Build guide

Slay the Spire 2 The Fool guide: how to unlock, Arrows, Melodies, every card and early builds

Slay the Spire II screenshot

The short answer

Who the Fool is
The sixth playable character in Slay the Spire 2 and the first one added during Early Access: a musician who fights with a bow. The Fool arrived in beta patch v0.113.0 on November 12, 2026, and is only on the public-beta branch for now.
How to unlock
Switch Steam to the public-beta branch, then play one run with the Defect. It does not have to be a win. That reveals the Epoch in the Timeline that unlocks the Fool.
Starting kit
77 HP, 99 Gold, 3 Energy. Ten cards: 5 Strike, 4 Defend and Foolish Shot. The starter relic, Song Bow, gives 6 Aim at the start of each combat.
How the Fool plays
You have one Arrow. Shooting it sticks it in an enemy, and you get it back after three more hits on that enemy or when it dies. Cards with Wah, Cho or Ki in the name also give a one-turn Melody that other cards pay off.
Jump to the full card list
77
Starting HP
1
Arrow at the start
6
Aim from Song Bow
79
Cards in the pool
v0.113.0
Beta patch checked
14 min
Read time
Official art of the Fool, a hooded figure in yellow robes with glowing green eyes, drawing a bow with a glowing green leaf-tipped arrow
The Fool in Mega Crit’s art from the v0.113.0 beta patch notes.

The Fool is on the public-beta branch and unlocks after one Defect run

If you launch the normal version of the game, the Fool is not there. Mega Crit put the character on the beta branch only, and updated the main branch to the older v0.111.0 instead.

  1. In your Steam library, right-click Slay the Spire 2 and choose Properties.
  2. Open Game Versions & Betas.
  3. Pick public-beta from the dropdown and let Steam download the update.
  4. Launch the game and check the Timeline in the main menu for new Epochs.
  5. If the Fool is still locked, play a run with the Defect. Winning is not required. This reveals the Escape Artist Epoch, which unlocks the Fool.

The Fool is the last character in the unlock chain. The Slay the Spire Wiki and the game data on Spire Codex both list the Fool as unlocking after the Defect, the same way the Defect unlocks after a Necrobinder run. If you have not opened every character yet, keep playing one run with each new character until the Fool appears. Our Regent guide covers one of the characters you pass on the way.

Two more things to know before you switch. The patch notes say a run saved on a newer version tells you to update when opened on an older one, so a run started on the beta will not continue on the main branch. And Mega Crit has not given a date for the Fool reaching the main branch. The notes only say the new content needs “lots of testing” first.

Slay the Spire 2 character select screen showing the Necrobinder, a skeleton in red robes with a scythe, with 66 HP, 99 Gold and the Bound Phylactery relic
Character select, shown here on the Necrobinder. A Necrobinder run unlocks the Defect, and a Defect run unlocks the Fool.

The Fool starts with 77 HP, ten cards and the Song Bow

The starting deck has one more Strike than Defend and a single unique card. Numbers in brackets are the upgraded values.

CardCopiesCostEffect
Strike51Deal 6 (9) damage.
Defend41Gain 5 (8) Block.
Foolish Shot11Shoot an Arrow to deal 15 (20) damage.

The starter relic is Song Bow: start each combat with 6 Aim. Aim adds to your next Arrow, so the first Foolish Shot of every fight hits for 21, then 15 after that. Players on r/slaythespire call it the highest-damage starting kit in the game, and it ends a lot of Act 1 fights early.

The upgraded version of Song Bow is Storyteller: start each combat with 12 Aim and gain 3 Aim at the end of each turn. The wiki lists it as the result of taking Touch of Orobas from the Ancient Orobas at the start of Act 2.

You have one Arrow, and it comes back after three more hits or a kill

Every card that says Shoot an Arrow uses the same Arrow. The Fool starts each combat with one. When you Shoot, the Arrow sticks in the target and that enemy is Impaled. While the Arrow is stuck, your other Shoot cards cannot be played.

The Arrow is Dislodged, which means it returns to you, in one of three ways:

  • Hit the Impaled enemy three more times. The in-game text counts hits, and players report that each hit of a multi-hit card counts on its own.
  • Kill the Impaled enemy.
  • Play a card that Dislodges. Wrest, Uproot and Recall pull the Arrow out at once and add a bonus. Epic Retrieval pays 3 Energy if its hit is the one that frees the Arrow.

