Slay the Spire 2 Classes — All 5 Characters & Unlock Order

Published 2026-03-09Updated 2026-09-196 min read

Every playable class in Slay the Spire 2: Ironclad, Silent, Regent, Necrobinder and Defect — unlock order, starting HP, starter relics and what each one plays like.

Slay the Spire 2 launched into Early Access with five playable classes — three returning from the original spire-climber and two brand-new characters. Each class bends the deckbuilding formula around a different resource or mechanic, and each one changes how a run feels from the very first combat. Here is every character in the current build, how to unlock them, and what makes them tick.

The game's cast gathered around a merchant's campfire stall
The full cast of Slay the Spire 2 — five classes, one very patient shopkeeper.

All classes at a glance

Class Max HP Starter Relic How You Get Them
Ironclad 80 Burning Blood Available from the start
Silent 70 Ring of the Snake Clear a run with Ironclad
Regent 75 Divine Right Clear a run with Silent
Necrobinder 66 Bound Phylactery Clear a run with Regent
Defect 75 Cracked Core Clear a run with Necrobinder

The unlock chain is strictly linear: each character is freed up by finishing a run with the previous one, so your first-ever run is always an Ironclad run. None of the classes change the base rules of a run — 99 gold to start, three acts to climb, one spire to beat — but every one of them rebuilds your card pool from the ground up.

Ironclad — the axe that opens the run

The Ironclad is the tallest wall in the game at 80 Max HP and the only character available when you first start. His starter relic, Burning Blood, heals 6 HP at the end of every combat, which quietly patches over his favorite strategy: trading health for tempo and healing it back later. Expect big single hits, Vulnerable setup, and cards that want to be exhausted for value.

Silent — the huntress outside the spire

The Silent arrives with 70 Max HP, the lowest of the returning trio, and compensates with the nastiest toolbox in the game. Her starter relic, Ring of the Snake, draws 2 additional cards at the start of each combat. Poison that melts huge health bars, a swarm of low-cost dagger attacks, and discard-synergy draw make her the class of careful, cutthroat sequencing.

Regent — the heir who lets minions do the work

The Regent is the first of the two new characters: Heir to the Throne of Stars who wields cosmic powers while his minions do the actual work. He starts at 75 Max HP with Divine Right, gaining three Stars — the Regent's unique second energy type — at the start of each combat. Stars pay for cosmic spells and summon work, starting with his signature Sovereign Blade.

Necrobinder — the lich and her left hand

The Necrobinder is a Spireborn lich out for revenge, and the squishiest class in the game at 66 Max HP. Her starter relic, Bound Phylactery, Summons 1 at the start of your turn — which in practice means Osty, her trusty severed left hand, keeps crawling back into the fight. Keeping Osty alive, Sacrificing him on purpose, and building around undead teamwork is her whole identity.

Defect — the automaton with orb tech

The Defect closes the unlock chain: an automaton eternally modifying itself to survive, at 75 Max HP. Its starter relic, Cracked Core, Channels 1 Lightning at the start of each combat. Orb slots, passive charges that trigger at the end of every turn, and elemental evocations make the Defect the most "engine-building" class in the roster — the machine literally deploys orb technology when it must fight.

One difficulty system for everyone

Every class climbs the same Ascension ladder: defeat an Act 3 boss once to unlock Ascension on that character, then keep winning at higher levels to unlock the next one. Modifiers are cumulative, so an Ascension 5 run contains everything Ascension 4 threw at you. Whatever class you main, the spire eventually asks the same question — how far up can you take this deck?

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