STS2 Potions Guide: Tier List & Best Uses for All 63 Potions
~14 min read · Complete potion tier list, per-character recommendations, slot management, and upgrade strategies
Potion Basics in STS2
Potions are one-time-use consumables that provide powerful effects during combat. You start with 2 potion slots (1 at A4+ Ascension), and can earn more slots through relics. STS2 features 63 unique potions across Common, Uncommon, and Rare rarities. Unlike STS1, some potions are character-specific — they only drop for certain classes.
S-Tier Potions — Run-Defining Power
| Potion | Rarity | Effect | Best Used For |
|---|---|---|---|
| Fairy in a Bottle | Rare | When you would die, heal 30% Max HP instead | Boss fights, A8+ elites — prevents run-ending deaths |
| Entropic Brew | Rare | Fill ALL empty potion slots with random potions | Late Act 2/3 when you have empty slots — huge value |
| Snecko Oil | Uncommon | Draw 5 cards, randomize their costs | Creating game-winning burst turns; pairs with high-cost cards |
| Focus Potion | Common (Defect only) | Gain 2 Focus this combat | Defect boss fights — doubles all orb effectiveness |
| Fruit Juice | Uncommon | Gain 5 Max HP permanently | As early as possible — permanent value across entire run |
A-Tier Potions — Strong in Most Situations
| Potion | Rarity | Effect | Best Used For |
|---|---|---|---|
| Blood Potion | Common | Heal 20% Max HP | Ironclad synergy (Burning Blood + heal stacking) |
| Poison Potion | Common | Apply 6 Poison to an enemy | Silent synergy — enables Catalyst + Burst combo |
| Star Potion | Uncommon (Regent only) | Gain 3 Stars [S] | Regent boss fights — feeds entire Star engine |
| Bone Brew | Uncommon (Necrobinder) | Summon 15 | Necrobinder boss fights — mass summon for block engine |
| Doom Potion | Rare | Apply 15 Doom to an enemy | Long boss fights — 15 turns of stacking damage |
| Strength Potion | Common | Gain 2 Strength | Multi-hit attack rounds — Ironclad/Regent synergy |
| Dexterity Potion | Common | Gain 2 Dexterity | Silent/Defect block rounds — makes block cards efficient |
| Energy Potion | Common | Gain 2 Energy | Burst setup turns — playing key powers/attacks early |
B-Tier Potions — Reliable Workhorses
| Potion | Rarity | Effect | Best Used For |
|---|---|---|---|
| Block Potion | Common | Gain 12 Block | Negating big single attacks — Hexaghost turn 6, Automaton Hyper Beam |
| Explosive Potion | Common | Deal 10 damage to ALL enemies | Multi-enemy fights — Slime Boss splits, Gremlin Leader minions |
| Fire Potion | Common | Deal 20 damage | Finishing elites early — Collector minion spawns |
| Fear Potion | Common | Apply 3 Vulnerable | Setting up big damage turns — Ironclad heavy attacks |
| Weak Potion | Common | Apply 3 Weak | Multi-attack enemy rounds — Book of Stabbing, Byrds |
| Swift Potion | Common | Draw 3 cards | Digging for key cards when you brick your draw |
| Skill Potion | Uncommon | Choose 1 of 3 Skills, it costs 0 this combat | Finding block solutions mid-combat |
| Attack Potion | Uncommon | Choose 1 of 3 Attacks, it costs 0 this combat | Finding damage solutions mid-combat |
| Power Potion | Uncommon | Choose 1 of 3 Powers, it costs 0 this combat | Scaling fix — finding a win condition when you lack powers |
C-Tier & Below — Situational
C-tier potions are usable but forgettable. Use them in hallway fights to save HP, never save them for bosses. D-tier potions should be used immediately in the next fight to free up slot space — they provide marginal value.
C-Tier Examples
- Regen Potion — Heals over 5 turns. Too slow for most fights; only useful if you can stall indefinitely (Frost Defect).
- Smoke Bomb — Escape a non-boss fight. Saves HP but costs a reward screen. Only use when death is certain.
- Gambler's Brew — Discard any number, draw that many. Solid in Silent discard decks, mediocre elsewhere.
- Blessing of the Forge — Upgrade all cards in hand. Good early, useless in late game where cards are already upgraded.
- Duplication Potion — Copy the next card played. Powerful with Catalyst, niche otherwise.
Per-Character Potion Priority
Ironclad — Blood, Strength, Energy
Ironclad's sustain makes Blood Potion disproportionately valuable (20% heal × Burning Blood synergy). Strength Potion multiplies with multi-hit attacks (Sword Boomerang, Twin Strike). Energy Potion enables early Demon Form/Corruption setups.
Silent — Poison, Snecko Oil, Dexterity
Poison Potion is Silent's signature: apply 6 Poison, then Catalyst for 18+ Poison. Snecko Oil shines with high-cost cards like Nightmare/Wraith Form. Dexterity Potion turns Footwork-powered blocks into walls.
Defect — Focus, Energy, Power
Focus Potion is Defect's best potion — 2 Focus doubles Lightning damage, Frost block, and Dark scaling. Energy Potion helps set up expensive Powers (Echo Form, Creative AI). Power Potion can find a missing win condition.
Necrobinder — Bone Brew, Soul, Doom
Bone Brew (Summon 15) is Necrobinder's equivalent of a full-turn setup — massive immediate block and damage. Doom Potion pairs with Reaper Form for exponential scaling. Soul-generating potions feed her engine indirectly.
Regent — Star, Energy, Strength
Star Potion is absolutely critical — 3 Stars can trigger The Sealed Throne, Genesis, and multiple Forge procs. Energy Potion enables high-cost Star generators. Strength Potion amplifies Sovereign Blade multi-hits.
Potion Slot Management
- Don't sit on full slots — If you have 2/2 potions and get a potion reward, you must discard one. Use the weakest potion immediately.
- Use common potions before elite fights — Saving 10-15 HP on an elite is better than "saving" the potion for a boss you might not reach.
- Rare potions are for Act bosses — Fairy in a Bottle and Entropic Brew should be saved for the boss unless you'll die otherwise.
- Slot relics are underrated — Belt (+2 potion slots) and Potion Belt are high-value relics that give you more potion flexibility.
- At A4+ (tight belt) — Your 1 potion slot makes every potion choice 2x more important. Prioritize S/A-tier potions aggressively.
🧪 Master your consumables: