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Master all five heroes

Starting stats, unlock order, core mechanics and recommended builds at a glance — plus each hero's signature cards, so you can forge your own path to victory.

Choose Your Hero

Heroes unlock in a chain: Ironclad → Silent → Regent → Necrobinder → Defect. Beginners should start with Ironclad.

The IroncladStrength / Block
The Ironclad

Starting HP80

Starter RelicBurning Blood: heal 6 HP after each combat

UnlockAvailable from the start

Signature Cards

Bash 2
Bash
Attack
Deal damage and apply Vulnerable (+50% attack damage taken). The opener of Ironclad's Vulnerable engine.
Anger 0
Anger
Attack
0-cost attack, one of the best early commons — fills out your 5-card hand for free.
Pommel Strike 1
Pommel Strike
Attack
Damage plus draw; upgraded it draws twice. Core lubricant of the Strike engine.
Corruption 3
Corruption
Power
Skills cost 0 but Exhaust when played — the engine of the Exhaust-Block archetype.
Body Slam 1
Body Slam
Attack
Deal damage equal to your Block. Upgraded to 0 cost — the Block deck finisher.
Shrug It Off 1
Shrug It Off
Skill
Gain 8 Block (11 upgraded) and draw 1 card — the best common defensive pick for any Ironclad deck.
True Grit 1
True Grit
Skill
Gain 7 Block (9 upgraded) and Exhaust a random card; upgraded lets you choose which — the starter motor of Exhaust decks.
Inflame 1
Inflame
Power
Gain 2 Strength (3 upgraded) — premium-value core of every Strength deck.
Whirlwind X
Whirlwind
Attack
Deal 5 damage (8 upgraded) to ALL enemies X times — the multiplier that converts Strength into AoE.
Demon Form 3
Demon Form
Power
At the start of each turn gain 2 Strength (3 upgraded) — taking it commits you to the Strength archetype.
The SilentAgility / Poison
The Silent

Starting HP70

Starter RelicRing of the Snake: draw extra cards at combat start

UnlockStart a run as Ironclad to unlock

Signature Cards

Backstab 0
Backstab
Attack
0-cost burst damage that fits Poison, Shiv and Sly decks alike.
Catalyst 1
Catalyst
Skill
Double (upgrade: triple) an enemy's Poison — the Poison deck finisher.
Blade Dance 1
Blade Dance
Skill
Adds Shivs to your hand. Core Shiv generator — pair with Accuracy to scale.
Adrenaline 0
Adrenaline
Skill
Draw plus energy in one card — fits virtually every Silent deck.
Neutralize 0
Neutralize
Attack
Deal 3 damage (4 upgraded) and apply 1 Weak (2 upgraded) — the strongest starter card in the game, free value every fight.
Dagger Throw 1
Dagger Throw
Attack
Deal 9 damage (12 upgraded), draw 1 card then discard 1 — the discard trigger every Sly deck wants.
Acrobatics 1
Acrobatics
Skill
Draw 3 cards (4 upgraded) then discard 1 — the draw core of the Sly engine. Moved from Common to Uncommon in v0.103.
Tactician 3
Tactician
Skill
Gain 1 energy (2 upgraded). Sly — being discarded plays it for free, turning discard effects into free energy.
Noxious Fumes 1
Noxious Fumes
Power
At the start of each turn apply 2 Poison (3 upgraded) to ALL enemies — the 1-cost engine of Poison decks.
Wraith Form 3
Wraith Form
Power
Gain 2 Intangible (3 upgraded); lose 1 Dexterity at the start of each turn. Raised to the new Ancient rarity in StS2 — a defensive answer any deck can splash.
The RegentStars / Forge
The Regent

Starting HP72

Starter RelicDivine Right: gain 3 Stars at combat start

UnlockStart a run as Silent to unlock

Core Mechanics

New character — an astral mage carried on a throne. Dual resources: Stars persist between turns with no cap; Forge permanently empowers his Sovereign Blade. Never mix Star and Forge cards in one deck.

Recommended Builds

A Star Burst Alignment converts Stars into energy; Seven Stars spends 7 for 49 AoE. Never mix with Forge — your Star income per shuffle dictates how many Star-spenders the deck supports.