Aim is spent by the next Arrow

Aim is a buff that makes your next Arrow deal more damage. It does not fade between turns, so you can stack it with Nock, Cho Ready, Archery or Brace and then fire. Heavy Shot counts your Aim twice. Players compare Aim to the Regent’s Vigor, and some report that multi-hit Shots such as Rapid Shot get the most out of it. We could not confirm the exact per-hit maths a second way, so test it on a weak enemy first.

Impaled enemies are a resource too

Some cards want the Arrow left in. Wah Hammer deals double damage to an Impaled enemy, Bow Smack refunds 1 Energy, Ki Hop draws cards, and the Serrated Arrows power makes Impaled enemies take more damage from all your Attacks. Others want the Arrow in your hand: Cho Firm gains its Block twice if you still hold one.

Cards named Wah, Cho or Ki give a Melody that lasts one turn

The game does not explain this anywhere on the cards, which is why it is the mechanic players ask about most. Playing a card with Wah, Cho or Ki in its name gives you the matching Melody. Player testing and creator breakdowns agree that Melodies go away at the end of your turn. RiptideLab’s first-impressions video adds that each Melody can only be gained once per turn, which we could not confirm a second way.

  • Wah cards deal damage.
  • Cho cards gain Block.
  • Ki cards give Energy, card draw or setup for next turn.

Cards with more than one of the words give more than one Melody. Wah Cho, Wah Ki and Cho Ki give two, and the rare Wah Cho Ki gives all three at once. The name has to be exact: one player tested the Regent card Kingly Punch and it did not count as a Ki card.

Melodies do nothing on their own. The payoff comes from cards that check for them:

  • Per-Melody effects: Rhythm Strike and Melodic Shot hit an extra time for each Melody you have, Harmonic Shield gains Block for each one, Steady Cadence draws a card for each one, and Coda costs 2 less for each one.
  • Powers that trigger when you gain one: Motif draws a card for any Melody, Song Path gives Block for Cho, Violent Chord damages all enemies for Wah, and Tune makes your next card free if you end the turn with Ki.
  • All three in one turn: Lullaby gives 20 Block, and the Conductor’s Baton relic cuts incoming attack damage by 25% until your next turn.

Stretch stores Block for later, and Sadness clogs your hand until you turn it into Joy

Stretch

Stretch is added to the next Block you gain from a card, then it is used up. Like Aim, it stays between turns. Deep Stretch, Hidden Roots, Bounce and Blossom Shot build it, and Cho Ki gives back any Stretch you have spent. Players describe it as the Block version of Aim, and several rate it a solid defensive plan because it does not expire at the end of the turn.

Sadness and Joy

Sadness is a status card that is Unplayable and has Retain, so it stays in your hand turn after turn. A group of Fool cards have above-average numbers and add Sadness as the cost: Vitriol applies 2 Weak for 0 Energy, Rummage draws 3 cards for 1, and Sorrowful Strike deals 13 damage for 1.

You then have three ways to use the Sadness you make:

  • Turn it into Joy. Punch of Joy and the Ecstasy power transform Sadness into Joy, a 0-cost card that gives Energy. The game data lists Joy as gain 1 Energy (2 when upgraded), draw 1 card, Exhaust.
  • Exhaust it for Stretch. Growth exhausts every Sadness in your hand and gives 4 Stretch for each.
  • Get paid for making it. All Is Well gives Block each time you create a Sadness, Anguish deals more damage for each one created this combat, and the Fertilizer relic gives 1 Strength each time.

The Fool has 79 cards in the regular pool: 20 common, 35 uncommon and 24 rare

Every card below was checked against two sources on November 13, 2026: the Slay the Spire Wiki and Spire Codex’s data for beta v0.113.0. Numbers in brackets are upgraded values. This is a beta, and Mega Crit says it expects “a great number of content and balance changes”, so treat every number as temporary.

