slay the spire Tier List May 2024: Cards Ranked From Best To Worst

If it’s hard to find the ranking of Cards in Slay the Spire then this Slay The Spire Tier List will give you complete information about all the card’s rankings. “In this discussion, we will review a tier list of cards. The tiers are as follows:”

  • Ironclad Tier List
  • Silent Tier List
  • Defect Tier List
  • Watcher Tier List
  • Colorless Tier List

Slay The Spire Tier List Ironclad

Ironclad’s tiers are divided into six parts from S to E Tiers. “The S tier represents the highest tier, while the E tier represents the lowest tier.”

S Tier From Slay The Spire Tier List

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Feed (Attact): Deal 10 damage. If Fatal, raise your Max HP by 3. Exhaust.

Feed +(Attact): Deal 12 damage. If Fatal, raise your Max HP by 4. Exhaust.

A Tier From Slay The Spire Tier List

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Corruption (Power): Skills cost 0. Whenever you play a skill, Exhaust it.

Corruption (Power): Skills cost 0. Whenever you play a skill, Exhaust it.

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Offering(Skill): Lose 6 HP. Draw 3 cards, Exhaust.

Offering(Skill): Lose 6 HP. Draw 5 cards, Exhaust.

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Battle Trance(Skill): Draw 3 cards. You cannot draw additional cards this turn.

Battle Trance(Skill): Draw 4 cards. You cannot draw additional cards this turn.

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Demon Form: At the start of the turn, gain 2 strengths.

Demon Form: At the start of the turn, gain 3 strengths.

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Disarm: Enemy loses 2 Strenght, Exhaust.

Disarm: Enemy loses 2 Strenght, Exhaust.

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Reaper: Deal 4 damage to all, enemies. Heal for unblocked damage, Exhaust.

Reaper: Deal 5 damage to all, enemies. Heal for unblocked damage, Exhaust.

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Berserk: Gain 2 vulnerable, At the start of your turn, Gain 1 .

Berserk: Gain 1 vulnerable, At the start of your turn, Gain 1 .

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Shrug it off: Gain B Block, Draw 1 card.

Shrug it off: Gain 11 Block, Draw 1 card.

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Uppercut: Deal 13 damage, Apply 1 Weak. Apply 1 Vulnerable.

Uppercut: Deal 13 damage, Apply 2 Weak. Apply 2 Vulnerable.

B Tier From Slay The Spire Tier List

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Carnage: Ethereal. Deal 20 damage.

Carnage: Ethereal. Deal 28 damage.

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Clothesline: Deal 12 damage. Appl 2 weak.

Clothesline: Deal 14 damage. Appl 3 weak.

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Fiend Fire: Exhaust your hand. Deal 7 damage for each Exhausted Card. Exhaust.

Fiend Fire: Exhaust your hand. Deal 10 damage for each Exhausted Card. Exhaust.

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Impervious: Gain 30 Block, Exhaust.

Impervious: Gain 40 Block, Exhaust.

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Inflame: Gain 2 strenght.

Inflame: Gain 3 strenght.

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Shockwave: Apply 3 weak and Vulnerable to all. enemies.

Shockwave: Apply 5 weak and Vulnerable to all. enemies.

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Spot Weakness: If an enemy intends to attack, gain 3 strenght.

Spot Weakness: If an enemy intends to attack, gain 3 strenght.

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Whirlwind: Deal 5 damage to all enemies X times.

Whirlwind: Deal 8 damage to all enemies X times.

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Bludgeon: Deal 32 damage.

Bludgeon: Deal 42 damage.

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Body Slam: Deal damage equal to your current Block.

Body Slam: Deal damage equal to your current Block.

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Double Tap: This turn, your next Attack is played twice.

Double Tap: This turn, your next 2 Attack is played twice.

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Flame Barrier: Gain 12 Block. Whenever you are attacked this turn, deal 4 damage to the attacker.

Flame Barrier: Gain 16 Block. Whenever you are attacked this turn, deal 6 damage to the attacker.

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Ghostly Armor: Ethereal. Gain 10 Block.

Ghostly Armor: Ethereal. Gain 10 Block.

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Seeing Red: Gain Exhaust.

Seeing Red: Gain Exhaust.

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Bloodletting: Lose 3 HP. Gain .

Bloodletting: Lose 3 HP. Gain .

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Brutality: At the start of your turn, lose 1 HP and draw 1 card.

Brutality+: At the start of your turn, lose 1 HP and draw 1 card.

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Reckless Charge: Deal 7 damage. Shuffle a Dazed into your draw pile.

Reckless Charge: Deal 10 damage. Shuffle a Dazed into your draw pile.

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Warcry: Draw a card from your hand on top of your draw pile. Exhaust.

Warcry: Draw 2 cards from your hand on top of your draw pile. Exhaust.

C Tier From Slay The Spire Tier List

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Anger: Deal 6 damage. Place a copy of the card in your discard pile.

Anger: Deal 8 damage. Place a copy of the card in your discard pile.

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Armaments: Gain 5 Bloock. Upgrade a card in your hand for the rest of combat.

Armaments: Gain 5 Bloock. Upgrade All cards in your hand for the rest of combat.

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Fire Breathing: Whenever you draw a status or Curse Card, deal 6 damage to all enemies.

Fire Breathing: Whenever you draw a status or Curse Card, deal 6 damage to all enemies.

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Headbutt: Deal 9 damage. Place a card from your discard pile on top of your draw pile.

Headbutt: Deal 12 damage. Place a card from your discard pile on top of your draw pile.

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Hemokinesis: Lose 2 HP. Deal 15 Damage.

Hemokinesis: Lose 2 HP. Deal 15 Damage.

