
Slay the Spire 2 Card
Defend
Defend is a Basic Defect Skill that costs 1 energy. Gain 5 Block.
- Character
- Defect
- Type
- Skill
- Rarity
- Basic
- Cost
- 1 Energy
- Target
- Self
- Keywords
- None
Card text
Gain 5 Block.
Upgraded card text
Gain 8 Block.
How to evaluate it
Judge Defend 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 basic 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 Defend, Defect, or skill.
Used in real decisions
Guides that mention Defend
Brightest Flame v0.111 Guide: When 2 Max HP Is Worth SpendingBrightest Flame now costs 2 Max HP in v0.111. Learn when its 2 Energy and 2-card draw prevent more damage than the permanent health cost.Necrobinder v0.111 Guide: Shroud Block and Repeatable Time's UpShroud gains more Block and Time's Up no longer Exhausts in v0.111. Learn how to build a Doom plan that defends while scaling without becoming too slow.Axebot v0.111 Guide: Act 3 Damage Checks and Potion PlanningHow to prepare for Axebot after its v0.111 buffs: updated attack breakpoints, tempo decisions, and the potion choices that protect an Act 3 run.Defect Act 1 Draft Guide: Solve Damage Before ScalingA current Slay the Spire 2 Defect Act 1 drafting guide: early damage, orb timing, elites, upgrades, and when to stop adding cards.Ironclad Guide: Strength, Exhaust, and Safer AggressionBuild stronger Ironclad runs in Slay the Spire 2 with a practical Strength versus Exhaust decision, health discipline, and boss-ready deck checks.