Common cards (20)

CardCostTypeEffect
Arrow Stab1AttackDeal 9 (12) damage. If you have an Arrow, put a card that can Shoot from your Discard Pile into your Hand.
Bow Smack1AttackDeal 8 (11) damage. If the enemy is Impaled, gain 1 Energy.
Heavy Shot2AttackShoot an Arrow to deal 20 (25) damage. Aim affects this card 2 times.
Ki Hop1AttackDeal 7 (8) damage. If the enemy is Impaled, draw 2 (3) cards.
Ki Whip1AttackDeal 5 (6) damage. Next turn, gain 2 (3) Energy.
Mourning Blow0AttackDeal 10 (15) damage. Transform this into Sadness and return it to your Hand.
Quick Shot0AttackShoot an Arrow to deal 10 (13) damage.
Rain Shot1AttackShoot an Arrow to deal 12 (15) damage. Damage ALL other enemies equal to the damage dealt.
Sorrowful Strike1AttackDeal 13 (17) damage. Add 2 Sadness into your Hand.
Wah Hammer1AttackDeal 9 (12) damage. Deals double damage to Impaled enemies.
Wah Sweep1AttackDeal 8 (11) damage to ALL enemies.
Wah Touch1AttackDeal 6 (8) damage. Apply 1 (2) Vulnerable.
Cho Barbs1SkillGain 7 (9) Block. Gain 3 (4) Thorns this turn.
Cho Firm1SkillGain 6 (8) Block. If you have an Arrow, gain Block an additional time.
Cho Ready1SkillGain 8 (11) Block. Gain 3 (5) Aim.
Deep Stretch1SkillGain 7 (10) Stretch. Draw 1 card.
Jest2SkillGain 14 (18) Block. Add 1 Sadness into your Hand.
Ki Chant1SkillLook at the top 3 (4) cards of your Draw Pile. Choose 1 to add to your Hand and discard the rest.
Nock0SkillGain 5 (7) Aim.
Recall1 (0)SkillIf the enemy is Impaled, Dislodge and put a card from your Discard Pile on top of your Draw Pile.

Uncommon cards (35)

CardCostTypeEffect
Anguish1AttackDeal 6 (7) damage. Deals 6 (7) additional damage for each Sadness you have created this combat.
Blossom Shot2AttackShoot an Arrow to deal 11 (14) damage and gain Stretch equal to the damage dealt.
Dislike You1AttackDeal 8 (9) damage. The enemy takes 50 (75)% additional damage from Shots this turn.
Epic Retrieval2AttackDeal 15 (20) damage. If this Dislodges an Arrow, gain 3 (4) Energy.
Hobbling Shot1AttackShoot an Arrow to deal 13 (14) damage and apply 1 (2) Weak and Vulnerable.
Punch of Joy2AttackDeal 13 (17) damage. Transform 1 random Sadness in your Hand into Joy.
Rapid Shot1AttackShoot an Arrow to deal 3 damage 3 (4) times.
Rhythm Strike0AttackDeal 4 (5) damage. Hits an additional time for each Melody you have.
Steady Cadence1AttackDeal 10 (13) damage. Draw 1 card for each Melody you have.
Timber3AttackDeal 20 (25) damage. If this kills an enemy, deal 30 (35) damage to ALL enemies.
Trick Shot1AttackShoot an Arrow to deal 12 (15) damage and return this card to your Hand.
Wah Blast2AttackDeal 14 (18) damage to ALL enemies. If you have a Cho Melody or Ki Melody, hits twice.
Wah Cho0AttackGain 3 (5) Block. Deal 3 (5) damage.
Wah Ki1AttackDeal 2 (4) damage 2 times. Next turn, gain 1 Energy and draw 1 card.
Blot out the Sky1 (0)SkillAdd a random card that can Shoot into your Hand. It’s free to play this turn. Exhaust.
BraceXSkillGain 8 (11) Aim X times.
Cho Ki1SkillGain 8 (11) Block. Regain any spent Stretch.
Cho Limbs2SkillGain 5 (7) Block twice. Costs 2 less Energy if you have a Wah Melody or Ki Melody.
Growth1SkillExhaust ALL Sadness in your Hand. Gain 4 (6) Stretch for each card Exhausted.
Harmonic Shield1SkillGain 5 (7) Block for each Melody you have.
Ki Rest2SkillNext turn, gain 5 (6) Energy. If you have a Wah Melody or Cho Melody, Retain your Hand this turn.
Locked In1 (0)SkillPut a card that can Shoot from your Draw Pile into your Hand.
Rummage1SkillDraw 3 (4) cards. Add a Sadness into your Hand.
Uproot1SkillIf the enemy is Impaled, Dislodge and apply 3 (4) Vulnerable.
Vitriol0SkillApply 2 (3) Weak. Add a Sadness into your Hand.
Whistling Arrows0SkillGain 3 (4) Block. Whenever you Shoot an Arrow, return this to your Hand from the Discard Pile.
Wrest0SkillIf the enemy is Impaled, Dislodge and draw 2 (3) cards.
All Is Well1PowerWhenever you create a Sadness, gain 4 (5) Block.
Archery1PowerAt the start of your turn, gain 4 (5) Aim.
Hidden Roots1PowerAt the start of your turn, gain 3 (4) Stretch.
Motif2 (1)PowerWhenever you gain a Melody, draw 1 card.
Serrated Arrows1PowerImpaled enemies take 25 (50)% more damage from your Attacks.
Song Path1PowerWhenever you gain a Cho Melody, gain 5 (7) Block.
Tune2 (1)PowerAt the end of your turn, if you have a Ki Melody, the next card you play costs 0 Energy.
Violent Chord1PowerWhenever you gain a Wah Melody, deal 9 (12) damage to ALL enemies.

