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Slay the Spire Relic Tier List — Every Boss Relic and When to Take It

Slay the Spire Relic Tier List — Every Boss Relic and When to Take It

Author: Verdict Games Editorial Team Last Updated:

The Bottom Line

Energy boss relics are the strongest category, but only when the downside does not touch your deck. Ectoplasm (Act 1 only), Sozu, Snecko Eye and Runic Pyramid are the safest top picks. Runic Dome and Pandora's Box are traps for most players. Read each boss relic's downside against your current deck, not against a tier list.

Summary

The relic choice that decides the most runs is the boss relic: you get one pick from three after the Act 1 boss and one after the Act 2 boss, and most of the strongest options come with a real downside. This guide ranks all 30 boss relics, gives a take-or-skip rule for each one, then covers the best common, uncommon, rare and shop relics, every character-specific relic, where relics come from, and Neow's starting options.

Who This Is For: Players choosing between boss relics or deciding which relics to buy and fight elites for Intermediate

Key Points

Key Points

1

You get two boss relic picks per run (after the Act 1 and Act 2 bosses), plus an optional starter-relic swap at Neow. The Act 3 boss gives no relic.

2

Ten boss relics give +1 Energy every turn, and every one of them carries a permanent downside. Judge the downside, not the Energy.

3

Ectoplasm can only be offered by the Act 1 boss chest or Neow. Starter upgrades (Black Blood, Ring of the Serpent, Frozen Core, Holy Water) only appear if you still have the starter relic.

4

Runic Dome (no enemy intents) and Pandora's Box (transforms every Strike and Defend) are the two boss relics most likely to lose you a run.

5

Among non-boss relics, Tungsten Rod, Torii and Incense Burner help every deck; Shuriken and Kunai are the best scaling for attack-heavy decks.

Most relics in Slay the Spire are small, positive and easy to take. The boss relic is different. You get one pick from three after the Act 1 boss and one after the Act 2 boss — the Act 3 and Act 4 bosses give nothing — and the most powerful options trade a permanent downside for +1 Energy every turn. Two choices per run, each able to make or break the climb, is why this is the decision worth studying.

So this guide starts with all 30 boss relics, then gives a take-or-skip rule for each, and only then covers the rest of the relic pool.

Boss relic tier list

The ranking assumes a typical deck at the Act 1 boss chest. "Situational" relics are excellent in one specific deck and poor or dangerous everywhere else. Character-only relics are marked.

