Slay the Spire 2 Daily Run Scoring Guide: Badges and Leaderboards
How Daily Run rankings use wins, badge count, and completion time, plus a practical way to chase a better place without throwing the run.
Guide Codex
Find the answer your run needs: current patch strategy, reliable builds, card and relic decisions, boss preparation, and beginner paths.
Current beta · Builds · Bosses · Beginner paths
Current Library
How Daily Run rankings use wins, badge count, and completion time, plus a practical way to chase a better place without throwing the run.
How Jeweled Mask chooses a Power in v0.111, why non-Innate Powers now get priority, and how each new Power changes the relic's consistency.
Blade of Ink's Inky enchantment no longer adds damage in v0.111. Learn how to value two Inky Shivs, Weak timing, draw density, and Silent synergies.
Brightest 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.
Thunder is stronger while Null and Synchronize are weaker in v0.111. Learn the Lightning, Weak, Dark, and temporary Focus math before drafting them.
Prepare for the v0.111 Mecha Knight, Exoskeleton, Globe Head, Louse Progenitor, Soul Fysh, and Entomancer buffs with practical route and potion checks.
Shroud 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.
Rampage starts at 10 damage and upgrades to stronger repeat scaling in v0.111. Learn the cycle math, deck-size test, upgrades, and matchups where it works.
How v0.111 changes Alignment, Guiding Star, Spoils of Battle, and Refine Blade—and how Regent should sequence Stars, Forge, draw, and next-turn Energy.
Salvo is now Uncommon and Splash is Rare in v0.111. Learn which card solves a real run problem, how rarity changes access, and when to skip both.
What v0.111 fixes for modded save copying, controller reward focus, E-to-confirm input, map drawings, badges, and crashes—and what to check if problems continue.
What the developers confirmed about Enchantments not stacking, how that changes card choices, and how to get value from a one-card enhancement.
How to prepare for Axebot after its v0.111 buffs: updated attack breakpoints, tempo decisions, and the potion choices that protect an Act 3 run.
How Forgotten Ritual changes in v0.111, when to draft it, and how to turn its Energy into a winning Ironclad turn without forcing Exhaust lines.
How to draft, upgrade, and sequence Mirage after the v0.111 beta change that makes the base card Exhaust and moves the upgrade to remove Exhaust.
A practical guide to Rend after its v0.111 cost and damage change: debuff math, draft timing, and when a Colorless attack actually fixes a deck.
Make better Slay the Spire 2 A10 elite route decisions with a practical health, damage, potion, campfire, and exit checklist.
Build a Slay the Spire 2 Act 2 deck that can handle burst turns, groups, scaling enemies, and an uncertain route without forcing one fragile archetype.
Use the Slay the Spire 2 Bestiary to turn previous encounters into better route, card, potion, and campfire decisions.
A current Slay the Spire 2 Defect Act 1 drafting guide: early damage, orb timing, elites, upgrades, and when to stop adding cards.
A Slay the Spire 2 Silent infinite-build guide for deciding whether to commit, trim the deck, protect the loop, and keep a real backup plan.
Is Hidden Gem good in Slay the Spire 2? Learn when random Replay 2 wins a run, why small decks improve it, and when to pass.
What changes in Slay the Spire 2 v0.111 beta: Hyperbeam, Expect a Fight, Regalite, enemy breakpoints, saves, and what to test first.
Expect a Fight was reworked in v0.111. Learn its Strength-to-Block math, when 3 Energy is worth it, and when Ironclad should pass.