Ascension Guide (A0 to A10)

Win rates and strategy from 4,104 community runs

Slay the Spire 2's ascension system adds stacking difficulty modifiers. This guide combines real win rate datafrom 4,104+ 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
716 runs31.3%
A1
462 runs32.3%
A2
306 runs39.5%
A3
290 runs38.6%
A4
230 runs41.7%
A5
215 runs39.1%
A6
220 runs31.8%
A7
184 runs34.2%
A8
149 runs37.6%
A9
257 runs20.6%
A10
721 runs17.3%

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.

1DECIMILLIPEDE
169 kills
2KNOWLEDGE DEMON
135 kills
3KAISER CRAB
123 kills
4PHROG PARASITE
110 kills
5VANTOM
100 kills
6TEST SUBJECT
100 kills
7ENTOMANCER
99 kills
8THE INSATIABLE
99 kills
9BYGONE EFFIGY
97 kills
10WATERFALL GIANT
92 kills

Universal Tips for High Ascension

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