In Slay the Spire 2, non class specific relics are some of the most important pickups to understand because they can show up across a much wider range of runs than character-specific ones. While starter relics are tied to the character you begin with, the shared relic pool is what most players will be dealing with most often. That makes these relics especially useful to learn if you want a stronger general sense of what tends to offer the most value throughout a run. In this guide, we rank the 10 best non class specific relics in Slay the Spire 2 and explain what makes them worth taking.
General information about relics
Before getting into the rankings, it helps to understand how relics are organized in Slay the Spire 2. The main relic tiers are:
- Common
- Uncommon
- Rare
- Starter
Relics can also come from several sources during a run, including:
Since this article focuses on non class specific relics, the list is centered on the relics players are more likely to come across regularly no matter which character you are playing.
10 best non class specific relics in Slay the Spire 2
10. Bag of Marbles
Uncommon - Any
At the start of each combat, apply 1 Vulnerable to all enemies.
Bag of Marbles gives you immediate front-loaded value in every fight. Applying Vulnerable to all enemies at the start of combat means your opening damage hits harder right away, which helps you clear weaker enemies faster and put early pressure on tougher ones before they can settle in.
That early burst matters a lot in Slay the Spire 2. A stronger first turn can let you remove threats sooner, shorten fights, and avoid taking damage that would have piled up over multiple turns. Even just one stack of Vulnerable can make a noticeable difference when it lands across the entire enemy side, especially in multi-enemy fights where tempo matters most. It also makes early game enemies a lot easier to deal with, which helps you preserve HP and keep your run in a healthier spot moving forward.
It is also the kind of relic that fits almost any deck. You do not need special setup to benefit from it. It just makes your early attacks better and helps combat start on your terms. For an Uncommon relic, the amount of consistent pressure it adds is kind of absurd.
9. Bellows
Uncommon - Any
The first Hand you draw each combat is Upgraded.
Bellows is ridiculous because it gives you immediate value at the exact point where fights often matter most: the opening hand. Getting your first hand upgraded means your strongest early turn can become even stronger, whether that means more damage, more block, better setup, or a smoother combo start.
That is especially valuable because the first turn often decides the pace of the fight. If you can come out faster and cleaner right away, you take less damage, gain momentum earlier, and put yourself in a much better position before the enemy can snowball. Bellows helps with that every single combat without asking you to do anything extra.
It also scales well with decks that rely on upgraded cards to really get going. Instead of waiting to draw into better versions later, you start the fight with that boost already built in. For a relic that only sits at Uncommon, Bellows can have a surprisingly huge impact from one battle to the next.
8. Membership Card
Shop - Any
50% discount on all products!
Membership Card is absurdly strong because it makes every future shop more valuable. If you find it early, it can make the rest of your run much smoother by letting your gold go twice as far.
That extra buying power matters a lot. Instead of only being able to afford one important pickup, you often get enough room to grab multiple useful items in the same visit. That can mean more relics, more cards, more potions, or just a lot more flexibility when a shop happens to line up perfectly with what your deck needs.
One important detail is to buy Membership Card first if you see it in a shop. Once you do, the discount applies to the rest of the items you want to purchase there. If you get it early enough, the amount of value it generates over the rest of the run can be enormous.
7. Dragon Fruit
Shop - Any
Whenever you gain Gold, raise your Max HP by 1.
Dragon Fruit can snowball incredibly hard because it turns something you were already going to collect into permanent survivability. Gold usually helps indirectly by letting you buy stronger cards, relics, or potions later. Dragon Fruit gives you value immediately by raising your Max HP every time you gain more.
That adds up fast over the course of a run. Between normal fights, events, and other gold sources, you can end up stacking a surprising amount of extra health without doing anything special. More Max HP makes the whole run safer. It gives you more room to absorb mistakes, survive rough elite fights, and approach bosses without feeling like every point of damage is catastrophic.
It also scales naturally with long runs because the effect keeps paying out. The earlier you get Dragon Fruit, the more absurd it can become. By the late game, that extra Max HP can make your deck feel much more stable, especially in fights where survivability matters just as much as damage.
6. White Beast Statue
Rare - Any
Potions always appear in combat rewards.
White Beast Statue gives you a steady stream of potions for the rest of your run, and that kind of consistency is hard to underrate. Potions can bail you out of bad turns, help you push through elite fights, or give you just enough extra damage or defense to survive a boss. With this relic, you do not have to hope they show up. They just keep coming.
