Encyclopedia · Core Definitions

Slay the Spire 2 Tactical & Mathematical Glossary

Climbing high Ascension in Slay the Spire 2 requires fluency in probabilistic and combat arithmetic. This glossary defines the core mathematical principles, scaling formulas, and system mechanics used throughout our calculators and analytical guides.

Combat Math

Doom Threshold

The precise breakpoint where accumulated Doom stacks equal or exceed an enemy’s current remaining HP, triggering instantaneous execution via cards like End of Days or Sentence.

Worked Example:

Against a 140 HP elite with 95 HP remaining, applying 95 Doom creates an instant lethal execution state.

Check Doom Thresholds →
Probability

Hypergeometric Distribution

The exact discrete probability distribution describing the probability of k successes in n draws without replacement from a finite population of size N containing exactly K successes.

Worked Example:

Used in STS2Calc to compute the exact probability of drawing Corruption on Turn 1 in a 17-card deck.

Calculate Draw Odds →
Defense

Effective HP (EHP)

The total damage a character can absorb before dying, combining current health, generated block, damage mitigation debuffs (Weak), and companion redirection (Osty).

Worked Example:

Having 30 HP plus a 12-block buffer with an enemy under Weak (25% reduction) yields an EHP of ~56.

Evaluate Campfire Safety →
Regent Mechanic

Compound Forge Scaling

The geometric growth in total combat output achieved by investing early turns into raising weapon Forge Level rather than dealing immediate unamplified strike damage.

Worked Example:

Investing +4 Forge on Turn 1 increases lifetime damage by +100% across a 5-turn boss fight.

Simulate Forge Trajectories →
Combat Math

Triangular Poison Decay

The mathematical property where P stacks of Poison deal P * (P + 1) / 2 total unmitigated damage over P turns as the counter decays by 1 each round.

Worked Example:

12 stacks of Poison deliver 78 cumulative damage over 12 turns, completely bypassing enemy block.

View Silent Poison Guide →
Co-op Scaling

Downed Teammate Death Spiral

The critical gameplay state in co-op where a fallen player leaves the surviving party responsible for 100% of the room’s scaled HP pool with fewer card plays and energy.

Worked Example:

Surviving players in a 3P game see individual DPT quotas jump from 25 DPT to 45 DPT immediately upon a teammate’s death.

Model Co-op HP Pools →
Economy

A6 Shop Tax (Inflation)

The Ascension 6 difficulty modifier that increases merchant prices across all relics, cards, potions, and removals by approximately 15%.

Worked Example:

Standard card removals rise from 75g to 86g, drastically shifting purchasing EV away from common relics.

Read Relics Whitepaper →
Pacing

Frontloaded Damage

Damage dealt immediately on Turn 1 or Turn 2 without requiring setup, essential for defeating Act 1 Elites (Gremlin Nob, Lagavulin) before they scale out of control.

Worked Example:

Carnage (20 damage for 2 energy) provides top-tier frontloaded value in early acts.

Read First-Run Guide →
Deck Architecture

Deck Thinning (Compression)

The systematic removal or exhaustion of low-impact baseline cards (Strikes and Defends) to ensure high-impact scaling cards cycle every 1–2 turns.

Worked Example:

Thinning a deck from 25 to 16 cards increases the frequency of drawing your key defensive block card by 56%.

Read Deck-Thinning Case Study →
STS2 Mechanic

Wax Relic Wick Decay

The countdown counter on temporary wax relics that depletes by 1 charge after each combat, eventually melting the relic into inert Slag unless frozen by Toy Box.

Worked Example:

A 4-wick Wax Relic provides game-breaking combat stats for exactly 4 floors before expiring.

Explore Wax Relics →

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