Database 6

Slay the Spire 2 Powers Database

A power page is only useful if it answers three questions fast: what stacks, what falls off, and what actually fires this turn. This database keeps those answers in one place with searchable rules text, trigger families, linked mechanics, and a clean pass over the full live list.

281Powers indexed
198Buff entries
43Debuff entries
84Trigger windows

Use This Library

Use the powers page when the room is really a timing and stacking question

This is not a flavor gallery. It is a timing sheet for status icons that routinely bait bad assumptions.

First read

Settle timing and stacking first

Power pages are valuable only when they tell you what stacks, what expires, and which trigger window actually matters this turn. Once the rule is clear, the next page should answer the deck, route, or threshold question built on top of it.

When to use it

When this page helps

Use this page when you need to know what stacks, what clears itself, and what actually fires in the window you care about. It is strongest when the fight is being lost to status timing rather than raw damage totals.

Common misread

Most common misread

The recurring mistake is reading every Counter entry as a timer. Sometimes it is a countdown. Sometimes it is just a live quantity like Doom or Poison. If you collapse those into one rule, the page cannot save you.

Boundary

What this page cannot replace

The powers database is not a full interaction guide for every deck package. It settles the literal timing and stacking read, then hands off to mechanics, cards, or damage tools for the actual tactical decision.

Real use example

Use it when one status read is about to poison the fight

A real line is filtering by trigger family or state, confirming whether a status is a countdown or a live quantity, then jumping to Doom math or the card list once the rules ambiguity is gone.

Go deeper next

Use the narrower page once the lookup is done

V101 Power Coverage

Need the patch-level delta instead of the evergreen database read? This page isolates the Arsenal and Sword Sage rewrites, the Beacon of Hope text fix, and the new Hunger, Scrutiny, and Grasp package in one place.

Open Patch Guide
Arsenal now triggers on card creationSword Sage loses the cost clauseBeacon of Hope stack hint removedHunger / Scrutiny / Grasp added

How to Read the List

The point is not to memorize every state in the game. The point is to see, at a glance, whether a power is persistent, timed, reactive, or part of a larger package you should already be tracking.

40 entries do not expose a public type tag, and 40 do not expose a stack tag. This page keeps those rows searchable instead of pretending to know more than the data actually says.

198 entriesBuff

Buffs are the long game

Most scaling engines, retention tools, and resource boosts live here. When a run snowballs, a buff usually started it.

43 entriesDebuff

Debuffs create the opening

Weak, Vulnerable, Doom, Poison, and similar states shift the fight by cutting enemy output or opening lethal windows.

199 entriesCounter

Counters are not always timers

A counter can mean remaining turns, charges, raw scaling, or a persistent live value. Read the rules text before assuming it expires.

84 labelsTiming

Timing is the real argument

A power that fires at turn end plays nothing like one that fires after a card or during damage calculation. That timing difference is usually the whole fight.

Database Editorial

Power Lookup Needs Timing Context Or It Becomes Icon Soup

A power page should answer four blunt questions: what kind of state this is, what makes it trigger, whether it stacks cleanly, and whether the text is complete enough to trust without opening a second page. Everything else is decoration.

Reviewed2026-03-28
Why this page matters

Most power mistakes are timing mistakes, not reading mistakes

This database matters because powers look simple on the board and become ugly once timing, stacking, and cleanup enter the room. 281 status entries are only useful if the page separates buff from debuff, trigger family from passive text, and stable states from entries that decrement or clear themselves.

That is why this page groups spotlight packages, trigger windows, and filterable state types before the full list. The goal is not to help you memorize icons. It is to keep you from misplaying a state because the text looked familiar while the timing was completely different.

Powers indexed281Buff entries198Debuff entries43Trigger windows84
How this page is verified

Type, stack, trigger, and state flags come from the current power dataset

This page is wired to the live power dataset and icon manifest. Type labels, stack behavior, hook methods, related powers, placeholder flags, self-decrement markers, and self-removal markers all come from the same normalized source instead of being inferred ad hoc in the template.

That verification boundary is important. If a power exposes no public hook list, the page leaves it passive or unspecified rather than inventing a trigger family. That is slower on the ego, but much safer for a real database page.

  • Hook families are derived from the exposed hook methods, not from theme guesswork.
  • Placeholder text is marked openly so the page does not fake full certainty.
  • Related power chips are there to expose packages, not to imply identical timing.
What actually matters

Trigger family and stack behavior do more work than the icon name

When a fight gets messy, the fastest useful read is trigger family first. Turn-start engines, card-play reactions, damage modifiers, and passive rules solve completely different problems even when the icon bar makes them all look like one giant blur. That is why trigger buckets sit above the result list.

