Slay the Spire 2 Best Class After 0.105 — Patch Meta Tier List

Published 2026-05-09Updated 2026-09-196 min read

The 0.105 meta tier list for Slay the Spire 2: Ironclad rises to the top on new survivability, Silent cools slightly, Regent climbs on buffs, Necrobinder's loop weakens, Defect still trails solo.

Patch 0.105 reshuffled the class meta: a new boss replaced the old Act 3 gatekeeper, Sword Sage got rebuilt, Tesla Coil+ doubled its triggers, and the Necrobinder's favorite loop took a hit. Here is the post-patch tier read — which class to pick, why, and what each one wants from its draft.

Ironclad character art in Slay the Spire 2
The 80-HP knight sits on the throne after 0.105.

S tier — Ironclad

The patch's big winner. New healing cards (a rare that restores a flat chunk of HP, upgraded for more) stack with Burning Blood and the game-highest 80 HP, while the Vulnerable engine keeps its ceiling. Armor-plus-Vulnerable plans come online early, survive everything, and finish bosses.

Draft note: prioritize armor and Vulnerable synergy, delete low-value small cards aggressively, and never let the deck bloat — the Ironclad's new floor is high enough that consistency alone wins ladders.

A tier — Silent and Regent

Silent takes a small haircut: Acrobatics-style core draw moved up in rarity, so the poison and shiv engines assemble a beat slower. Nothing about the payoff changed — poison still melts bosses, shivs still flood boards — but the early game is less forgiving. Keep low-cost draw early, commit to one engine by Act 2, and skip expensive burst cards that stall the plan.

Regent climbs on aggregate buffs: touch-of-royalty gold gains, a base-damage bump to Crescent Spear, and the Sword Sage rework (Replay 1) that gave Forge decks a cleaner kill pattern. The star ledger plays smoother; the class's weak Act 1 remains the tax. Stack Stars and Strength, skip the Forge-all-in unless the pieces arrive early.

B tier — Necrobinder

The Doom-and-summons package is intact, but the loop piece that made infinite engines trivial got reworked into something with real costs (energy now, power later) — the "set up once, win forever" line is weaker, and the learning curve steepened. The class is still excellent at not dying: Osty walls, Doom execution and Bone Flute block carry a steady midrange plan. Play the slow doom grind, take cost-reduction and defense relics, and stop hunting the old loop.

C tier — Defect (solo)

Same story, louder: the orb system's ceiling is intact and co-op support value is real, but solo ladder runs still hinge on finding the right few cards, and 0.105's Defect changes (Hotfix gaining Exhaust, orb tweaks) didn't fix the opening acts. Lightning builds got real tools — Tesla Coil+ doubling triggers and Infused Core's extra orb damage are genuine buffs — so the class is closer than its floor suggests. Solo, prioritize orb-slot and energy relics; co-op, lean into the support role and let the Ironclad hold the room.

New-player picks under 0.105

  1. Ironclad — highest floor, easiest plans, patch-favored.
  2. Regent — smoother drafts after the buffs, if you can survive Act 1.
  3. Silent — still top-tier ceiling; just draft draw early.
  4. Necrobinder / Defect — powerful toolkits, steeper roads; learn the game first, then take them up the ladder.

The meta moves every two weeks now. Treat this list as the 0.105 snapshot — the ladder, as always, belongs to whoever reads the map best.

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