S
Ectoplasm +1 Energy every turn; you can no longer gain Gold. Only offered by the Act 1 boss chest (or Neow), so you keep the gold you have but earn nothing for the rest of the run. The Energy is worth more. Sozu +1 Energy every turn; you can no longer obtain potions. Potions you already hold still work. The mildest downside of any Energy relic. Snecko Eye Draw 2 extra cards every turn, but start each combat Confused: drawn cards cost a random 0 to 3. Seven cards a turn outweighs the randomness in most decks. Runic Pyramid You no longer discard your hand at end of turn. No downside on paper; the real cost is a hand clogged by Wounds, curses and other unplayables, with the 10-card hand limit.
A
Philosopher's Stone +1 Energy; every enemy starts combat with 1 Strength. Dangerous against multi-hit enemies such as Book of Stabbing and Byrds. Coffee Dripper +1 Energy; you can no longer Rest at Rest Sites. You can still Smith. Strong if your deck sustains itself or heals another way. Fusion Hammer +1 Energy; you can no longer Smith at Rest Sites. Better after Act 2, when your key cards are already upgraded. Cursed Key +1 Energy; opening a non-boss chest gives a curse. You can skip chests, so the downside is partly under your control. Velvet Choker +1 Energy; you cannot play more than 6 cards per turn (copies from Double Tap or Havoc count). Fine for decks of expensive cards, crippling for Shiv or 0-cost decks. Mark of Pain (Ironclad) +1 Energy; 2 Wounds are added to your draw pile each combat. The Ironclad has many ways to exhaust them. Frozen Core (Defect) Replaces Cracked Core. If you end your turn with an empty orb slot, Channel 1 Frost. Steady free defence for most Defect decks. Nuclear Battery (Defect) Channel 1 Plasma at the start of each combat. In practice +1 Energy per turn while it stays in its slot, with no downside. Violet Lotus (Watcher) Exiting Calm gives 1 extra Energy. Turns the Watcher's basic stance dance into an Energy engine.
B
Busted Crown +1 Energy; card reward screens offer 2 fewer cards, including boss rare rewards. Good once your deck is mostly built; bad in Act 1. Black Star Elites drop 2 relics instead of 1. Only pays off if your deck can keep fighting elites. Empty Cage Remove 2 cards from your deck on pickup. Clean and safe, but a one-time effect. Astrolabe Choose 3 cards, Transform them and upgrade the results. Turns Strikes and Defends into upgraded random cards. Calling Bell A common, an uncommon and a rare relic plus Curse of the Bell, which cannot be removed (Omamori can negate it). Three relics is a lot of value. Sacred Bark Potions are twice as effective (a few, such as Smoke Bomb and Elixir, are unaffected). Strong with Potion Belt or White Beast Statue. Slaver's Collar +1 Energy only in elite and boss combats. No downside, and those are the fights that matter. Inserter (Defect) Gain 1 orb slot every 2 turns. Slow; strongest in long fights and with Consume. Runic Cube (Ironclad) Draw 1 card whenever you lose HP. Good with self-damage cards such as Brutality, Hemokinesis and Bloodletting. Ring of the Serpent (Silent) Replaces Ring of the Snake: draw 1 extra card every turn instead of 2 on turn 1. You lose a card on turn 1, break even on turn 2 and gain from turn 3. Holy Water (Watcher) Replaces Pure Water: 3 Miracles at the start of each combat instead of 1. A strong first turn, nothing after.
C
Tiny House 1 potion, 50 Gold, +5 Max HP, 1 card and 1 random upgrade. Small bits of everything; rarely the best of three. Black Blood (Ironclad) Replaces Burning Blood: heal 12 HP after combat instead of 6. Safe, but the weakest use of a boss pick for most Ironclad decks.
Situational / avoid by default
Runic Dome +1 Energy, but you can no longer see enemy intents. Only for players who know every enemy's pattern by heart. Pandora's Box Transforms every Strike and Defend into random cards. A coin flip that can wreck a working deck; most tempting in Act 1 with a thin plan. Wrist Blade (Silent) 0-cost Attacks deal 4 extra damage. Excellent in a Shiv deck, near useless outside one. Hovering Kite (Silent) The first time you discard a card each turn, gain 1 Energy. Strong in a discard deck that discards every turn, dead weight otherwise.

Boss relic decision table

This is the table to open at the boss chest. Each row is the condition that makes the relic right or wrong for the deck you have now.

Boss relic Take it if… Skip it if…
Ectoplasm It is Act 1 and you are not planning a big shop run You are holding a lot of gold you cannot spend soon
Sozu Your deck wins without leaning on potions You depend on potions for elites and bosses
Snecko Eye Your deck has many 2–3 cost cards or wants more draw Your deck is built on 0–1 cost cards and exact sequencing
Runic Pyramid You can play or exhaust most cards you draw You carry Wounds, curses or status cards you cannot remove
Philosopher's Stone You can kill quickly or have Block to absorb the extra Strength Your deck struggles with multi-hit attacks
Coffee Dripper Your HP is healthy and you have other healing You are low on HP or rely on Rest Sites to recover
Fusion Hammer Your key cards are already upgraded It is Act 1 and your deck still needs upgrades
Cursed Key You can skip chests or have Omamori / Blue Candle You need chest relics or have no way to deal with curses
Velvet Choker Your deck plays few, expensive cards Your deck plays many cheap cards, Shivs or copies
Busted Crown Your deck is close to finished It is Act 1 and you still need key cards
Runic Dome You know every Act 2–3 enemy pattern You are still learning the game
Mark of Pain (Ironclad) You exhaust cards often You also have Runic Pyramid
Black Star Your deck can take on elites safely You are already avoiding elites
Calling Bell You want three relics and can live with one curse Your deck cannot afford an unplayable card
Empty Cage Your deck needs thinning and nothing better is offered An Energy relic with a harmless downside is offered
Astrolabe You still have several Strikes and Defends Your deck is already lean
Pandora's Box Your deck has no plan yet and you accept a gamble Your deck already works
Sacred Bark You carry many potion slots or get potions often You have Sozu or rarely keep potions
Slaver's Collar You want Energy without any downside A stronger every-fight Energy relic is offered
Tiny House The other two would hurt your deck Almost any other option fits
Black Blood (Ironclad) You lose a lot of HP every fight and nothing else fits Any Energy or draw relic fits your deck
Runic Cube (Ironclad) You play self-damage cards You rarely lose HP
Ring of the Serpent (Silent) Your fights last three turns or more You need a strong first turn
Wrist Blade (Silent) You play a Shiv deck You do not
Hovering Kite (Silent) You discard at least one card every turn You discard only occasionally
Frozen Core (Defect) You often end turns with an empty orb slot You channel so fast your slots are always full
Inserter (Defect) Your fights are long or you play Consume You need orb slots immediately
Nuclear Battery (Defect) Almost always Another Defect relic fits your build better
Holy Water (Watcher) You want a strong opening turn every combat An Energy relic fits your deck
Violet Lotus (Watcher) You enter and leave Calm regularly You rarely use Calm

