Slay the Spire 2 Keywords and Terms: The Complete Glossary

Every Slay the Spire 2 keyword and status defined in one scannable glossary: buffs, debuffs, card rules, and orbs, with quick side-by-side comparisons.

11 min read
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Slay the Spire 2 keywords, sorted so you can find any term fast

Card text in this game is dense on purpose. A single common card can carry three keywords, and misreading one of them is how you lose a fight you should have won. This is the Slay the Spire 2 keywords reference: every buff, debuff, card behaviour, and orb term explained in plain language and grouped so you can look anything up in seconds. Keep it open on a second monitor and stop hovering every tooltip mid-combat.

Buffs: the good stuff on your side

Buffs are the effects you actually want. The two you will meet on almost every run are Block, which soaks up damage for the current turn, and Strength, which adds flat damage to every Attack you play. The difference between them shapes half your decisions: Block is loud and immediate, and Strength is quiet and compounding. A card that gives you 2 Strength looks weak next to one that Blocks 12, but over ten turns the Strength has quietly added far more total damage. Learn to value the effects that last the whole fight over the ones that expire when the turn ends.

KeywordWhat it doesHow it behaves
BlockAbsorbs incoming damage this turnClears at the start of your next turn unless a power or relic keeps it
StrengthAdds flat damage to every AttackLasts the whole fight and multiplies with multi-hit cards
DexterityAdds Block to any card that grants BlockAlso lasts the whole fight
ArtifactCancels the next debuff applied to youEach stack eats one debuff, then pops
RegenHeals HP at end of turnTicks down each turn; great in long fights, dead weight in short ones
BufferPrevents the next instance of HP lossStops even unblockable damage once per stack
MetallicizeGrants Block automatically at end of turnPassive defense with no card played
ThornsDeals damage back to anything that attacks youPunishes fast multi-hit enemies hard
Common buffs and how long they stick around

Debuffs: what you stack on enemies, and what they stack on you

Debuffs cut both ways. You pile Vulnerable and Weak onto enemies to tilt a fight in your favor, but those same words show up on your own status bar the moment a boss hits back. Vulnerable is the aggressive one: a Vulnerable target takes roughly half again as much damage from your Attacks, so applying it before a big hit is one of the highest-value plays in the game. Weak is the defensive mirror, cutting the damage the target deals by about a quarter, which turns a scary enemy turn into a survivable one. Poison is the odd member of the group; it ignores Block completely and just drains HP every turn, dropping by one stack as it ticks.

KeywordWho it lands onEffect
VulnerableEnemies, sometimes youTarget takes roughly 50% more damage from Attacks while it lasts
WeakEnemies or youTarget deals roughly 25% less Attack damage
FrailUsually youYou gain roughly 25% less Block from cards
PoisonEnemiesLoses that much HP each turn, then the stack drops by one
Burn / Wound / DazedYour deckJunk cards shuffled in that clog your draws
EntangleYouYou cannot play Attacks next turn
Strength DownEnemiesLowers their Strength, softening big incoming hits
Debuffs, who they land on, and what they do
Damage that stacks over turns
  • Poison ticks on every enemy turn and falls off slowly, so it rewards long fights and hits straight through Block.
  • You invest a few cards early, then let the numbers work while you defend.
  • It is weak against enemies you kill in a turn or two, because the Poison never gets time to add up.
Damage you deal right now
  • Attacks boosted by Strength and Vulnerable land their full value the instant you play them.
  • Front-loading kills a threat before it acts, which is usually safer than a slow drip.
  • It falls behind against high-HP tanks, where every extra turn is another turn of incoming hits.

VerdictMost winning decks lean one way and splash the other. Pick your plan from the enemies in front of you, not from whichever cards look shiny in the shop.

Card behaviours: rules printed into the card itself

This is the category where new players quietly lose fights. Card behaviours are not effects you apply to something else; they change how the card moves through your deck. Exhaust is the one to understand first. When a card Exhausts, it leaves play for the rest of the combat instead of returning to your discard pile, so you will not draw it again this fight. That sounds like a downside, and often it is, but it is also the point of some of the strongest cards in the game: a one-time nuke that Exhausts is happy to spend itself, and whole archetypes are built around triggering effects every time a card Exhausts. Read Exhaust as a cost on cheap cards and as a feature on powerful ones.