That matters because potions are one of the easiest ways to patch weaknesses in a run. A strong deck can use them to make hard fights safer, while a weaker deck can lean on them to get through situations it otherwise might not survive. Over time, White Beast Statue gives you a lot more room for error and a lot more flexibility in how you approach dangerous encounters.
It also pairs especially well with anything that rewards smart potion use or gives you ways to hold onto the good ones until the right fight. Even without any extra synergy, though, the value is obvious. More potions means more options, and more options usually means a better chance of keeping your run alive.
5. Bag of Marbles
Uncommon - Any
At the start of each combat, apply 1 Vulnerable to all enemies.
Bag of Marbles gives you immediate front-loaded value in every fight. Applying Vulnerable to all enemies at the start of combat means your opening damage hits harder right away, which helps you clear weaker enemies faster and put early pressure on tougher ones before they can settle in.
That early burst matters a lot in Slay the Spire 2. A stronger first turn can let you remove threats sooner, shorten fights, and avoid taking damage that would have piled up over multiple turns. Even just one stack of Vulnerable can make a noticeable difference when it lands across the entire enemy side, especially in multi-enemy fights where tempo matters most.
It is also the kind of relic that fits almost any deck. You do not need special setup to benefit from it. It just makes your early attacks better and helps combat start on your terms. For an Uncommon relic, the amount of consistent pressure it adds is kind of absurd.
4. Beating Remnant
Rare - Any
You cannot lose more than 20 HP in a single turn.
Beating Remnant can save your run in fights where enemies hit much harder than expected. Its effect is simple, but extremely powerful. No matter how bad a turn goes, you cannot lose more than 20 HP in a single turn.
That makes it especially useful against hard-hitting elites and bosses, where one bad draw can normally cost you an enormous chunk of health or end the run outright. If you fail to draw enough block when the enemy is attacking, Beating Remnant can keep that mistake from turning into a disaster. Instead of getting blown up by one brutal turn, you get a chance to recover.
It also gives your deck a bit more breathing room in dangerous fights. You can survive turns that would normally punish you too hard, which makes it easier to stabilize and get back in control. In a game where bad draws can happen no matter how strong your deck is, having a relic that limits how badly a single turn can go is a huge safety net.
3. Pael’s Wing
Ancient - Pael
You may sacrifice card rewards to Pael. Every 2 sacrifices, obtain a Relic.
Pael’s Wing is one of the most interesting relics in Slay the Spire 2 because of how quickly it can snowball a run if you get it early enough. You can potentially pick it up at the start of Act 2 if Pael is the Ancient you meet and this relic happens to be available, which is where it becomes especially strong.
By the time you reach Act 2, you usually already have a decent idea of what kind of build you are trying to make. That means many post-fight card rewards are no longer automatic picks. In a lot of runs, you will start skipping cards simply because they do not fit your deck. Pael’s Wing turns those skipped opportunities into upside. Every time you sacrifice an unwanted card reward, it counts toward another relic, and every two sacrifices gives you one.
That effect can add up fast. Over the course of Acts 2 and 3, it is very realistic for Pael’s Wing to generate several extra relics, which can make the rest of the run much easier. Because the relic rewards are random, there is some variance involved, but the sheer amount of value this can create makes it one of the strongest Ancient relics Pael can offer. In the right run, Pael’s Wing can quietly flood your build with extra power and turn a solid deck into a much stronger one.
2. Gambling Chip
Rare - Any
At the start of each combat, discard any number of cards then draw that many.
Gambling Chip is strong for a very simple reason: it lets you fix a bad opening hand. In a game like Slay the Spire 2, that can be a huge deal. Sometimes your starting draw is awkward, too defensive, too slow, or just missing the cards you actually need to get your turn rolling. Gambling Chip gives you a chance to throw that hand away and dig for something better.
That kind of consistency is valuable in almost any deck. A lot of fights are shaped by how cleanly you get through the first one or two turns, especially against enemies that put immediate pressure on you. Being able to redraw dead cards, expensive cards you cannot use yet, or the wrong half of your deck can make combat feel much smoother from the start.
It also gets even better with Silent. Since Silent has access to the Sly mechanic, discarding certain cards is not really a downside at all. If you discard a Sly card, you play it, which means Gambling Chip can help set up your hand while also triggering extra value at the same time. That gives it even more upside in those runs, turning what is already a great relic into something that can feel even more unfair.