Rare cards (24)

CardCostTypeEffect
Coda6AttackDeal 40 (55) damage. Costs 2 less Energy for each Melody you have.
Melodic Shot1 (0)AttackShoot an Arrow to deal 12 (13) damage. Hits an additional time for each Melody you have.
Nail2AttackIf the enemy is Impaled, Deal 20 (25) damage and apply 2 (3) Weak and Vulnerable.
Repeat ShotXAttackShoot an Arrow to deal 15 (20) damage X times.
Sky Shot1AttackInnate. Shoot an Arrow to deal 30 (40) damage. Exhaust.
Wah Cho Ki1AttackGain 9 (12) Block. Deal 9 (12) damage. Draw 1 (2) cards.
Wah Symphony2AttackDeal 6 damage to ALL enemies. Deals 4 (6) additional damage for ALL your cards containing “Wah”, “Cho”, or “Ki”.
Bounce1SkillGain 10 (13) Stretch. At the start of your next turn, return this to your Hand.
Brighten Up1SkillAdd 2 Sadness to your Hand. Add 2 (3) Joy to your Hand. Exhaust.
Cho Chorus3SkillGain 12 (15) Block. Play ALL “Wah” and “Ki” cards in your Hand.
Encore0SkillGain 1 Energy. Draw 2 (3) cards. You can only play 1 more card this turn.
Florescence0SkillExhaust ALL of your cards that Shoot and create The Shot (The Shot+). Exhaust.
Ki Verse1SkillThe next 1 (2) “Wah”, “Cho”, or “Ki” cards you play this turn are played an additional time.
Quietus1SkillThis turn, your next Shot deals double (triple) damage but the Arrow is destroyed. Exhaust.
Show Off1SkillGain 5 Aim. If a non-minion enemy dies this turn, permanently increase this card’s Aim by 2 (3). Exhaust.
Ecstasy2 (1)PowerAt the start of your turn, Transform 1 random Sadness in your Hand into Joy.
Ennui1PowerAt the start of your turn, add 1 Sadness to your Hand and draw 2 (3) additional cards.
Explosive Arrows1PowerWhenever you Impale an enemy, deal 6 (8) damage to ALL enemies.
Honing3 (2)PowerArrows deal 50% additional damage.
Lullaby0PowerWhen you gain every Melody, gain 20 Block. Upgraded: gains Innate.
Mythic Form3PowerAt the start of your turn, add a random Tarot card into your Hand. Upgraded: the Tarot card arrives Upgraded.
Quiver1PowerGain 1 (2) additional Arrows.
Simpleton2 (1)PowerAt the end of your turn, play the least expensive card in your Hand.
Yah!1PowerThe first time you Dislodge an Arrow each turn, gain 1 (2) Energy.

Ancient cards (2)

These two are not in card rewards. According to the wiki, Divine Shot comes from the Archaic Tooth relic and Lost Lute from the Dusty Tome relic.