Two boss relics stack badly with each other or with what you already own: Mark of Pain plus Runic Pyramid fills your hand with Wounds, and Sozu makes Sacred Bark pointless. Check your current relic bar before taking a second boss relic in Act 2.

Best common, uncommon, rare and shop relics

Outside boss relics you usually take what you are given, so the useful question is which ones to fight an elite for, or buy at the merchant. These fit almost any deck.

Rarity Best picks Why
Common Anchor, Lantern, Bag of Preparation, Vajra, Oddly Smooth Stone, Orichalcum Anchor (10 Block), Lantern (+1 Energy turn 1) and Bag of Preparation (+2 cards turn 1) make every first turn stronger; Vajra and Oddly Smooth Stone give 1 Strength or 1 Dexterity each combat
Common Preserved Insect, Pen Nib, Bag of Marbles Elites have 25% less HP; every 10th Attack deals double damage; all enemies start with 1 Vulnerable
Uncommon Shuriken, Kunai, Ornamental Fan Every 3 Attacks in a turn gives 1 Strength, 1 Dexterity or 4 Block. The best scaling for attack-heavy decks
Uncommon Horn Cleat, Mercury Hourglass, Letter Opener, Gremlin Horn 14 Block on turn 2; 3 damage to all enemies every turn; 5 damage to all on every 3 Skills; Energy and a card whenever an enemy dies
Uncommon Question Card, Pantograph One more card on every card reward; heal 25 HP at the start of boss fights
Rare Tungsten Rod, Torii, Incense Burner, Fossilized Helix Lose 1 less HP every time; unblocked hits of 5 or less become 1; Intangible every 6 turns; the first HP loss each combat is prevented
Rare Ice Cream, Gambling Chip, Unceasing Top, Dead Branch Unspent Energy carries over; redraw your opening hand; draw whenever your hand is empty; a random card whenever you Exhaust (outstanding with exhaust decks)
Rare Peace Pipe, Girya, Lizard Tail Remove cards or gain Strength (up to 3 times) at Rest Sites; survive one death at 50% HP
Shop Membership Card, Clockwork Souvenir, Orange Pellets, Toolbox 50% off everything; 1 Artifact each combat; clear all debuffs after playing a Power, Attack and Skill in one turn; a colorless card each combat
Shop Chemical X, Medical Kit, Strange Spoon X-cost cards gain +2; status cards become playable; Exhaust cards are discarded instead 50% of the time

Character relics

Each character has its own relics: 11 for the Ironclad and the Silent, 9 for the Defect and the Watcher. Their boss relics are covered above; these are the rest. For how each character's builds work, see the character guide.

