STS2 Ascension Guide: All 10 Levels & How to Climb
~15 min read · Difficulty scaling, per-character strategies, co-op rules, and the STS1 vs STS2 comparison
STS2 Ascension: What Changed from STS1?
The biggest surprise: STS2 compresses difficulty scaling into 10 levels instead of 20. Each level stacks a stronger modifier, and at A10 you face all of them simultaneously — roughly equivalent to STS1 A15-17 territory. But don't be fooled: some modifiers are harsher than their STS1 counterparts, especially at the major jump points.
Ascension progression is per-character: unlocking A5 on Ironclad doesn't give Silent access to A5. You must earn each tier separately. Co-op mode tracks its own ascension level based on the lowest player's level in the lobby.
All 10 Ascension Levels — Modifiers & Strategy
| Lvl | Name | Effect | Impact |
|---|---|---|---|
| A1 | Swarming Elites | Elite encounters appear more frequently | Medium — more relic opportunities but more HP pressure |
| A2 | Tough Normals | Normal enemies have increased HP and attack damage | Low-Medium — hallway fights become slightly more expensive |
| A3 | Poverty | Enemy gold drops and chest gold reduced by 25% | Medium — less shop flexibility, fewer relic purchases |
| A4 | Tight Belt | Start with 1 fewer potion slot | Medium — potion management becomes critical earlier |
| A5 | Ascender's Bane JUMP | Start with a Curse card (Ascender's Bane) in your deck | High — permanently clogs your deck; removal priority skyrockets |
| A6 | Gloom JUMP | Fewer Rest Sites appear on the map | High — less healing, fewer upgrades; pathing becomes critical |
| A7 | Scarcity JUMP | Rare cards and upgraded cards appear less frequently in rewards | High — your best cards are harder to find; adapt to what you get |
| A8 | Tough Enemies | All enemies are harder to kill (more HP/Block) | Medium-High — damage thresholds increase across the board |
| A9 | Deadly Enemies | All enemies deal more damage | Medium-High — block requirements scale; chip damage adds up fast |
| A10 | Double Boss JUMP | Act 3 ends with TWO bosses fought back-to-back | Critical — your deck must handle two completely different movesets |
STS1 vs STS2: What's Missing?
If you played STS1, you might be wondering where the rest of the modifiers went. Here's what STS2 skipped from the original A11-A20:
- No "Unfavorable Events" modifier — events aren't strictly worse, just naturally harder due to stacked difficulty
- No "Boss chest gives less gold" — boss rewards remain consistent
- No "Bosses get tougher movesets" beyond A10 — the 10-tier compression means bosses hit hard enough
- No "Lose Max HP after boss" — your Max HP only changes through events/relics
The compression means every ascension level matters more. A single level jump can noticeably change your win rate.
Per-Character Ascension Climbing Strategy
Ironclad — Easiest to Climb
Ironclad's built-in sustain (Burning Blood heals 6 HP per fight) makes him the most forgiving character for ascension climbing. At A5+, prioritize removing Ascender's Bane at the earliest possible shop. At A10, a Corruption + Feel No Pain engine trivializes the double boss fight.
Key builds for A5+: Strength scaling (Demon Form), Exhaust engine (Corruption + Dark Embrace), Block scaling (Barricade + Body Slam). Avoid self-damage archetypes unless you have strong healing.
👉 Full strategy: Ironclad Exhaust Build Guide
Silent — Steep Learning Curve
Silent struggles most at A7-A9 due to her reliance on specific rare cards (Catalyst, Wraith Form, Afterimage). At A7, when rare cards are scarcer, you must learn to win with Poison-light decks or Shiv-based builds that don't require Accuracy.
Key builds for A5+: Hybrid Poison/Shiv (flexible), pure Discard cycle (Calculated Gamble + Reflex + Tactician), Wraith Form Intangible stall.
👉 Full strategy: Silent Shiv & Discard Build Guide
Defect — Consistent But Grindy
Defect's orb system provides consistent block/damage regardless of card draw RNG. At A6 (fewer rest sites), Self-Repair becomes S-tier for sustain. At A10, a Frost-focused orb build with Blizzard or Barrage can handle both bosses without needing specific attack draws.
Key builds for A5+: Frost turtle (Glacier + Blizzard), Lightning spam (Storm + Tempest), 0-cost cycling (Claw + All for One), Plasma energy engine.
Necrobinder — New Character, Unique Playstyle
Necrobinder's summon mechanic scales differently than direct damage, making her stronger at higher ascension where enemies have more HP (Osty's damage isn't reduced by Tough Enemies modifiers in the same way). At A5+, prioritize removing Ascender's Bane using Forbidden Grimoire (post-combat card removal).
Key builds for A5+: Summon swarm (Legion of Bone + Reanimate), Doom stacking (End of Days + Reaper Form), Soul engine (Devour Life + Call of the Void).
Regent — High Ceiling, High Risk
Regent's Star [S] resource system and Forge mechanic are the hardest to consistently execute at high ascension. A7's Scarcity modifier hits particularly hard because key cards like The Sealed Throne and Genesis are Rare. At A10, Void Form's free plays become the most reliable path to beating the double boss.
Key builds for A5+: Star engine (The Sealed Throne + Genesis), Forge scaling (Furnace + Hammer Time), Sovereign Blade focus (Sword Sage + Seeking Edge).
👉 Full strategy: Regent Sly Build Guide
Co-op Ascension Rules
Co-op ascension works differently from solo:
- Lobby level = lowest player's ascension: If you're A8 but your friend is A4, the lobby runs at A4
- Progression tracked separately: Beating A4 co-op doesn't unlock A5 solo — they're independent tracks
- Multiplayer modifiers stack: Enemies have more HP per additional player, and some ascension modifiers scale multiplicatively
- Potion slots are shared: At A4, the potion slot reduction affects the entire team's available pool
Ascension Difficulty Tier List by Character
| Character | A0-A4 | A5-A7 | A8-A9 | A10 |
|---|---|---|---|---|
| Ironclad | Easy | Medium | Medium | Medium |
| Silent | Medium | Hard | Hard | Hard |
| Defect | Easy | Medium | Medium | Medium |
| Necrobinder | Easy | Medium | Medium | Medium |
| Regent | Medium | Hard | Hard | Hard |
General Ascension Tips
- Path aggressively early (A1-A4): More elites = more relics before the difficulty spikes kick in
- A5 is the first real filter: Start practicing with a Curse in your deck from day one. Visit shops early for removal
- A6 forces pathing discipline: Without abundant rest sites, learn to estimate when you can Smith instead of Rest
- A7 demands flexibility: You can't force your favorite archetype. Learn to win with Plan B and Plan C
- Save potions for A8-A9 elites: The HP math gets tight; a Ghost in a Jar or Fairy in a Bottle can save a run
- At A10, scout Act 3 bosses early: Knowing whether you face Time Eater + Awakened One vs. Donu + Deca completely changes your card picks
📖 Keep climbing! Next reads:
Deck Building Guide · Boss Strategy Guide · Card Database & Tier List