Run Badge Tracker

Slay the Spire 2 Badge Tracker

A straight checklist for run-end badges: 23 current badge families, 2 watchlist labels, each tier condition, and the point where chasing the label starts hurting the run.

Badges are useful only when they organize the next run decision. This page keeps current run badges separate from permanent achievements, saves your local checklist, and keeps daily-run pressure in its proper place: win first, floors second, badge count third, time last.

Badge families25 trackedTier labels41 listedActive checks23 familiesWatchlist2 labelsDaily value1 count per active family

Personal checklist

0 / 41 tiers checked

0% complete on this device. Use tiers for your own tracking, but remember that daily ranking counts the badge family once.

Current Set

Active badges first, watchlist second

The tracker keeps every visible label in one place, but the planning split is strict: active badges are run-summary targets, watchlist labels are reference items.

Active badge set

23

These are the badge families currently worth planning around in a run summary.

New active checks

3

C-c-c-Combo, Damage Leader, and Debuffer now belong with the active checklist.

Watchlist labels

2

Favorite Card and Whomper remain visible here for recognition, but they should not drive a daily plan.

Filters

Find the badge that fits the run

25 badge families, 41 tier targets, 23 active, and 2 watchlist match the current filters.

Lanes

Progress by badge family

The useful split is simple: route, deck, economy, HP, co-op, and watchlist. Anything more complicated just hides the next target.

Route Pressure

0 / 10 tiers checked

Bosses, elites, speed, and map-node routing. These badges ask you to route with intent instead of drifting into the safest hallway every time.

Next open tier:Elite Hunter (Bronze)

Deck Shape

0 / 10 tiers checked

Deck-size and duplicate rules. These are won in reward screens long before the final boss notices.

Next open tier:Big Deck (Bronze)

Economy

0 / 6 tiers checked

Gold, shop spending, relic count, and reward greed. Do not chase these by skipping survival.

Next open tier:Double Snecko (Bronze)

HP Line

0 / 7 tiers checked

Max HP, resting, and recovery behavior. The badge is the receipt for a run plan, not the plan by itself.

Next open tier:Famished (Bronze)

Co-op

0 / 6 tiers checked

Shared-run checks. These matter only when the run has more than one player.

Next open tier:Damage Leader (Bronze)

Watchlist

0 / 2 tiers checked

Visible badge labels whose trigger text is worth knowing, but not worth building a daily plan around yet.

Next open tier:Favorite Card (Bronze)

Badge list

All tracked badge targets

Mark tiers here for your own planning. The button does not talk to the game and does not replace the run summary.

Route Pressure

0 / 10 visible tiers checked

Bosses, elites, speed, and map-node routing. These badges ask you to route with intent instead of drifting into the safest hallway every time.

Elite Hunter badge icon
Active badgeRoute PressureNo win requiredPriority: High

Elite Hunter

Kill a high number of elites.

This badge is about route strength. Take extra elites when your deck has front-loaded damage, reliable block, and enough upgrades to avoid bleeding out before the boss.

Bronze

Elite Hunter

Kill 3 or more Elites.

Silver

Elite Killer

Kill 6 or more Elites.

Gold

Elite Slayer

Kill 9 or more Elites.

Flawless badge icon
Active badgeRoute PressureNo win requiredPriority: High

Flawless

Defeat bosses without losing HP.

Perfect boss fights are built before the fight starts: potion timing, front-loaded block, burst damage, and enough draw to avoid dead opening turns.

Bronze

Flawless

Defeat 1 boss without losing HP.

Silver

Supreme

Defeat 2 bosses without losing HP.

Gold

Perfect

Defeat 3 bosses without losing HP.

Mystery Machine badge icon
Active badgeRoute PressureNo win requiredPriority: Medium

Mystery Machine

Visit many ? rooms.

Question marks are volatile. This badge is comfortable when the deck can handle bad events, hallway swaps, and missed upgrade density.

Bronze

Mystery Machine

Travel to 15 or more ? rooms.

Speedy badge icon
Active badgeRoute PressureRequires winPriority: High

Speedy

Win fast.

Fast wins come from simple lines and short decisions. If the deck needs long calculation every hallway, you are probably not on the Speedy route anymore.

Bronze

Speedy

Win in under 50 minutes.

Silver

Speedier

Win in under 40 minutes.

Gold

Speediest

Win in under 30 minutes.

Deck Shape

0 / 10 visible tiers checked

Deck-size and duplicate rules. These are won in reward screens long before the final boss notices.

Big Deck badge icon
Active badgeDeck ShapeRequires winPriority: Medium

Big Deck

Win with a very large deck.

This is easiest when the run already has strong draw, exhaust, or created-card smoothing. If the deck is only large because you stopped removing junk, the badge is not worth the death.

Bronze

Big Deck

Win with 40 or more cards.

Silver

Huge Deck

Win with 60 or more cards.

Gold

Monster Deck

Win with 100 or more cards.

C-c-c-Combo badge icon
Active badgeDeck ShapeNo win requiredPriority: Medium

C-c-c-Combo

Play many cards in one turn.

