Slay the Spire 2 Ascension Guide: All 20 Levels & How to Beat Them

๐Ÿ“– Advanced Guide ยท Updated May 23, 2026 ยท 14 min read

Table of Contents

1. What Is Ascension? 2. All 20 Ascension Levels (Full Modifier List) 3. Key Milestones & Strategy Shifts 4. Surviving A10+ (Starting Curse) 5. Conquering A17โ€“A19 (Enhanced Enemies) 6. The A20 Challenge (Double Boss) 7. Best Characters for Each Ascension Range 8. 10 Universal Ascension Climbing Tips

1. What Is Ascension?

Ascension is Slay the Spire 2's progressive difficulty system. After winning a run with any character, you unlock Ascension Level 1 for that character. Each subsequent win unlocks the next level, up to Ascension 20.

Each Ascension level adds one or more negative modifiers that stack โ€” meaning at A20, you're playing with all 20 modifiers active simultaneously. This is where the game's true depth reveals itself. Strategies that work at A0 will get you killed at A15+.

๐Ÿ’ก Key Fact: Ascension levels are per-character. Unlocking A20 on Ironclad doesn't unlock it for Silent. You must climb independently with each hero.

2. All 20 Ascension Levels

Here is every Ascension modifier from A1 to A20. Each level's modifier stacks with all previous levels.

LevelModifierImpact
A1Elites spawn more oftenMore relic opportunities, but higher risk. Path carefully.
A2Normal enemies are deadlierHallway fights hit harder. Block becomes more valuable early.
A3Elites are deadlierElite fights become significantly harder. Don't face them under-prepared.
A4Bosses are deadlierAct bosses gain extra HP and damage. Scaling solutions mandatory.
A5Heal less after boss fightsBoss healing reduced to 75% of missing HP. Potion management matters more.
A6Start each run damagedBegin with ~90% HP. Early shop/campfire pathing more important.
A7Normal enemies are tougherAll hallway enemies gain HP. Front-loaded damage even more critical in Act 1.
A8Elites are tougherElite HP scales up further. Need a plan to kill them before they overwhelm you.
A9Bosses are tougherBoss HP pool increases. Bring strong scaling damage or you'll die of attrition.
A10Start with a Curse โ€” Ascender's BaneFirst major milestone. Unplayable curse clogs your deck. Prioritize removal or exhaust synergy.
A11Start with 1 fewer potion slotDown to 2 slots. Potion hoarding punished โ€” use them or lose them.
A12Upgraded cards appear less oftenFewer pre-upgraded cards in rewards. Campfire upgrades gain even more value.
A13Bosses drop less goldIncome reduced. Shops become less frequent โ€” spend gold wisely.
A14Lower max HPReduced by ~5. Less room for error. Block and sustain gain importance.
A15Unfavorable eventsSecond major milestone. Many ? events have worse outcomes. Question marks become riskier.
A16Shops are more expensiveEverything costs ~10% more. Card removal (now even more expensive) still worth it.
A17Normal enemies have tougher movesetsThird major milestone. Enemies gain enhanced attack patterns. Hallway fights can end runs.
A18Elites have tougher movesetsElite attack patterns enhanced. Gremlin Nob punishes skills harder, Book of Stabbing scales faster.
A19Bosses have tougher movesetsFinal set of enhanced boss patterns. Act 3 bosses become genuinely terrifying.
A20Double Act 3 BossFinal challenge. Must beat TWO Act 3 bosses consecutively. Your deck must handle two completely different fights.