Sever Soul: Exhaust all non-Attack cards in your hand. Deal 16 Damage.

Sever Soul: Exhaust all non-Attack cards in your hand. Deal 20 Damage.

Twin Strike: Deal 5 damage twice.

Twin Strike: Deal 7 damage twice.

Wild Strike: Deal 12 damage. Shuffle a wound into your draw pile.

Wild Strike: Deal 17 damage. Shuffle a wound into your draw pile.

Bash: Deal 8 damage. Apply 2 Vulnerable.

Bash: Deal 8 damage. Apply 3 Vulnerable.

Cleave: Deal 8 damage to all enemies.

Cleave: Deal 11 damage to all enemies.

Evolve: Whenever you draw a status, draw 1 card.

Evolve: Whenever you draw a status, draw 2 cards.

Exhume: Choose an Exhausted Card and put it in your hand, Exhaust.

Exhume: Choose an Exhausted Card and put it in your hand, Exhaust.

Heavy Blade: Deal 14 damage. Strength affects Heavy Blade 3 times.

Heavy Blade: Deal 14 damage. Strength affects Heavy Blade 3 times.

Infernal Blade: Add a random Attack to your hand. It cost ) this turn. Exhaust.

Infernal Blade+: Add a random Attack to your hand. It cost ) this turn. Exhaust.

Iron Wave: Gain 5 Block. Deal 5 damage.

Iron Wave: Gain 5 Block. Deal 5 damage.

Juggernaut: Whenever you gain Block, Deal 5 damage to a random enemy.

Juggernaut: Whenever you gain Block, Deal 7 damage to a random enemy.

Metallicize: At the end of your turn, gain 3 Block.

Metallicize: At the end of your turn, gain 3 Block.

Pommel Strike: Deal 9 damage. Draw 1 card.

Pommel Strike: Deal 10damage. Draw 2 cards.

Rampage: Deal 8 damage. Every time this card is played, Increase its damage by 5 for this combat.

Rampage+: Deal 8 damage. Every time this card is played, Increase its damage by 8 for this combat.

Thunderclap: Deal 4 damage and apply 1 Vulnerable to ALL enemies.

Thunderclap: Deal 7 damage and apply 1 Vulnerable to ALL enemies.

True Grit: Gain 7 Block. Exhaust random card from your hand.

True Grit: Gain 9 Block. Exhaust random card from your hand.

Combust: At the end of your turn, lose 1 HP and deal 5 damage to ALL enemies.

Combust: At the end of your turn, lose 1 HP and deal 7 damage to ALL enemies.

Havoc: Play the top card of your draw pile and Exhaust it.

Havoc+: Play the top card of your draw pile and Exhaust it.

Intimidate: Apply 1 weak to ALL enemies. Exhaust.

Intimidate: Apply 2 weak to ALL enemies. Exhaust.

Perfected Strike: Deal 6 damage. Deals an additional +2 damage for ALL of your cards containing *Strike*.

Perfected Strike: Deal 6 damage. Deals an additional +3 damage for ALL of your cards containing *Strike*.

Power Through: Add 2 Wounds to your hand. Gain 15 Block.

Power Through+: Add 2 Wounds to your hand. Gain 20 Block.

Sword Boomerang: Deal 3 damage to a random enemy 3 times.

Sword Boomerang: Deal 3 damage to a random enemy 4 times.

D Tier From Slay The Spire Tier List

Barricade: Block no longer expires at the start of your turn.

Barricade: Block no longer expires at the start of your turn.

Blood For Blood: Costs 1 less for each time you lose HP in combat. Deal 18 damage.

Blood For Blood: Costs 1 less for each time you lose HP in combat. Deal 18 damage.

Dark Embrace: Whenever a card is Exhausted, draw 1 card.

Dark Embrace: Whenever a card is Exhausted, draw 1 card.

Dual Wield: Create a copy of an Attack or Power card in your hand.

Dual Wield: Create 2 copies of an Attack or Power card in your hand.

Rage: Whenever you play an Attack this turn, gain 3 Block.

Rage: Whenever you play an Attack this turn, gain 5 Block.

Searing Blow: Deal 12 damage. Can be upgraded any number of times.

Searing Blow: Deal 16 damage. Can be upgraded any number of times.

Second Wind: Extaust all non-Attack cards in your hand and gain 5 Blocks for each.

Second Wind: Extaust all non-Attack cards in your hand and gain 7 Blocks for each.

Burning Pact: Exhaust 1 card. Draw 2 Cards.

Burning Pact: Exhaust 1 card. Draw 3 Cards.

Feel No Pain: Whenever a card is Exhausted, gain 3 Block.

Feel No Pain: Whenever a card is Exhausted, gain 5 Block.

Flex: Gain 2 Strenght. At the end of your turn, lose 2 Strenght.

Flex: Gain 4 Strenght. At the end of your turn, lose 4 Strength.

Limit Break: Double your Strength. Exhaust.

Limit Break+: Double your Strength.

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Clash: Can only be played if every card in your hand is an attack. Deal 14 damage.

Clash: Can only be played if every card in your hand is an attack. Deal 18 damage.

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Dropkick: Deal 5 damage. If the target is Vulnerable, gainand draw 1 card.

Dropkick: Deal 8 damage. If the target is Vulnerable, gainand draw 1 card.

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Entrench: Double your current Block.

Entrench: Double your current Block.

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Rupture: Whenever you lose HP from a card, gain 1 Strength.

Rupture: Whenever you lose HP from a card, gain 2 Strength.

E Tier From Slay The Spire Tier List

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Sentinel: Gain 5 Block. If this card is Exhausted, gain.

Sentinel: Gain 5 Block. If this card is Exhausted, gain.

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slay the spire Tier List

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