CardCostTypeEffect
Divine Shot0AttackRetain. Shoot an Arrow to deal 40 (50) damage.
Lost Lute3 (2)PowerWhenever you gain a Melody, play the top card of your Draw Pile.

The two sources disagree on two details here. The wiki lists Divine Shot at 1 Energy, while the game data and two player reports have it at 0. The wiki words Lost Lute as triggering when you draw a Melody, and the game data says when you gain one.

Multiplayer-only cards (6)

CardRarityCostTypeEffect
EnraptureUncommon1SkillGive another player 6 (9) Vigor and 6 (9) Stretch.
YogaUncommon1SkillALL players gain 6 (8) Stretch.
CompostUncommon0PowerWhenever an enemy dies, ALL players gain 1 (2) Energy.
EnsembleRare3SkillThe next 4 (5) cards played by other players are free to play. Exhaust.
Self DeprecateRare1SkillAdd a Sadness to your Hand. Add 2 (3) Joy to all allies’ Hands.
Covering FireRare1PowerWhenever you Shoot, allies gain 8 (11) Block.

Cards made by other cards

  • Sadness (status): Unplayable. Retain.
  • Joy (0 cost skill): Gain 1 (2) Energy. Draw 1 card. Exhaust. The wiki does not list the card draw.
  • The Shot (1 cost attack, made by Florescence): Shoot an Arrow to deal 10 (13) damage for each card Exhausted by Florescence.

Mythic Form deals you one of 22 free Tarot cards every turn

Mythic Form is a 3-cost rare power: at the start of your turn, add a random Tarot card into your hand. Every Tarot card costs 0 and Exhausts. For now Mythic Form is the only way to get them. It is the card players single out most often as too strong, so it is a likely target when balance changes start.

Tarot cardTypeEffect
The ChariotAttackDeal 25 (30) damage to ALL enemies. Exhaust.
DeathSkillApply 75 (99) Doom. Exhaust.
The DevilSkillExhaust your Hand. Play the top card of your Draw Pile for each card Exhausted this way. Upgraded: those cards are Upgraded first. Exhaust.
The EmperorSkillGain 7 (9) Energy. Exhaust.
The EmpressSkillApply 3 (4) Weak. Apply 3 (4) Vulnerable. Exhaust.
The FoolSkillPlay 2 (3) random cards from your Hand. Exhaust.
The Hanged ManSkillLose 6 (3) HP. Take an extra turn after this one. Exhaust.
The HermitSkillDiscard a card. Draw 2 (3) cards. Discarded Curses are Exhausted. Exhaust.
The HierophantSkillAdd 3 (4) random Colorless cards into your Hand. They cost 1 less Energy this turn. Exhaust.
The High PriestessSkillRetain. Draw 4 (5) cards. Exhaust.
JudgementSkillIf the enemy has 30 (40) or less HP, set their HP to 0. Exhaust.
JusticeAttackDeal 30 (35) damage. Exhaust.
The LoversSkillFill your Hand with random cards from other characters. Upgraded: the cards are Upgraded. Exhaust.
The MagicianSkillGain 3 (4) Orb Slots. Channel 3 (4) random Orbs. Exhaust.
The MoonSkillFill your Hand with Shivs (Shivs+). Exhaust.
The StarSkillNext turn, gain 3 (4) Energy and draw 3 (4) cards. Exhaust.
StrengthSkillGain 4 (5) Strength. Exhaust.
The SunSkillDraw 2 (3) cards. Gain 2 (3) Energy. Add a Soot into your Discard Pile. Exhaust.
TemperanceSkillGain 30 (35) Block. Exhaust.
The TowerAttackDeal 2 (3) damage for each floor traveled. Exhaust.
Wheel of FortuneSkillDiscard your Hand. Draw 7 (9) cards. Exhaust.
The WorldSkillPut 5 (7) random cards from your Discard Pile into your Hand. Exhaust.