Stack behavior is the second real divider. Counter does not automatically mean timer. Single does not mean weak. Non-stacking does not mean irrelevant. The important question is whether the number compounds, refreshes, or simply sits there until some other rule clears it.

  • Use trigger family when the question is "when does this matter?"
  • Use stack behavior when the question is "what happens if the state is applied again?"
  • Use state flags when the question is whether the power persists, decrements, or self-clears.
Common mistakes / traps

The page is trying to stop a few very predictable lies

The first lie is treating Counter as shorthand for duration. Sometimes it is. Sometimes it is just a live value like Doom, Poison, Strength, or some other number that matters without behaving like a countdown at all. The page keeps that distinction explicit because the game punishes the lazy assumption.

The second lie is reading an unspecified tag as missing value. Unspecified on this page means the current data does not expose that label cleanly. That is a database honesty problem, not a gameplay verdict. The correct move is to keep the row searchable, not to guess.

  • Do not read every Counter entry as a timer.
  • Do not assume unspecified means weak, hidden, or incomplete in gameplay terms.
  • Do not confuse related powers with one shared trigger order.
Related high-value pages

Use the next page that handles the surrounding rule layer

Power states usually point outward into other systems. These pages cover the keyword, card, or threshold question that often comes immediately after a power lookup.

Maintenance Signals

Who Maintains This Page

Reference pages need a visible owner and scope, otherwise they read like unmaintained dumps. These signals say what data surface is being maintained and what the page deliberately does not promise.

Maintained bySTS2 Calculator Reference Desk

Independent fan-made editors and data maintainers. This is not an official Slay the Spire 2 or Mega Crit property.

Responsible editorSTS2 Calculator Site Operator

Final site operator and responsible editor. Final contact for corrections, rights notices, and maintenance triage via [email protected].

Last reviewedMarch 28, 2026

Visible copy, links, and page-level signals were checked in the latest review pass.

Patch verifiedCurrent Early Access power dataset

If a patch moves the numbers, wording, or assumptions behind this page, the page gets revised, narrowed, or rechecked again.

Applies toPower states, stack flags, trigger-family labels, and related-state lookup exposed on this page.

If the site does not expose a stable property cleanly yet, the page should point you deeper instead of inventing certainty.

DisclaimerMaintained reference, not a substitute for full run context.

Database and glossary pages surface the live site dataset cleanly, but they do not replace deck, route, or encounter judgment.

Mechanic Spotlight

Power Packages Worth Knowing

Most runs are not decided by one isolated status icon. They are decided by packages of powers that pull in the same direction. These quick clusters let you jump straight to the parts of the list that matter.

6 linked powersDoom line

Doom engines and payoff

When a Necrobinder line works, these are usually the pieces pushing the number over the top or cashing it into defense.

6 linked powersAttack math

Attack pressure and debuff math

If a turn lives or dies on clean damage math, these are the statuses you keep checking.

6 linked powersBlock shell

Block retention and scaling

These powers turn defense from a one-turn patch into something that actually carries a fight.

5 linked powersOrb control

Orb and Focus packages

Defect turns get much cleaner once you can see which powers are scaling the orb shell and which are just noise.

Trigger Map

Where Powers Usually Fire

Trigger family matters because timing mistakes lose turns. Start-of-turn engines, on-play effects, and damage modifiers solve different problems even when their text looks similar.

95 powersTurn timing

Turn-start and turn-end engines

These are the powers that care about upkeep, countdowns, or end-of-turn resolution.

65 powersCard play

Card-play reactions

These reward, punish, or reshape what happens when a card gets played.

57 powersDamage

Damage modifiers and punish windows

If a power changes the math mid-hit, it usually lands here.

15 powersBlock

Block conversion and prevention

These powers modify block gain, preservation, or block loss.

21 powersDraw

Draw, hand, and cycling effects

Draw-step powers matter because they change consistency, not just ceiling.

21 powersResources

Energy and resource rewrites

Energy, cost, and similar resource edits live in this lane.

Browse All Powers

Search by name, rules text, trigger family, or linked mechanics. The filters are here to cut the noise, not create another puzzle.

Showing 24 of 281 matching powers.

A

A Thousand Cuts

Whenever you play a card, deal 1 damage to ALL enemies.

UnspecifiedUnspecifiedNo exposed hooks

Trigger window

No exposed trigger list. Use the rules text and linked mechanics to read this entry.

Stacking

No public stack tag is exposed for this entry, so the page leaves it unspecified.

State

Persistent until its own rule or another effect removes it.

