Ascension Guide (A0 to A10)

Win rates and strategy from 24,241 community runs

Slay the Spire 2's ascension system adds stacking difficulty modifiers. This guide combines real win rate datafrom 24,241+ community runs with per-level strategy. Whether you're climbing A1 or grinding A10, here's what actually works.

Community Win Rates by Ascension

A0
3576 runs32.2%
A1
2278 runs39.2%
A2
1826 runs34.9%
A3
1588 runs36.4%
A4
1387 runs36.4%
A5
1469 runs35.6%
A6
1179 runs42.2%
A7
1355 runs36.8%
A8
1336 runs31.3%
A9
1888 runs16.4%
A10
4275 runs23.5%

Strategy Per Ascension

Ascension 0 — The Baseline

  • 34.6% community win rate
  • Standard difficulty, learn mechanics here
  • Focus on deck archetype identification
  • Skip weak card rewards aggressively

Ascension 1 — Stronger Elites

  • Elites take an extra turn before attacking
  • Consider extra rest sites
  • Picking HP up Neow bonus is viable

Ascension 2 — Stronger Bosses

  • Bosses hit harder — your block must be higher
  • Consider Barricade/Entrench early
  • Powers before the first boss are crucial

Ascension 3 — Act 3 Mobs

  • Act 3 elites and bosses hit harder
  • Defensive pivots in Act 2 save runs
  • Scaling powers (Demon Form, Strength) are mandatory

Ascension 4 — Losing HP

  • -25% starting HP for Act 1
  • Rest sites are more valuable
  • Prioritize Bloodletting/Feed sparingly

Ascension 5 — Start Weakened

  • Lower starting HP caps the whole run
  • You now have less margin for mistakes
  • Elite-skip strategies become valid

Ascension 6 — Weaker Shops

  • Shops cost more, offer less
  • Gold is tighter — prefer card removal Neow
  • Don't hoard gold, spend before Act 3

Ascension 7 — Strong Elites

  • Elites gain more HP and damage
  • Scaling faster matters more than killing faster
  • Consider 1 extra defensive card per act

Ascension 8 — Nerfs

  • Several cards/relics get small nerfs
  • Core gameplay patterns break down
  • Experimentation phase — play what works

Ascension 9 — More Curses

  • Curse events become more punishing
  • Exhaust and removal become critical
  • Avoid Neow boons that add Curses

Ascension 10 — Ascender's Bane

  • 17.6% community win rate (hardest)
  • Start with Ascender's Bane (unplayable ethereal)
  • Remove it ASAP from deck
  • Perfect play required — one mistake loses the run

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Top 10 Deadliest Encounters

These are the encounters that kill the most runs across all ascensions. Be extra cautious when you see them on your path.

1ENCOUNTER.DECIMILLIPEDE
678 kills
2ENCOUNTER.KNOWLEDGE DEMON
673 kills
3ENCOUNTER.KAISER CRAB
561 kills
4ENCOUNTER.PHROG PARASITE
534 kills
5ENCOUNTER.THE INSATIABLE
515 kills
6ENCOUNTER.BYGONE EFFIGY
501 kills
7ENCOUNTER.TEST SUBJECT
498 kills
8ENCOUNTER.QUEEN
480 kills
9ENCOUNTER.PHANTASMAL GARDENERS
479 kills
10ENCOUNTER.VANTOM
464 kills

Universal Tips for High Ascension

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