The Fool has seven unique relics and three unique potions

RelicRarityEffect
Exercise MatCommonStart each combat with 6 Stretch.
OcarinaUncommonAt the start of each combat, add a random “Wah”, “Cho”, or “Ki” card into your Hand.
Whittling KnifeUncommonWhenever you shuffle your Draw Pile, gain 5 Aim.
Conductor’s BatonRareWhen you gain every Melody, receive 25% less attack damage until your next turn.
FertilizerRareWhenever you create a Sadness, gain 1 Strength.
TwineRareWhenever you Dislodge an Arrow, gain 4 Block.
Bizarre LampShopAt the start of each combat, add a Joy and a Sadness into your Hand.
PotionRarityEffect
Precision PotionCommonGain 21 Aim.
Bottled SongUncommonAdd a random “Wah”, “Cho”, and “Ki” card into your Hand. They are free to play this turn.
Crystalline EuphoriaRareAdd 3 Joy into your Hand. Fill your Hand with Sadness.

Nine cards and all of these relics and potions are locked behind Fool Epochs

A fresh Fool does not see the whole pool. Like the other characters, the Fool has Timeline Epochs that add cards, relics and potions as you hit milestones.

EpochHow to reveal itWhat it adds
What Am I?Beat Act 1 with the FoolArrow Stab, Blossom Shot, Quiver
Shapes That KillBeat Act 2 with the FoolExercise Mat, Ocarina, Fertilizer
Drifting AdriftBeat Act 3 with the FoolAscension for the Fool, plus Precision Potion, Bottled Song, Crystalline Euphoria
Lonely FoolsKill 15 Elites with the FoolWah Touch, Cho Limbs, Ki Verse
They Never Saw Her AgainKill 15 Bosses with the FoolWhittling Knife, Conductor’s Baton, Twine
Excited. Ignited.Beat Ascension 1 with the FoolSorrowful Strike, Growth, Ennui

Quiver, the only card that gives you a second Arrow, is in the first Epoch. Beat Act 1 once before you judge the Arrow build.

A green-cloaked character standing in the Merchant's tent in Slay the Spire 2, with the blue-robed Merchant seated on a rug beside a Proceed button
The Merchant’s card removal is where the Strike or Defend question below gets settled.

Early players build the Fool around Melodies, with Arrows as the Act 1 carry

None of this is official. It is the consensus from the first two days of r/slaythespire threads and creator videos, mostly on low Ascension, and it will shift as Mega Crit patches the character.

Act 1: lean on Foolish Shot and take one or two ways to get the Arrow back

A 21-damage opener for 1 Energy carries early hallway fights. What the starting deck lacks is a clean way to free the Arrow, because spending three Strikes to do it is slow. Players favour Wrest (0 cost, Dislodge and draw 2), multi-hit attacks and 0-cost attacks over adding more Shoot cards. Wah Hammer, Bow Smack and Ki Hop are the common cards that reward you while the Arrow is still stuck.

Melodies are rated the most consistent package

RiptideLab, after six hours with the character, found the Melody cards overshadowed the Arrow cards in every run, and a player who pushed the Fool to Ascension 10 came to the same view. The cards named most often:

  • Motif (uncommon power): draws a card for each Melody you gain. Players treat it as the engine of the build.
  • Wah Cho Ki (rare): Block, damage and draw for 1 Energy, and it gives all three Melodies, so it triggers every Melody payoff at once.
  • Song Path (uncommon power): extra Block whenever you gain a Cho Melody. Several players call it the Fool’s best Block source.
  • Wah Symphony (rare): area damage that grows with every Wah, Cho or Ki card you own.
  • Ki Rest (uncommon): 5 Energy next turn, and it Retains your hand if you have a Wah or Cho Melody.

Aim and Arrows hit hardest but need support

The Arrow build stacks Aim, fires once, then gets the Arrow back and repeats. Players who made it work point to Quiver, Serrated Arrows, Explosive Arrows for area damage, Yah! for Energy and Whistling Arrows for Block. The common complaint is that it has little Block of its own and falls apart on bad draws. RiptideLab notes that Yah! only pays out the first time you Dislodge each turn.

Sadness works as a side dish

Few players build a whole deck around Sadness. The usual advice is to take one or two of the strongest Sadness cards, Vitriol and Rummage are named most, and accept the clutter in short fights. If you do go deeper, RiptideLab’s pick was Ennui with Ecstasy: draw extra cards every turn and turn the Sadness into Joy.