Ironclad

Relic Rarity Effect Verdict
Burning Blood Starter Heal 6 HP at the end of combat Why the Ironclad can take risky fights; think hard before swapping it at Neow
Red Skull Common +3 Strength while at or below 50% HP Good with self-damage decks
Paper Phrog Uncommon Vulnerable enemies take 75% more damage instead of 50% Strong with Bash, Thunderclap and other Vulnerable sources
Self-Forming Clay Uncommon Whenever you lose HP in combat, gain 3 Block next turn Solid defence, best with self-damage
Champion Belt Rare Whenever you apply Vulnerable, also apply 1 Weak Free damage reduction in Vulnerable decks
Charon's Ashes Rare Whenever you Exhaust a card, deal 3 damage to all enemies Excellent in exhaust decks
Magic Flower Rare Healing in combat is 50% more effective Burning Blood becomes 9, Black Blood 18
Brimstone Shop +2 Strength each turn for you, +1 Strength for all enemies Wins long fights fast; dangerous against many enemies

Silent

Relic Rarity Effect Verdict
Ring of the Snake Starter Draw 2 extra cards at the start of each combat Smooths every first turn
Snecko Skull Common Applying Poison applies 1 extra Core for poison decks
Ninja Scroll Uncommon Start each combat with 3 Shivs in hand Strong in Shiv decks, decent anywhere
Paper Krane Uncommon Weak enemies deal 40% less damage instead of 25% Big defensive gain; the Silent applies Weak easily
The Specimen Rare When an enemy dies, its Poison moves to a random enemy Excellent in multi-enemy fights for poison decks
Tingsha Rare Each card you discard on your turn deals 3 damage to a random enemy Pair with discard decks
Tough Bandages Rare Each card you discard on your turn gives 3 Block Pair with discard decks
Twisted Funnel Shop Apply 4 Poison to all enemies at the start of each combat Free damage in every fight, best in poison decks

Defect

Relic Rarity Effect Verdict
Cracked Core Starter Channel 1 Lightning at the start of each combat Small but free
Data Disk Common Start each combat with 1 Focus Every orb gets stronger; always good
Gold-Plated Cables Uncommon Your rightmost orb triggers its passive one more time Strong with Frost or Dark orbs
Symbiotic Virus Uncommon Channel 1 Dark at the start of each combat Free damage that builds through the fight
Emotion Chip Rare If you lost HP last turn, trigger all orb passives at the start of your turn Good, but rewards taking damage
Runic Capacitor Shop Start each combat with 3 extra orb slots One of the best Defect buys in the shop

Watcher

Relic Rarity Effect Verdict
Pure Water Starter Add a Miracle to your hand at the start of each combat Free Energy on turn 1
Damaru Common Gain 1 Mantra at the start of your turn Free Divinity progress every fight
Duality Uncommon Whenever you play an Attack, gain 1 temporary Dexterity Quiet defence for attack-heavy turns
Teardrop Locket Uncommon Start each combat in Calm Pairs well with Violet Lotus
Cloak Clasp Rare At end of turn, gain 1 Block per card in your hand Good with Retain and big hands
Golden Eye Rare Whenever you Scry, Scry 2 more Only matters in Scry decks
Melange Shop Scry 3 whenever you shuffle your draw pile Good in small decks

How relics are obtained

Source What you get
Elites 1 random relic every time (2 with Black Star). The main way to add relics
Treasure chests 1 relic. Small chests lean common, large chests lean uncommon and rare
Merchant 3 relics; the rightmost is always a Shop relic. Roughly 150 Gold for common and Shop relics, 250 for uncommon and 300 for rare
Act 1 and Act 2 bosses Choose 1 of 3 boss relics. The Act 3 and Act 4 bosses give no relic
Events Event-only relics from specific outcomes
Neow A common relic, a rare relic (with a drawback) or a random boss relic in place of your starter

Outside chests, the usual rarity odds for a random relic are about 50% common, 33% uncommon and 17% rare. The relics that boost elite fights — Preserved Insect, Sling of Courage, Slaver's Collar and Black Star — make elite hunting the fastest way to build a relic bar, but only once your deck can win those fights; the beginner guide covers when to path into elites.

Neow's options at the start

If you reached the Act 1 boss in your previous run, Neow offers four blessings and you choose one. If you did not, you only get Max HP or Neow's Lament.

