Top 5 STS2 Builds in the Current Meta — June 2026
~12 min read · Updated for v0.107.1 Major Update #2 · 136K live players
📅 Published: June 22, 2026
If you want to win in STS2 right now, these are the five builds you need to know. Each is backed by real win rate data from 30,416+ tracked runs. We cover core cards, relic priorities, piloting tips, and which boss matchups each build dominates.
Quick Comparison
| # | Build | Character | Est. WR | Best Against | Weak Against |
|---|---|---|---|---|---|
| 1 | Sly Discard | Silent | 38–42% | Aeonglass, all Elites | Corrupted Heart |
| 2 | Sic 'Em Summon | Necrobinder | 36–39% | Corrupted Heart, AoE fights | Infested Prism |
| 3 | Block Ramp | Ironclad | 34–37% | Single-target bosses | Wither mechanics |
| 4 | Plasma Cycling | Defect | 33–36% | Long fights, scaling | Aggro early floors |
| 5 | Ritual Synergy | Regent | 32–35% | Aeonglass, boss gauntlets | Act 1 elites |
#1 Silent Sly Discard (38–42% WR)
The undisputed king of STS2 since v0.106.0, and v0.107.1 only made it stronger. The xoshiro256** RNG makes draw sequences more consistent, and Aeonglass as Act 4 boss favors draw-heavy decks. This build generates infinite energy, draws through the entire deck every turn, and kills anything with scaling Sly Strikes.
Core Cards
Sly Strike Prepared Reflex Tactician Acrobatics Calculated Gamble Leg Sweep Scare Backflip Eviscerate
Relic Priorities
Tingsha → Tough Bandages → Hovering Kite → Ink Bottle. If you see Tingsha, force this build.
How to Pilot
- Act 1: Prioritize Sly Strike and Prepared. These are Commons — you'll see them. Skip speculative rares.
- Act 2: Add Reflex and Tactician for card draw + energy. A single copy of each is enough.
- Act 3+: Thin your deck to 20–25 cards. Every card you add past this threshold dilutes the discard engine.
- Aeonglass matchup: Play Sly Strikes every turn to maintain scaling. Weak (Leg Sweep/Scare) neutralizes multi-hit attacks.
#2 Necrobinder Sic 'Em Summon Chain (36–39% WR)
Necrobinder surged to 34.0% WR (+1.9% in Week 26) thanks to Bestiary documentation and returning veterans. The Sic 'Em summon chain creates an army of minions that block, attack, and scale. Against multi-phase bosses, this build is nearly unstoppable.
Core Cards
Sic 'Em Summon Beast Pack Leader Bone Caller Ravenous Swarm Debilitate Soul Harvest Grave Pact
Relic Priorities
Bestial Collar → Packmaster's Horn → Soul Anchor → Necronomicon. Bestial Collar is build-defining — it makes summons permanent.
How to Pilot
- Act 1: Sic 'Em is your bread and butter. Pick every summon card you see.
- Act 2: Add Pack Leader for scaling. Debilitate for boss fights (even with the duration nerf).
- Act 3+: Aim for 4–6 summons active by turn 3. Soul Harvest converts summons into burst damage.
- Corrupted Heart: Your best matchup. Summons tank the multi-hit, Sic 'Em scales faster than the Heart's damage ramp.
#3 Ironclad Block Ramp (34–37% WR)
Entrench + Dexterity synergy from v0.106.0, combined with more predictable block generation from the RNG rework, makes Block Ramp Ironclad's strongest build. Generate 999 block while scaling Strength with Spot Weakness and Limit Break.
Core Cards
Entrench Barricade Spot Weakness Limit Break Impervious Shrug It Off Body Slam Feel No Pain
Relic Priorities
Calipers → Thread and Needle → Captain's Wheel → Self-Forming Clay. Calipers + Barricade is the dream combo.
How to Pilot
- Act 1: Shrug It Off and Impervious first. Barricade is a high-priority rare.
- Act 2: Entrench is your win condition. Spot Weakness for Strength scaling.
- Act 3+: Body Slam converts your block into damage. Limit Break doubles Strength.
- Aeonglass matchup: Wither is a problem (max HP reduction). Kill faster — don't turtle for 999 block. Aim for 40–60 block per turn and end fights in 5–6 turns.
#4 Defect Plasma Cycling (33–36% WR)
Defect is the biggest winner of the xoshiro256** RNG rework. Orb generation is more consistent, Plasma cycling is more reliable, and Fusion (1-cost, no-exhaust) remains the best energy engine in the game. Defect jumped to 32.3% WR (+2.5%) — the largest relative gain of any character.
Core Cards
Fusion Hologram Echo Form All for One Capacitor Defragment Glacier Coolheaded
Relic Priorities
Mummified Hand → Data Disk → Emotion Chip → Frozen Core. Mummified Hand's 3-tier priority system prevents wasted triggers on 0-cost cards.
How to Pilot
- Act 1: Glacier and Coolheaded for survival. Fusion is a snap-pick.
- Act 2: Upgrade Fusion immediately. Hologram + Fusion = infinite energy loop.
- Act 3+: Echo Form makes every card play twice. All for One retrieves 0-cost cards.
- Aeonglass matchup: Plasma energy out-scales Wither. Focus scaling (Defragment) provides block that ignores Wither's max HP reduction.
#5 Regent Ritual Synergy (32–35% WR)
The newest addition to the meta. Regent's 9-card buff package in v0.107.1 created a genuine second archetype. Ritual Dagger now deals 12 base damage with doubled Ritual bonuses — it's a legitimate scaling engine. Ritual Potion is 0-cost. Prophesize draws 3. This build is slower but scales harder than Sly stacking.
Core Cards
Ritual Dagger Ritual Potion Prophesize Sealed Throne Glimmer Cursed Offering Dark Pact Blood Rite
Relic Priorities
Sealed Throne (even without Innate) → Ritual Altar → Philosopher's Stone → Cursed Key. Ritual Altar (new synergy) amplifies Ritual stack gains.
How to Pilot
- Act 1: Be patient. Ritual builds are slow to start — take defensive cards early.
- Act 2: Ritual Dagger + Ritual Potion + Prophesize is your core engine. Cursed Offering provides energy.
- Act 3+: Blood Rite (heal buffed to 5) sustains you through Ritual self-damage. Soul Bind no longer forces exhaust.
- Aeonglass matchup: Ritual scaling ignores Wither — your damage comes from Ritual stacks, not max HP. This is the best Regent build against Aeonglass.
Build Selection Guide: Pick Based on Your Act Boss
| If your Act boss is... | Build this |
|---|---|
| Aeonglass (Act 4, now permanent) | Sly Discard (#1) or Ritual Synergy (#5) |
| Corrupted Heart | Sic 'Em Summon (#2) or Block Ramp (#3) |
| Necromancer (Act 3) | Plasma Cycling (#4) — AoE evocations handle minions |
| Hexaghost (Act 1) | Block Ramp (#3) — out-tank the Inferno turn |
| Ironclad Mirror (Act 3) | Sly Discard (#1) — draw faster than the AI can build block |
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