Accelerant power icon

Accelerant

Poison is triggered an additional time.

BuffCounterNo exposed hooks

Trigger window

No exposed trigger list. Use the rules text and linked mechanics to read this entry.

Stacking

Counter stack. The amount matters, but it is not automatically a timer.

State

Persistent until its own rule or another effect removes it.

Accuracy power icon

Accuracy

Shivs deal additional damage.

BuffCounterDamage

Trigger window

Modify Damage Additive

Stacking

Counter stack. The amount matters, but it is not automatically a timer.

State

Persistent until its own rule or another effect removes it.

Modify Damage Additive
Adaptable power icon

Adaptable

When this creature would be defeated, it instead revives even stronger.

BuffSingleDeath / revive

Trigger window

After Death · Init Internal Data · Should Allow Hitting · Should Creature Be Removed From Combat After Death

Stacking

Single-instance state. Reapplying it usually refreshes or replaces the state instead of making copies.

State

Persistent until its own rule or another effect removes it.

After DeathInit Internal DataShould Allow Hitting
A

Adaptation

Whenever you gain Block, gain 3 Dexterity this turn.

UnspecifiedUnspecifiedNo exposed hooks

Trigger window

No exposed trigger list. Use the rules text and linked mechanics to read this entry.

Stacking

No public stack tag is exposed for this entry, so the page leaves it unspecified.

State

Persistent until its own rule or another effect removes it.

Afterimage power icon

Afterimage

Whenever you play a card, gain 1 Block.

BuffCounterCard play

Trigger window

After Card Played · Before Card Played · Init Internal Data

Stacking

Counter stack. The amount matters, but it is not automatically a timer.

State

Persistent until its own rule or another effect removes it.

BlockAfter Card PlayedBefore Card PlayedInit Internal Data
Aggression power icon

Aggression

At the start of your turn, put a random Attack from your Discard Pile into your Hand and Upgrade it for the rest of combat.

BuffCounterTurn timing

Trigger window

Before Side Turn Start

Stacking

Counter stack. The amount matters, but it is not automatically a timer.

State

Persistent until its own rule or another effect removes it.

Before Side Turn Start
Arsenal power icon

Arsenal

Whenever you create a card, gain 1 Strength.

BuffCounterCard play

Trigger window

After Card Generated For Combat

Stacking

Counter stack. The amount matters, but it is not automatically a timer.

State

Persistent until its own rule or another effect removes it.

After Card Generated For Combat
Artifact power icon

Artifact

Negates debuffs.

BuffCounterPower changes
Self-decrementing

Trigger window

After Modifying Power Amount Received · Try Modify Power Amount Received

Stacking

Counter stack. The amount matters, but it is not automatically a timer.

State

Ticks itself down over time instead of waiting for outside cleanup.

After Modifying Power Amount ReceivedTry Modify Power Amount Received
Asleep power icon

Asleep

Awakens upon losing HP or next turn or after its timer expires.

BuffCounterTurn timing
Partial textSelf-decrementingSelf-removing

Trigger window

After Damage Received · After Turn End · Before Turn End Very Early

Stacking

Counter stack. The amount matters, but it is not automatically a timer.

State

The rules string is partial here, so rely on the timing tags and live in-fight tooltip when it appears.

After Damage ReceivedAfter Turn EndBefore Turn End Very Early
Automation power icon

Automation

Every 10 cards you draw, gain Energy.

BuffCounterCard play

Trigger window

After Card Drawn · Init Internal Data

Stacking

Counter stack. The amount matters, but it is not automatically a timer.

State

Persistent until its own rule or another effect removes it.

After Card DrawnInit Internal Data
Back Attack power icon

Back Attack

Deals 50% more damage when it is attacking you from behind.

BuffSingleNo exposed hooks

Trigger window

No exposed trigger list. Use the rules text and linked mechanics to read this entry.

Stacking

Single-instance state. Reapplying it usually refreshes or replaces the state instead of making copies.

State

Persistent until its own rule or another effect removes it.

Back Attack power icon

Back Attack

Deals 50% more damage when it is attacking you from behind.

BuffSingleNo exposed hooks

Trigger window

No exposed trigger list. Use the rules text and linked mechanics to read this entry.

Stacking

Single-instance state. Reapplying it usually refreshes or replaces the state instead of making copies.

State

Persistent until its own rule or another effect removes it.

Barricade power icon

Barricade

Block is not removed at the start of this creature's turn.

BuffSingleBlock

Trigger window

After Applied · Should Clear Block

Stacking

Single-instance state. Reapplying it usually refreshes or replaces the state instead of making copies.