Remove a Strike first, by majority opinion

Players are split on whether the Fool wants to remove Defends, since Strikes help free the Arrow and Stretch makes a single Block card go further. The more common view in that debate is still to remove a Strike first, because the deck starts with five and better ways to Dislodge show up quickly.

The Defect facing a blue beast at 30 of 72 HP in a forest in Slay the Spire 2, with the Rip and Tear card raised from a hand of five
The Defect in a standard run. Dread stays locked until every character, the Fool included, reaches Ascension 10.

Blitz and Dread are new game modes, not Fool keywords

The same patch added two modes, and searches often mix them up with the Fool’s mechanics. Neither is tied to the character.

  • Blitz is a shorter, deckbuilding-focused mode with no map, a Merchant whose wares “feel a bit off” and Gold that no longer matters. It has 5 Ascension levels shared across all characters and unlocks once you complete an Ascension run at any level. Players in one thread report that an abandoned Ascension run counts, and that a win on the Fool with no Ascension does not.
  • Dread turns on every Ascension modifier, makes bosses stronger, has each boss buff every enemy in its Act and piles on Curses as you climb. It needs Ascension 10 on all characters, and Mega Crit says that includes the Fool.

Our news story on the patch has the rest of the v0.113.0 changes.

Mistakes new Fool players make

  • Mistake: Looking for the Fool on the main branch. Fix: Opt into public-beta in Steam’s Game Versions & Betas menu.
  • Mistake: Taking every Shoot card offered. Fix: You have one Arrow. Take ways to Dislodge it before a third Shoot card.
  • Mistake: Firing before stacking Aim. Fix: Aim is spent by the next Arrow, so play Nock or Cho Ready first.
  • Mistake: Expecting any card with “Ki” in a longer word to count. Fix: Only cards with Wah, Cho or Ki as a separate word in the name give a Melody.
  • Mistake: Letting Sadness pile up. Fix: It has Retain. Carry Growth, Punch of Joy or Ecstasy if you run more than a couple of Sadness cards.
  • Mistake: Judging the Arrow build before Quiver is unlocked. Fix: Beat Act 1 once to add it to the pool.

FAQ

How do I unlock the Fool in Slay the Spire 2?

Switch to the public-beta branch on Steam (Properties, then Game Versions & Betas), then play one run with the Defect. It does not need to be a win. The Fool is the last character in the unlock chain.

Why can’t I find the Fool?

The Fool is only on the public-beta branch as of beta patch v0.113.0. The main branch is on v0.111.0 and does not include the character, Blitz or Dread.

When does the Fool come to the main branch?

Mega Crit has not given a date. The patch notes say the content needs a lot of testing and that many content and balance changes are expected first.

What is the Fool’s starting deck and relic?

Five Strikes, four Defends and one Foolish Shot, with 77 HP and 99 Gold. The starter relic is Song Bow, which gives 6 Aim at the start of each combat.

How do I get my Arrow back?

Hit the Impaled enemy three more times, kill it, or play a card that Dislodges, such as Wrest, Uproot or Recall.

What do Wah, Cho and Ki mean?

They are the three Melodies. Playing a card with one of those words in its name gives you that Melody for the turn. Wah cards deal damage, Cho cards give Block and Ki cards give Energy or card draw.

How many cards does the Fool have?

79 in the regular pool in beta v0.113.0: 20 common, 35 uncommon and 24 rare. There are also 3 starter cards, 6 multiplayer-only cards and 2 Ancient cards.

Are Blitz and Dread Fool mechanics?

No. They are two new game modes added in the same beta patch. Dread requires Ascension 10 on every character, including the Fool.

Checklist

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Source & credit

Slay the Spire 2 is developed and published by Mega Crit. Branch steps, mode rules and quotes come from Mega Crit’s Beta Patch Notes v0.113.0 on Steam. Card, relic, potion and Epoch data was cross-checked between the Slay the Spire Wiki on wiki.gg and Spire Codex’s game data for v0.113.0 on November 13, 2026, and the places where they differ are marked. Mechanics the game does not spell out, and all build advice, come from r/slaythespire threads and RiptideLab’s first-impressions video on YouTube, and are labelled as player reports. The Fool is in beta, so numbers can change with any patch. Art is from Mega Crit’s patch notes and screenshots are from the official Steam store page.

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