Best Powers Tier List: Every Power Card Ranked S Through D

⚡ Tier List · Updated Jun 16, 2026 · 6 min read · v0.107.0 Meta · ⚠️ v0.108.0 in 2 days — tier list may shift

Powers are the highest-impact card type in STS2 — they provide permanent benefits for the entire combat, scaling in value as fights go longer. A single S-tier Power can win a run; a deck with 3+ strong Powers is nearly unbeatable. This tier list ranks every Power card across all 5 characters, evaluating them on combat impact, energy efficiency, and archetype dependency. Note: v0.108.0 (Jun 18) is predicted to buff Envenom and Catalyst — see notes below.

S-Tier: Run-Winning Powers

These Powers singlehandedly define archetypes. Draft them on sight.

S Corruption (Ironclad) — All Skills cost 0. Exhaust. The Ironclad enabler. Turns every Skill into a free play, feeds Exhaust Engine, and triggers Dark Embrace for infinite draw. On its own, it's a win condition. With Dead Branch, it's the strongest combo in the game.
S Footwork+ (Silent) — Gain 3 Dexterity. 3 permanent Dexterity for 1 energy is the most efficient defensive scaling in the game. At A20, this single card reduces boss damage by 9-12 per multi-hit attack. The difference between dying to Awakened One's 8×8 and surviving.
S Echo Form (Defect) — The first card you play each turn is played twice. 3-cost is steep, but doubling every subsequent turn's best card is unmatched scaling. Echo Form + Glacier = 20 Block per turn. Echo Form + Electrodynamics = double Lightning orbs.
S Devoted Legion (Necrobinder) — Summon 2 Skeletons at the start of each turn. Free 14 block every turn without spending energy. In boss fights lasting 6+ turns, this generates 84+ block for 2 energy. Enables Necrobinder to ignore block cards entirely and focus on Doom stacking.

A-Tier: Archetype Anchors

Strong build-around cards. Worth drafting even off-archetype in some cases.

A Dark Embrace (Ironclad) — Draw 1 card whenever a card is Exhausted. + Corruption = infinite card draw. Even without Corruption, Exhaust Engine naturally triggers this 3-5 times per turn. The only reason it's not S-tier: useless without Exhaust synergy.
A After Image (Silent) — Gain 1 Block whenever you play a card. In Sly Discard (which plays 8-12 cards per turn), this generates 8-12 block passively. Turns every Shiv, every Acrobatics, every Calculated Gamble into a mini-block card.
A Electrodynamics (Defect) — Lightning orbs hit ALL enemies. Transforms Defect from single-target to AoE. Essential for multi-enemy fights (Slavers, Gremlin Leader, Collector). Without this, Defect struggles against any fight with 2+ enemies.
A Doom Prophecy (Necrobinder) — At the end of your turn, apply 1 Doom to a random enemy. Free Doom generation every turn accelerates execute thresholds by 2-3 turns. Stack this with Death Sentence and bosses die before their second attack cycle.
A Monarch Decree (Regent) — All minions gain +3 Strength. With 3-4 active minions, this is +9-12 team damage per turn. The Regent equivalent of Demon Form, but spread across the entire board.

B-Tier: Strong but Situational

Good in specific decks. Pass if they don't fit your archetype.

💡 Powers vs Bosses: Powers scale with combat length, making them disproportionately valuable against bosses. A deck with 3+ Powers can be weaker in hallway fights but stronger in boss fights than a deck with 0 Powers. At A20, where the double-boss gauntlet is the final challenge, prioritizing Powers over frontloaded damage is usually correct.

Also check: Full Card Tier List · S-Tier Cards Guide · Top 10 OP Cards