
Slay the Spire 2 Card
Break
Break is an Ancient Ironclad Attack that costs 1 energy. Deal 20 damage. Apply 5 Vulnerable.
- Character
- Ironclad
- Type
- Attack
- Rarity
- Ancient
- Cost
- 1 Energy
- Target
- AnyEnemy
- Keywords
- None
Card text
Deal 20 damage. Apply 5 Vulnerable.
Upgraded card text
Deal 30 damage. Apply 7 Vulnerable.
How to evaluate it
Judge Break by the job it fills in your current deck, the fights ahead, and whether its 1 energy competes with a more urgent play. A card being ancient does not make it an automatic pick. Check its class guides and the current patch notes before treating any single-card rating as universal.
Related strategy
Use the guide search to find builds and boss plans that mention Break, Ironclad, or attack.
Used in real decisions
Guides that mention Break
Outbreak in beta: when to trigger Poison immediatelyUse beta Outbreak as a three-Energy Poison payoff rather than an old passive engine. Includes ordering, spending, and upgrade decisions.v0.111 Enemy Breakpoints Guide: Six Fights That Got HarderPrepare for the v0.111 Mecha Knight, Exoskeleton, Globe Head, Louse Progenitor, Soul Fysh, and Entomancer buffs with practical route and potion checks.Defect v0.111 Guide: Thunder, Null, and Synchronize BreakpointsThunder is stronger while Null and Synchronize are weaker in v0.111. Learn the Lightning, Weak, Dark, and temporary Focus math before drafting them.Fiddle in beta: a bigger opening hand is not a draw engineEvaluate Fiddle after its beta draw reversion. Compare opening-hand size with lost mid-turn draw, Energy needs, and cards that no longer find their payoff.Slay the Spire 2 next update: roadmap and confirmed patch timingWhat Mega Crit has confirmed about the next Slay the Spire 2 update, the post-v0.111 patch gap, alternate Act 2, experimental modes, and the new character.