0% vs skippingPick lift: +0.9%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 Taunt

Taunt is strongest when it joins the deck in Act 3, where runs win 50.0% across 50 runs — one of 4 recorded pickup windows.

Starting deckNot enough data—6 runs
Act 117.6%440 runs
Act 223.9%215 runs
Act 350.0%50 runs

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

Best Cards to Pair with Taunt

Ranked by win-rate lift, Taunt performs best alongside Juggernaut (+22.0%), Mad Science (+20.1%), and Stoke (+17.6%).

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

Taunt Win Rate by Class

Taunt is drafted only by the Ironclad, where it holds a 21.6% win rate across 703 runs.

The IroncladThe Ironcladappears in 19.3% of its runs (703 tracked)

Best Relics for Taunt

Taunt pairs best with the relics Vambrace (+29.2%), Chandelier (+28.8%), and Cloak Clasp (+27.4%), ranked by win-rate lift.

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

Taunt Card Details

Taunt is an uncommon skill costing 1 energy; it’s upgraded in 40.3% of runs and usually picked up by floor 14.

Gain 7 Block. Apply 1 Vulnerable.

Cost1
TypeSkill
RarityUncommon
ClassIronclad
Avg copies / deck1.2
Upgraded40.3%
Typical pickup floor14

Upgrade: +1 Block, +1 Vulnerable

What Ends Runs with Taunt

Taunt’s most common run-enders are Kaiser Crab Boss (6.3%), Test Subject Boss (6.2%), and Queen Boss (6.2%).

  • Kaiser Crab Boss6.3% of runs
  • Test Subject Boss6.2% of runs
  • Queen Boss6.2% of runs
  • Decimillipede Elite5.6% of runs
  • The Insatiable Boss4.5% 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

Taunt – Frequently Asked Questions

Is Taunt good in Slay the Spire 2?

Across 711 tracked runs, Taunt has a 21.7% win rate — +8.2% above the average deck. Win rate reflects how often runs that include the card end in victory.

What does Taunt do in Slay the Spire 2?

Taunt costs 1 energy. Gain 7 Block. Apply 1 Vulnerable.

What class is Taunt in Slay the Spire 2?

Taunt is an Uncommon Ironclad Skill.

Is Taunt worth upgrading in Slay the Spire 2?

Players upgrade Taunt in 40.3% of runs. Upgrading it grants +1 Block, +1 Vulnerable.

What is the best relic for Taunt?

In tracked runs, Taunt has performed best alongside Vambrace, which lifts its win rate by +29.2% over 68 runs together.

Should I take Taunt when it is offered?

Players take Taunt in 36.9% of its 1812 recorded offers. Runs that picked it win 23.1% (589 decided runs) against 22.1% for runs that skipped it (610 decided runs) — a +1.0% difference, and a +0.9% pick lift once sample size is accounted for.

See Also

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