Signature Cards

Seven Stars 7★
Seven Stars
Attack
Spend 7 Stars for 49 AoE damage — the signature Star deck finisher.
Astral Pulse 3★
Astral Pulse
Attack
3 Stars for 14 AoE — one of the strongest commons in the game.
The Smith 1+4★
The Smith
Skill
1 energy + 4 Stars for Forge 30 — the big Forge pay-off.
Falling Star 0
Falling Star
Attack
Deal 8 damage (12 upgraded) and apply 1 Weak + 1 Vulnerable — the strongest starter Strike in the game.
Venerate 1
Venerate
Skill
Gain 2 Stars (3 upgraded) — the baseline Star generator of the Star archetype.
Solar Strike 1
Solar Strike
Attack
Deal 9 damage (10 upgraded) and gain 1 Star (2 upgraded) — offense and Star income in one common.
Alignment 0
Alignment
Skill
Convert Stars into 2 energy (3 upgraded) — the Star-to-energy converter at the heart of the Star engine.
Prophesize 2
Prophesize
Skill
Draw 6 cards (9 upgraded) — one of the strongest draw cards in the game; take on sight.
Genesis 2
Genesis
Power
At the start of each turn gain 2 Stars (3 upgraded) — seeing it defines the Star archetype for the run.
Void Form 3
Void Form
Power
End your turn; afterwards your first 2 cards each turn cost 0. Ethereal. The core of Void burst engines — never mix with Forge cards.
The NecrobinderSummon / Doom
The Necrobinder

Starting HP66

Starter RelicBound Phylactery: Summon 1 at the start of each turn

UnlockStart a run as Regent to unlock

Core Mechanics

New lich character fighting alongside Osty, a giant skeletal hand that attacks and body-blocks. Doom stacks execute enemies at turn end once Doom ≥ their max HP — the only S+ answer to co-op HP scaling. Souls are 0-cost "draw 2 then exhaust" tokens.

Recommended Builds

S Doom Execute Doom executes by percentage of max HP, ignoring co-op HP scaling — the only S+ co-op character. End of Days wipes boards. Balance Soul generation vs. spending or you stall in boss fights.

Signature Cards

End of Days 3
End of Days
Attack
Massive AoE Doom that immediately executes enemies at threshold — can end fights on the spot.
Defy 1
Defy
Skill
Apply Weak (-25% enemy damage) — the best-value mitigation in the game.
Unleash 1
Unleash
Attack
Osty deals 6 damage plus damage equal to its current HP — the core Osty payoff; the bigger Osty, the harder it hits.
Bodyguard 1
Bodyguard
Skill
Summon 5 (7 upgraded) — the baseline way to grow Osty's HP.
Scourge 1
Scourge
Skill
Apply 13 Doom (16 upgraded) and draw 1 card (2 upgraded) — the main Doom stacker that never costs tempo.
Reave 1
Reave
Attack
Deal 9 damage (11 upgraded) and shuffle 1 Soul (2 upgraded) into your draw pile — the baseline Soul engine.
Poke 0
Poke
Attack
Osty deals 6 damage (9 upgraded) — a free Osty command every Summon deck wants.
Haunt 1
Haunt
Power
Whenever you play a Soul, a random enemy loses 6 HP (8 upgraded) — the pivot of the S-tier Soul engine.
Countdown 1
Countdown
Power
At the start of each turn apply 6 Doom (9 upgraded) to a random enemy — a passive Doom engine.
Reaper Form 3
Reaper Form
Power
Whenever your attacks deal damage, apply that much Doom — the ceiling card of Doom × attack hybrid decks.
The DefectOrbs / Energy
The Defect

Starting HP75

Starter RelicCracked Core: channel 1 Lightning at combat start

UnlockStart a run as Necrobinder to unlock

Core Mechanics

Orb system (Lightning/Frost/Dark/Plasma). Permanent Focus stacking is gone in StS2, replaced by active channel/evoke play. The 0-cost Claw archetype returns and kills faster than anything else.

Recommended Builds

A Claw Zero-Cost Claw + Scrape + All for One + FTL + Beam Cell forms a 0-cost damage cycle — the fastest kills in the game. Dark-orb control is the polar opposite for long fights.