Slot Possible options
1st (card) Remove a card, transform a card, upgrade a card, choose a class card, choose an uncommon colorless card, or a random rare card
2nd (non-card) Max HP (+8 Ironclad / +6 Silent / +7 Defect and Watcher), Neow's Lament (enemies in your first 3 combats have 1 HP), a random common relic, 100 Gold, or 3 potions
3rd (trade-off) A drawback (lose Max HP, take damage, gain a curse, or lose all Gold) paired with a bigger reward such as removing 2 cards, transforming 2 cards, 250 Gold, a rare card or a random rare relic
4th (always) Replace your starter relic with a random boss relic

The 4th option is a blind pull from the boss relic pool, so you may get Runic Dome or Pandora's Box. It also removes the starter relic, which means Black Blood, Ring of the Serpent, Frozen Core and Holy Water cannot appear at later boss chests that run.

Common mistakes

  • Taking every Energy relic on reflex. +1 Energy does not help a deck that cannot see enemy intents (Runic Dome), draws one card reward in Act 1 (Busted Crown), or plays seven Shivs a turn (Velvet Choker).
  • Taking Coffee Dripper on low HP. You lose the Rest option for the rest of the run. If you arrive at the boss chest hurt and without other healing, it can end the run within the next act.
  • Taking Fusion Hammer in Act 1. Most of your upgrades still lie ahead after the Act 1 boss. After the Act 2 boss, with key cards already upgraded, the same relic is much safer.
  • Ignoring how two relics interact. Mark of Pain with Runic Pyramid, or Sacred Bark with Sozu, wastes one of your two boss picks.
  • Taking Pandora's Box into a deck that already works. It removes your Strikes and Defends, but what you get back is random, and every Defend goes with them.
  • Hoarding gold before Ectoplasm. Gold you hold when you take it is kept, so spend it at the next shop.

Boss fights are where these choices pay off; the Ascension guide covers boss patterns and the stacking penalties that make relic choice matter more at higher levels. Our overall view of the game is in the review.

★Honest Take: the boss chest is a deck check, not a shopping list

The boss relic pick is where Slay the Spire is most honest about its design. Almost every strong option asks what your deck can live without — potions, rest, gold, intents, card choices — and the right answer changes from run to run. That is also its weak point for newer players: tier lists, including this one, make Runic Dome or Busted Crown look like free Energy when they are not. Use the tiers to narrow the three choices, and the decision table to make the final call. When you are unsure, the relic with the smaller downside is usually the better pick.

FAQ

FAQ

There is no single best one, because each is judged against your deck. For most decks the safest strong picks are Ectoplasm (only offered after the Act 1 boss), Sozu, Snecko Eye and Runic Pyramid. Philosopher's Stone, Coffee Dripper, Fusion Hammer and Cursed Key are close behind when their downside does not hurt your current deck.
No. +1 Energy every turn is the strongest effect in the game, but each Energy relic carries a permanent cost. Runic Dome hides enemy intents, Busted Crown cuts card rewards to one option, Velvet Choker caps you at 6 cards per turn and Coffee Dripper removes resting. Take the Energy only when you can name why the downside will not matter.
Usually yes. It draws 2 extra cards every turn but you start each combat Confused, so every card you draw costs a random 0 to 3 Energy. Decks with many 2- and 3-cost cards gain the most. Decks built on 0- and 1-cost cards lose value, and X-cost cards are not randomised.
Only if you are comfortable with any of the boss relics, because the swap gives a random one and you lose your starter relic. Losing Burning Blood hurts the Ironclad the most. The swap also removes Black Blood, Ring of the Serpent, Frozen Core or Holy Water from your later boss choices, since they need the starter relic.
Yes, the boss chest can be skipped. It is rarely right, but skipping is better than taking Runic Dome as a newer player or Pandora's Box when your deck is already working.
Elites always drop one relic, treasure chests contain one, the merchant sells three (the rightmost is always a Shop relic), some events give event-only relics, and bosses in Acts 1 and 2 offer a choice of three boss relics. Neow can also give a common relic, a rare relic or a random boss relic at the start.

Our editorial policy is honest, no-spin reviews. We separate facts from opinion and back every rating with reasoning. View Editorial Policy

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