3. Key Milestones & Strategy Shifts

Not all Ascension levels are created equal. Here are the four watershed moments where your strategy must fundamentally change:

๐Ÿ”ด A10 โ€” Ascender's Bane (Starting Curse)

You begin every run with an unplayable Ethereal curse. This changes everything:

๐ŸŸก A15 โ€” Unfavorable Events

Question mark rooms become significantly more dangerous:

๐ŸŸ  A17 โ€” Enhanced Normal Enemies

This is the single biggest difficulty spike in the game:

๐Ÿ”ด A20 โ€” Double Act 3 Boss

The final exam. You face two bosses back-to-back with no rest between them:

4. Surviving A10+ (Starting Curse)

Adapting to Ascender's Bane is the first real test of Ascension climbing. Here's how to play around it:

Card Removal Strategy

Character-Specific Adaptations

5. Conquering A17โ€“A19 (Enhanced Enemies)

A17+ is where most players get stuck. The enhanced movesets mean you need to re-learn threat assessment for every enemy:

Act 1 Threats

Act 2 Threats

Act 2 Elite: Taskmaster

At A18, Taskmaster's wounds shuffle into your draw pile faster, and he cycles into his 30+ damage pattern more quickly. Killing the red slaver first is even more critical.

6. The A20 Challenge (Double Boss)

A20 is less about specific tricks and more about building a complete, well-rounded deck. Here's the approach:

Deck Requirements at A20

Common A20 Boss Pairings & Strategy

7. Best Characters for Each Ascension Range

A0โ€“A9 (Learning)

Best: Ironclad โ€” Straightforward, built-in healing, forgiving of mistakes. Silent is also excellent for learning card cycling and poison mechanics.

A10โ€“A16 (Intermediate)

Best: Silent or Defect โ€” Silent's card draw mitigates Ascender's Bane naturally. Defect's orb system provides consistent passive value while you draw past the curse.

A17โ€“A19 (Hard)

Best: Ironclad โ€” Exhaust synergy and high base HP give you the most room to survive the enhanced enemy movesets. Silent requires near-perfect play to avoid dying to hallway fights.

A20 (Master)

Best: Depends on playstyle โ€” Ironclad is the most consistent (Corruption + Dead Branch is still broken). Defect has the highest ceiling with Frost orb builds. Silent requires the most skill but has the highest potential win rate in expert hands. Necrobinder and Regent are viable but less tested at this level.

โš ๏ธ Necrobinder & Regent at A20: These characters are newer and less optimized. Minion board management becomes extremely difficult when enemies hit harder and faster. Not recommended for your first A20 clear.

8. 10 Universal Ascension Climbing Tips

  1. Skip more cards. As difficulty increases, card quality thresholds rise. At A15+, you should skip 40-50% of card rewards.
  2. Upgrade, don't rest. At A0 you can rest freely. At A10+, every campfire upgrade is a permanent power increase. Rest only when you'll die without it.
  3. Plan your path before moving. At high Ascension, random pathing kills you. Decide your route based on the boss you're facing.
  4. Fight at least 2 elites per act. Relics scale you. Avoiding elites means you'll be too weak for the boss. At A15+, push for 3 elites if your HP allows.
  5. Use potions aggressively. A potion saved for the "perfect moment" is a potion wasted. Use them to save HP in hallway fights โ€” that HP becomes campfire upgrades.
  6. Check the map for the Act boss immediately. Your entire pathing and card-picking strategy should be built around the boss you're facing.
  7. Remove Strikes early. At A10+ with the starting curse, your deck is already diluted. Removing Strikes at the first shop is almost always correct.
  8. Don't force archetypes. "I'm building a Strength deck" is the wrong mindset. Take what you're offered that solves your immediate problems. The archetype emerges naturally.
  9. Learn enemy patterns. At A17+, you can't afford to be surprised. Know exactly what each enemy does on each turn of their pattern.
  10. Accept that RNG exists. Not every run is winnable at A20. The best players win ~60-70% of A20 runs. Focus on improving your decisions, not blaming bad luck.
๐Ÿ’ก Pro Tip: Watch A20 streamers or VODs. Seeing how top players navigate the same decisions you face is the fastest way to improve. Pay attention to what they don't take, not just what they do.

Ready to put these principles into practice? Check out our Deck Building Principles Guide to master card evaluation.