Signature Cards

Claw 0
Claw
Attack
0-cost attack that buffs every Claw for the rest of the combat — the 0-cost engine core.
Zap 1
Zap
Skill
Channel 1 Lightning — the foundation of every orb deck.
Dualcast 1
Dualcast
Skill
Evoke your rightmost orb twice — the key to Dark orb burst turns.
Ball Lightning 1
Ball Lightning
Attack
Deal 7 damage (10 upgraded) and channel 1 Lightning — the mainstay common of Lightning decks.
Cold Snap 1
Cold Snap
Attack
Deal 6 damage (9 upgraded) and channel 1 Frost — offense and defense in one card.
Compile Driver 1
Compile Driver
Attack
Deal 7 damage (10 upgraded); draw 1 card for each different orb type you have — the draw engine of mixed-orb decks.
Glacier 2
Glacier
Skill
Gain 6 Block (9 upgraded) and channel 2 Frost — the core of the Frost turtle deck.
Defragment 1
Defragment
Power
Gain 1 Focus (2 upgraded) — after the StS2 Focus rework this is the only stable Focus source (now a rare); every orb deck wants it.
Tempest X
Tempest
Skill
Channel X Lightning (X+1 upgraded) — one card, a full board of orbs.
Echo Form 3
Echo Form
Power
The first card you play each turn is played twice. Ethereal — the ceiling card of every Defect deck; top upgrade priority.
Card Library Overview

There are 577 cards in the current version — this is a curated selection of each hero's core signature cards. Open any character section above for full mechanics and build advice.