State

Persistent until its own rule or another effect removes it.

BlockAfter AppliedShould Clear Block
Beacon of Hope power icon

Beacon of Hope

Whenever you gain Block on your turn, other players gain half that much Block.

BuffSingleBlock

Trigger window

After Block Gained

Stacking

Single-instance state. Reapplying it usually refreshes or replaces the state instead of making copies.

State

Persistent until its own rule or another effect removes it.

After Block Gained
Biased Cognition power icon

Biased Cognition

At the start of your turn, lose 1 Focus.

DebuffCounterTurn timing

Trigger window

After Side Turn Start

Stacking

Counter stack. The amount matters, but it is not automatically a timer.

State

Persistent until its own rule or another effect removes it.

After Side Turn Start
Black Hole power icon

Black Hole

Whenever you spend or gain , deal 3 damage to ALL enemies.

BuffCounterCard play

Trigger window

After Card Played · After Stars Gained

Stacking

Counter stack. The amount matters, but it is not automatically a timer.

State

Persistent until its own rule or another effect removes it.

After Card PlayedAfter Stars Gained
Blade of Ink power icon

Blade of Ink

Whenever you play an Attack this turn, gain 2 Strength this turn.

BuffCounterTurn timing
Self-removing

Trigger window

After Card Played · After Turn End

Stacking

Counter stack. The amount matters, but it is not automatically a timer.

State

Clears itself when its condition is met.

After Card PlayedAfter Turn End
Block Next Turn power icon

Block Next Turn

At the start of your next turn, gain 4 Block.

BuffCounterBlock
Self-removing

Trigger window

After Block Cleared

Stacking

Counter stack. The amount matters, but it is not automatically a timer.

State

Clears itself when its condition is met.

BlockAfter Block Cleared
Blur power icon

Blur

Block is not removed at the start of your next turn.

BuffCounterBlock
Self-decrementing

Trigger window

After Preventing Block Clear · After Side Turn Start · Should Clear Block

Stacking

Counter stack. The amount matters, but it is not automatically a timer.

State

Ticks itself down over time instead of waiting for outside cleanup.

BlockAfter Preventing Block ClearAfter Side Turn StartShould Clear Block
Buffer power icon

Buffer

Prevent the next time you would lose HP.

BuffCounterDamage
Self-decrementing

Trigger window

After Modifying Hp Lost After Osty · Modify Hp Lost After Osty Late

Stacking

Counter stack. The amount matters, but it is not automatically a timer.

State

Ticks itself down over time instead of waiting for outside cleanup.

After Modifying Hp Lost After OstyModify Hp Lost After Osty Late
Burrowed power icon

Burrowed

Block is not removed at the start of this creature's turn.

BuffSingleBlock

Trigger window

After Block Broken · After Removed · Should Clear Block

Stacking

Single-instance state. Reapplying it usually refreshes or replaces the state instead of making copies.

State

Persistent until its own rule or another effect removes it.

After Block BrokenAfter RemovedShould Clear Block
Burst power icon

Burst

This turn, your next Skill is played an extra time.

BuffCounterCard play
Self-decrementingSelf-removing

Trigger window

After Modifying Card Play Count · After Turn End · Modify Card Play Count

Stacking

Counter stack. The amount matters, but it is not automatically a timer.

State

Counts down and can clear itself when its condition resolves.

After Modifying Card Play CountAfter Turn EndModify Card Play Count
Calamity power icon

Calamity

Whenever you play an Attack, add a random Attack into your Hand.

BuffCounterCard play

Trigger window

After Card Played · Before Card Played · Init Internal Data

Stacking

Counter stack. The amount matters, but it is not automatically a timer.

State

Persistent until its own rule or another effect removes it.

After Card PlayedBefore Card PlayedInit Internal Data

FAQ

Common Questions

A few answers players keep needing when a fight turns into a pile of icons.

What does “Unspecified” mean on this page?

A small slice of entries does not expose a public buff, debuff, or stack tag in the current rules data. They are still searchable by name and rules text, but the type badge stays Unspecified instead of guessing.

Why do some powers show hook timing and others do not?

Some powers expose clear combat hooks such as turn start, card played, or damage modification. Others only expose stable rules text, so this page treats them as passive entries instead of inventing timing that is not surfaced.

Does a power with Counter always expire?

No. Counter means the amount matters. Sometimes that amount is remaining turns, but sometimes it is just a live value such as Strength, Poison, or Doom.

Can I use this page to find Doom support powers quickly?

Yes. Use the Doom spotlight at the top, or search for Doom, Melancholy, Shroud, Despair, Countdown, or No Escape to jump straight to the relevant package.