Slay the Spire 2 Potions
Browse potions by tactical value, build relevance, and fight-changing utility instead of treating them as one-off consumables with no context.
Find which potions matter most for survival, burst, or scaling turns.
See how potions connect to shared mechanics across builds and synergies.
Use potion pages to improve tactical planning instead of just reading effect text.
Potions are easy to underestimate because they are temporary, but in practice they often decide the hardest fights in a run. A strong potion can stabilize an elite, create a lethal turn, or let an unfinished build survive long enough to become real.
That means a good potion hub should not just list names and effects. It should help you understand which potions are worth keeping, which ones are best used aggressively, and how they fit into the larger rhythm of build planning and tactical execution.
Featured Potions
Strong places to start if you want potions with obvious fight impact
Attack Potion
Choose 1 of 3 random Attack cards to add into your Hand. It's free to play this turn.
Block Potion
Gain 12 Block.
Energy Potion
Gain Energy.
Flex Potion
Gain 5 Strength. At the end of your turn, lose 5 Strength.
Poison Potion
Apply 6 Poison.
Strength Potion
Gain 2 Strength.
Cunning Potion
Add 3 Upgraded Shivs into your Hand.
Cure All
Gain Energy. Draw 2 cards.
Fortifier
Triple your Block.
Fysh Oil
Gain 1 Strength and 1 Dexterity.
Radiant Tincture
Gain Energy. Gain an additional Energy at the start of your next 3 turns.
Beetle Juice
Enemy's attacks deal 30% less damage for the next 4 turns.
Tags show what kind of tactical or build context the potion most naturally fits.
Each potion page explains when the potion is strongest and why timing matters.
Use build links to see whether the potion supports your current direction or simply solves a one-fight problem.
All Potions
Current indexed potions: 63
Attack Potion
Choose 1 of 3 random Attack cards to add into your Hand. It's free to play this turn.
Block Potion
Gain 12 Block.
Blood Potion
Heal for 20% of your Max HP.
Colorless Potion
Choose 1 of 3 random Colorless cards to add into your Hand. It's free to play this turn.
Dexterity Potion
Gain 2 Dexterity.
Energy Potion
Gain Energy.
Explosive Ampoule
Deal 10 damage to ALL enemies.
Fire Potion
Deal 20 damage.
Flex Potion
Gain 5 Strength. At the end of your turn, lose 5 Strength.
Focus Potion
Gain 2 Focus.
Poison Potion
Apply 6 Poison.
Potion of Doom
Apply 33 Doom.
Power Potion
Choose 1 of 3 random Power cards to add into your Hand. It's free to play this turn.
Skill Potion
Choose 1 of 3 random Skill cards to add into your Hand. It's free to play this turn.
Speed Potion
Gain 5 Dexterity. At the end of your turn, lose 5 Dexterity.
Star Potion
Gain Star.
Strength Potion
Gain 2 Strength.
Swift Potion
Draw 3 cards.
Vulnerable Potion
Apply 3 Vulnerable.
Weak Potion
Apply 3 Weak.
Ashwater
Exhaust any number of cards in your Hand.
Blessing of the Forge
Upgrade all cards in your Hand for the rest of combat.
Bone Brew
Summon 15.
Clarity Extract
Draw 1 card. At the start of your next 3 turns, draw 1 additional card.
Cunning Potion
Add 3 Upgraded Shivs into your Hand.
Cure All
Gain Energy. Draw 2 cards.
Duplicator
This turn, your next card is played an extra time.
Fortifier
Triple your Block.
Fysh Oil
Gain 1 Strength and 1 Dexterity.
Gambler's Brew
Discard any number of cards, then draw that many.
Heart of Iron
Gain 7 Plating.
King's Courage
Forge 15.
Liquid Bronze
Gain 3 Thorns.
Potion of Binding
Apply 1 Weak and 1 Vulnerable to ALL enemies.
Potion of Capacity
Gain 2 Orb Slots.
Powdered Demise
Enemy loses 9 HP at the end of each of its turns.
Radiant Tincture
Gain Energy. Gain an additional Energy at the start of your next 3 turns.
Regen Potion
Gain 5 Regen.
Stable Serum
Retain your Hand for 2 turns.
Touch of Insanity
Choose a card in your Hand. It is free to play this combat.
Beetle Juice
Enemy's attacks deal 30% less damage for the next 4 turns.
Bottled Potential
Shuffle ALL your cards into your Draw Pile. Draw 5 cards.
Cosmic Concoction
Add 3 Upgraded Colorless cards into your Hand.
Distilled Chaos
Play the top 3 cards of your Draw Pile.
Droplet of Precognition
Choose a card in your Draw Pile and add it into your Hand.
Entropic Brew
Fill all your empty potion slots with random potions.
Essence of Darkness
Channel a Dark for each of your Orb Slots.
Fairy in a Bottle
When your HP would be reduced to 0, instead this potion is discarded and you heal to 30% of your Max HP.
Fruit Juice
Gain 5 Max HP.
Ghost in a Jar
Gain 1 Intangible.
Gigantification Potion
The next Attack you play deals triple damage.
Liquid Memories
Put a card from your Discard Pile into your Hand. It's free to play this turn.
Lucky Tonic
Gain 1 Buffer.
Mazaleth's Gift
Gain 1 Ritual.
Orobic Acid
Add a random Attack, Skill, and Power into your Hand. They're free to play this turn.
Pot of Ghouls
Add 2 Souls into your Hand.
Shackling Potion
ALL enemies lose 7 Strength this turn.
Ship in a Bottle
Gain 10 Block. Next turn, gain 10 Block.
Snecko Oil
Draw 7 cards. Randomize the cost of cards in your Hand this turn.
Soldier's Stew
All cards containing Strike gain 1 Replay this combat.
Foul Potion
Deal 12 damage to ALL players and enemies. Can be thrown at the Merchant for 100 Gold instead.
Glowwater Potion
Exhaust your Hand. Draw 10 cards.
Potion-Shaped Rock
Deal 15 damage.
A flat potion list tells you what exists. A stronger resource hub helps you understand when a potion is worth using, when it is worth holding, and which builds actually benefit from it.
That tactical framing matters more in Early Access, where decks are often incomplete and potions carry more decision weight than they do in fully stabilized late-meta environments.
Potion FAQ
How should I think about potions in Slay the Spire 2?
The best potion is usually the one that changes a dangerous turn, stabilizes a weak fight, or gives your current build exactly the leverage it is missing.
Are potions just emergency buttons?
Not always. Some potions are pure survival tools, but others create burst windows, fix resource issues, or support scaling turns that your deck could not otherwise execute cleanly.
Why is this potion page different from a basic potion list?
Because it is meant to help you decide when potions matter, which builds benefit from them, and how they fit into actual combat planning.
Related Decision Hubs
See which build directions currently have the strongest support across cards, relics, and potions.
Browse relics that stabilize, amplify, or define build directions.
Explore mechanics that connect potions back into larger build ecosystems.
Use your current deck shape to decide whether a tactical resource matters now or later.