1. Lizard Tail
Rare - Any
When you would die, heal to 50% of your Max HP instead (works once).
Lizard Tail is one of the best non class specific relics in Slay the Spire 2 because it gives you something almost no other relic can: a second chance. If you would die, it brings you back and heals you to 50% of your Max HP, which can completely save a run that would otherwise be over.
That effect is incredibly powerful because death is final. It does not matter how strong your deck is if one bad turn, one greedy line, or one misplay ends the run on the spot. Lizard Tail gives you a safety net against exactly that. Even in runs where your deck already feels overpowered, it still has value because it protects you from mistakes, bad draws, or fights that spiral out of control faster than expected.
This is the kind of relic that is almost always worth taking. It may only work once, but that one activation can be the difference between a dead run and a winning one. Few relics offer that much raw security, which is why Lizard Tail easily earns a spot on this list.
Conclusion
Relics can have a huge impact on how a run develops in Slay the Spire 2, and the best non class specific ones tend to stand out because they offer value across a wide range of builds and situations. Some improve consistency, some make fights safer, and others can snowball your run over time, but all of the relics on this list are worth paying attention to when they show up. Knowing which ones give the most reliable value can make it much easier to build stronger runs and avoid wasting opportunities on weaker pickups.
If you are still learning the game’s overall meta, it is also worth checking out our other Slay the Spire 2 guides. You can read our breakdown of the best character to use in Slay the Spire 2 if you want a better sense of which class offers the strongest starting point, and our guide to the best cards in Slay the Spire 2 if you want to know which picks can have the biggest impact on your runs.
If you are diving into long Slay the Spire 2 sessions, it also helps to have a system that can keep everything running smoothly. Whether you are climbing through repeated runs on a gaming laptop or playing from a full desktop setup, Acer Predator and Acer Nitro PCs offer the kind of performance and responsiveness that fit well with modern strategy and roguelike games. For players looking to upgrade their setup, they are worth a look.
FAQ
What are the best non class specific relics in Slay the Spire 2?
Some of the best non class specific relics in Slay the Spire 2 are the ones that improve consistency, survivability, or long-term value across many different runs. Relics like Lizard Tail, Gambling Chip, White Beast Statue, and Bag of Marbles stand out because they can help almost any deck.
Are non class specific relics better than class-specific relics in Slay the Spire 2?
Not always. Class-specific relics can be extremely strong, but non class specific relics are more broadly useful because they can show up across a wider range of runs. That makes them more important to learn if you want a general sense of which relics are usually worth taking.
What relic rarities are in Slay the Spire 2?
The main relic tiers in Slay the Spire 2 are Common, Uncommon, and Rare. There are also Starter relics, which are tied to the character you begin a run with.
Where can you get relics in Slay the Spire 2?
Relics in Slay the Spire 2 can come from several places during a run, including combat rewards, shops, events, and ancients.
Why is Lizard Tail so strong in Slay the Spire 2?
Lizard Tail is powerful because it can save a run that would otherwise end immediately. Since it heals you to 50% of your Max HP when you would die, it gives you a second chance in fights where one bad turn or one misplay would normally end the run.
Is Membership Card worth buying in Slay the Spire 2?
Yes, especially if you find it early. A 50% discount on all shop items can make the rest of your run much smoother by stretching your gold much further and letting you buy more relics, cards, and potions.
Why is Gambling Chip good in Slay the Spire 2?
Gambling Chip helps you fix a weak starting hand by letting you discard any number of cards and redraw that many. That makes your opening turns more consistent and can be especially useful in decks that care about discard effects.
What makes White Beast Statue useful in Slay the Spire 2?
White Beast Statue guarantees that potions always appear in combat rewards, which gives you a steady supply of useful tools for tough fights. Over the course of a run, that extra flexibility can make a big difference.
Is Bag of Marbles good in Slay the Spire 2?
Yes. Bag of Marbles applies Vulnerable to all enemies at the start of combat, which gives you stronger opening damage and helps make early fights easier. That can help preserve HP and make your run more stable.
What does Dragon Fruit do in Slay the Spire 2?
Dragon Fruit raises your Max HP by 1 whenever you gain Gold. If you get it early enough, the effect can stack up over the course of a run and give you a large amount of extra survivability.
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