KeywordMeaningWhy it matters
ExhaustCard leaves play for the rest of combat instead of going to the discardGone for the fight; use it to thin junk or to feed Exhaust payoffs
EtherealExhausts on its own if still in hand at end of turnPlay it this turn or lose it
InnateStarts in your opening hand every fightGuarantees a turn-one effect you can build around
RetainStays in hand instead of being discarded at end of turnLets you hold a card for exactly the right moment
UnplayableCannot be played from handOnly relevant through effects that discard or exhaust it
ExhaustiveCan be played a set number of times, then ExhaustsStrong but finite; spend the charges wisely
Card behaviour keywords and why they matter

Orbs and channelled resources

Orbs are their own little vocabulary, and if your character does not use them you can skip this section. An orb is a resource you summon into a limited row of slots; while it sits there it does a passive effect each turn, and you can trigger its bigger payoff on demand. The words below describe how orbs move rather than any single orb type, so they hold up no matter which orbs you have access to. The key tension is slot management: you only have so many slots, and channelling a new orb when your row is full shoves out your oldest one, firing its payoff whether you were ready or not.

TermWhat it means
ChannelSummon an orb into your leftmost open slot
EvokeTrigger an orb's payoff and remove it from your slots
Orb slotsThe limited number of orbs you can hold at once
FocusIncreases both the passive and the evoke output of your orbs
PassiveThe effect an orb does automatically each turn while held
Orb-system terms

How to read any new card in about five seconds

  1. Spot the card type first, Attack, Skill, or Power, so you know its basic rhythm.
  2. Scan for card behaviours like Exhaust, Innate, or Retain, because those decide whether you will ever see the card again.
  3. Check which buffs it gives you: Block for defense that expires, Strength for offense that lasts, and note which one it is.
  4. Check which debuffs it applies and to whom; Vulnerable and Weak on an enemy are almost always worth it.
  5. Only now look at the raw numbers. The keywords tell you what the card is, and the numbers tell you how much.
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Guide FAQ

What does Exhaust mean in Slay the Spire 2?

Exhaust means the card leaves play for the rest of the current combat instead of going to your discard pile, so you will not draw it again this fight. On a weak card that is deck-thinning you want. On a strong one-time effect it is simply the price of a big swing, and several builds actively reward you every time a card Exhausts.

Vulnerable vs Weak, which debuff should I apply first?

It depends on what you are trying to do that turn. Apply Vulnerable before your own big Attacks, because it makes the target take roughly 50% more damage and you want that multiplier live when your hits land. Apply Weak when the enemy is about to attack you, since it cuts their damage by about 25% and buys you survival. Vulnerable is offense; Weak is defense.

Is Poison better than raw Attack damage?

Neither is strictly better; they suit different fights. Poison ignores Block and stacks up over many turns, so it shines against high-HP enemies and long boss fights. Raw Attack damage, especially boosted by Strength and Vulnerable, kills threats immediately, which is safer against enemies you can drop in a turn or two. Match the tool to the length of the fight.

Where can I find all the Slay the Spire 2 terms explained in one place?

Right here, grouped by category so related keywords sit next to each other. In game, you can also hover any underlined keyword to see its tooltip, but reading them as four buckets, buffs, debuffs, card behaviours, and orbs, is what makes new cards instantly legible instead of a wall of text.

Why did my Block disappear before I used it?

Block is temporary by default. Any Block you are holding clears at the start of your next turn unless a specific power or relic tells you it carries over. That is why over-Blocking wastes cards: build only enough to cover the incoming hit, and spend the rest of your energy on effects that last.

How do I get better at reading card combos quickly?

Practice grouping keywords instead of reading each card as a fresh puzzle. Once you can glance at a card and instantly tag it as, say, a Strength-scaling Attack that also applies Vulnerable, you start seeing how two cards chain together. Speed comes from pattern recognition, and the four-bucket sort in this glossary is the fastest way to build that muscle.