The Ironclad · 10 cards
Bash 2
Bash
Attack
Deal damage and apply Vulnerable (+50% attack damage taken). The opener of Ironclad's Vulnerable engine.
Anger 0
Anger
Attack
0-cost attack, one of the best early commons — fills out your 5-card hand for free.
Pommel Strike 1
Pommel Strike
Attack
Damage plus draw; upgraded it draws twice. Core lubricant of the Strike engine.
Corruption 3
Corruption
Power
Skills cost 0 but Exhaust when played — the engine of the Exhaust-Block archetype.
Body Slam 1
Body Slam
Attack
Deal damage equal to your Block. Upgraded to 0 cost — the Block deck finisher.
Shrug It Off 1
Shrug It Off
Skill
Gain 8 Block (11 upgraded) and draw 1 card — the best common defensive pick for any Ironclad deck.
True Grit 1
True Grit
Skill
Gain 7 Block (9 upgraded) and Exhaust a random card; upgraded lets you choose which — the starter motor of Exhaust decks.
Inflame 1
Inflame
Power
Gain 2 Strength (3 upgraded) — premium-value core of every Strength deck.
Whirlwind X
Whirlwind
Attack
Deal 5 damage (8 upgraded) to ALL enemies X times — the multiplier that converts Strength into AoE.
Demon Form 3
Demon Form
Power
At the start of each turn gain 2 Strength (3 upgraded) — taking it commits you to the Strength archetype.
The Silent · 10 cards
Backstab 0
Backstab
Attack
0-cost burst damage that fits Poison, Shiv and Sly decks alike.
Catalyst 1
Catalyst
Skill
Double (upgrade: triple) an enemy's Poison — the Poison deck finisher.
Blade Dance 1
Blade Dance
Skill
Adds Shivs to your hand. Core Shiv generator — pair with Accuracy to scale.
Adrenaline 0
Adrenaline
Skill
Draw plus energy in one card — fits virtually every Silent deck.
Neutralize 0
Neutralize
Attack
Deal 3 damage (4 upgraded) and apply 1 Weak (2 upgraded) — the strongest starter card in the game, free value every fight.
Dagger Throw 1
Dagger Throw
Attack
Deal 9 damage (12 upgraded), draw 1 card then discard 1 — the discard trigger every Sly deck wants.
Acrobatics 1
Acrobatics
Skill
Draw 3 cards (4 upgraded) then discard 1 — the draw core of the Sly engine. Moved from Common to Uncommon in v0.103.
Tactician 3
Tactician
Skill
Gain 1 energy (2 upgraded). Sly — being discarded plays it for free, turning discard effects into free energy.
Noxious Fumes 1
Noxious Fumes
Power
At the start of each turn apply 2 Poison (3 upgraded) to ALL enemies — the 1-cost engine of Poison decks.
Wraith Form 3
Wraith Form
Power
Gain 2 Intangible (3 upgraded); lose 1 Dexterity at the start of each turn. Raised to the new Ancient rarity in StS2 — a defensive answer any deck can splash.
The Regent · 10 cards
Seven Stars 7★
Seven Stars
Attack
Spend 7 Stars for 49 AoE damage — the signature Star deck finisher.
Astral Pulse 3★
Astral Pulse
Attack
3 Stars for 14 AoE — one of the strongest commons in the game.
The Smith 1+4★
The Smith
Skill
1 energy + 4 Stars for Forge 30 — the big Forge pay-off.
Falling Star 0
Falling Star
Attack
Deal 8 damage (12 upgraded) and apply 1 Weak + 1 Vulnerable — the strongest starter Strike in the game.
Venerate 1
Venerate
Skill
Gain 2 Stars (3 upgraded) — the baseline Star generator of the Star archetype.
Solar Strike 1
Solar Strike
Attack
Deal 9 damage (10 upgraded) and gain 1 Star (2 upgraded) — offense and Star income in one common.
Alignment 0
Alignment
Skill
Convert Stars into 2 energy (3 upgraded) — the Star-to-energy converter at the heart of the Star engine.
Prophesize 2
Prophesize
Skill
Draw 6 cards (9 upgraded) — one of the strongest draw cards in the game; take on sight.
Genesis 2
Genesis
Power
At the start of each turn gain 2 Stars (3 upgraded) — seeing it defines the Star archetype for the run.
Void Form 3
Void Form
Power
End your turn; afterwards your first 2 cards each turn cost 0. Ethereal. The core of Void burst engines — never mix with Forge cards.
The Necrobinder · 10 cards
End of Days 3
End of Days
Attack
Massive AoE Doom that immediately executes enemies at threshold — can end fights on the spot.
Defy 1
Defy
Skill
Apply Weak (-25% enemy damage) — the best-value mitigation in the game.
Unleash 1
Unleash
Attack
Osty deals 6 damage plus damage equal to its current HP — the core Osty payoff; the bigger Osty, the harder it hits.
Bodyguard 1
Bodyguard
Skill
Summon 5 (7 upgraded) — the baseline way to grow Osty's HP.
Scourge 1
Scourge
Skill
Apply 13 Doom (16 upgraded) and draw 1 card (2 upgraded) — the main Doom stacker that never costs tempo.
Reave 1
Reave
Attack
Deal 9 damage (11 upgraded) and shuffle 1 Soul (2 upgraded) into your draw pile — the baseline Soul engine.
Poke 0
Poke
Attack
Osty deals 6 damage (9 upgraded) — a free Osty command every Summon deck wants.
Haunt 1
Haunt
Power
Whenever you play a Soul, a random enemy loses 6 HP (8 upgraded) — the pivot of the S-tier Soul engine.
Countdown 1
Countdown
Power
At the start of each turn apply 6 Doom (9 upgraded) to a random enemy — a passive Doom engine.
Reaper Form 3
Reaper Form
Power
Whenever your attacks deal damage, apply that much Doom — the ceiling card of Doom × attack hybrid decks.
The Defect · 10 cards
Claw 0
Claw
Attack
0-cost attack that buffs every Claw for the rest of the combat — the 0-cost engine core.
Zap 1
Zap
Skill
Channel 1 Lightning — the foundation of every orb deck.
Dualcast 1
Dualcast
Skill
Evoke your rightmost orb twice — the key to Dark orb burst turns.
Ball Lightning 1
Ball Lightning
Attack
Deal 7 damage (10 upgraded) and channel 1 Lightning — the mainstay common of Lightning decks.
Cold Snap 1
Cold Snap
Attack
Deal 6 damage (9 upgraded) and channel 1 Frost — offense and defense in one card.
Compile Driver 1
Compile Driver
Attack
Deal 7 damage (10 upgraded); draw 1 card for each different orb type you have — the draw engine of mixed-orb decks.
Glacier 2
Glacier
Skill
Gain 6 Block (9 upgraded) and channel 2 Frost — the core of the Frost turtle deck.
Defragment 1
Defragment
Power
Gain 1 Focus (2 upgraded) — after the StS2 Focus rework this is the only stable Focus source (now a rare); every orb deck wants it.
Tempest X
Tempest
Skill
Channel X Lightning (X+1 upgraded) — one card, a full board of orbs.
Echo Form 3
Echo Form
Power
The first card you play each turn is played twice. Ethereal — the ceiling card of every Defect deck; top upgrade priority.

Card values reflect the current EA version and may change with updates.