Twenty-card turns need draw, zero-cost cards, created cards, or refund loops. Treat it as a bonus when the engine is already doing that work.

Bronze

C-c-c-Combo

Play 20 cards in a single turn.

Curses! badge icon
Active badgeDeck ShapeRequires winPriority: Medium

Curses!

Win while carrying a pile of Curses.

Do this when the deck has enough draw, exhaust, retain, or relic support to keep five dead cards from becoming five lost turns.

Bronze

Curses!

Win with 5 or more Curses.

Highlander badge icon
Active badgeDeck ShapeRequires winPriority: Medium

Highlander

Win without duplicate non-starter cards.

This is a drafting discipline check. It is fine to skip a good duplicate if your deck already has the role covered; it is not fine to skip all scaling or all block.

Bronze

Highlander

Win with a deck where no two non-starter cards are the same.

Honed badge icon
Active badgeDeck ShapeRequires winPriority: Medium

Honed

Win with many copies of one non-starter card.

Five copies must solve a real job: damage, block, draw, or scaling. Five copies of a card that was merely available is just clutter.

Bronze

Honed

Win with 5 or more of the same non-starter card.

Small Deck badge icon
Active badgeDeck ShapeRequires winPriority: High

Small Deck

Win with a very small deck.

Small decks punish bad cards harder than large decks. Remove trash early, keep enough answers, and do not shrink below what the bosses demand.

Bronze

Small Deck

Win with 20 or fewer cards.

Silver

Tiny Deck

Win with 10 or fewer cards.

Gold

Miniscule

Win with 5 or fewer cards.

Economy

0 / 6 visible tiers checked

Gold, shop spending, relic count, and reward greed. Do not chase these by skipping survival.

Double Snecko badge icon
Active badgeEconomyNo win requiredPriority: Low

Double Snecko

Hold both Snecko Eye versions in the same run.

This is an easter-egg target. Take it when the run can tolerate the relic package; do not force it into a deck that needs stable costs.

Bronze

Double Snecko

Obtain both fake and real Snecko eyes.

I Like Shiny badge icon
Active badgeEconomyNo win requiredPriority: Medium

I Like Shiny

Collect a large relic pile.

Relic count usually comes from elites, shops, events, and route confidence. The badge is easier when the deck is strong enough to take more reward rooms safely.

Bronze

I Like Shiny

Amass 25 or more relics.

Ka-Ching! badge icon
Active badgeEconomyNo win requiredPriority: Medium

Ka-Ching!

Spend a huge amount of gold at merchants.

Spending 1,000 gold means the route had enough shops and enough income. Buy power first; the badge follows if the seed supports it.

Bronze

Ka-Ching!

Spend more than 1,000 Gold at the Merchant.

Money Money badge icon
Active badgeEconomyRequires winPriority: Medium

Money Money

Win while holding a large gold reserve.

Gold held at the end did nothing during the run. Chase this only when the deck is already strong or when shops no longer offer meaningful upgrades.

Bronze

Money Money

Win with 200 or more Gold.

Silver

Rainin' Money

Win with 400 or more Gold.

Gold

I Like Gold

Win with 600 or more Gold.

HP Line

0 / 7 visible tiers checked

Max HP, resting, and recovery behavior. The badge is the receipt for a run plan, not the plan by itself.

Famished badge icon
Active badgeHP LineRequires winPriority: Low

Famished

Win after cutting Max HP below half of the character's starting HP.

Only chase this when the run already has a strong defensive engine. Low Max HP turns every hallway mistake into a run-ending mistake.

Bronze

Famished

Win with Max HP reduced to less than half of your starting HP.

Restful badge icon
Active badgeHP LineRequires winPriority: Low

Restful

Win while resting at each Rest Site.

Resting every time means upgrades must come from somewhere else or not be needed. This is easier with strong card rewards, relic scaling, or a deck that already performs.

Bronze

Restful

Win a run while resting at each Rest Site.

Restless badge icon
Active badgeHP LineRequires winPriority: High

Restless

Win without resting.

This is a classic upgrade-pressure badge. It asks for damage prevention, potion discipline, and route choices that keep HP loss controlled.

Bronze

Restless

Win a run without ever resting.

Tablet of Truth badge icon
Active badgeHP LineRequires winPriority: Low

Tablet of Truth

Win with only 1 Max HP.

This is a novelty finish unless the run has extreme protection. One point of Max HP removes every normal margin for error.

Gold

Tablet of Truth

Win with only 1 Max HP.

Well Fed badge icon
Active badgeHP LineRequires winPriority: Medium

Well Fed

Win after gaining a large amount of Max HP.

Max HP is strongest when it buys better routing, not when it excuses sloppy play. Use the extra body to take profitable fights and upgrades.

Bronze

Well Fed

Win with Max HP increased by 15 or more.

Silver

Stuffed

Win with Max HP increased by 30 or more.

Gold

Glutton

Win with Max HP increased by 50 or more.

Co-op

0 / 6 visible tiers checked

Shared-run checks. These matter only when the run has more than one player.

Damage Leader badge icon
Active badgeCo-opNo win requiredCo-op onlyPriority: Medium

Damage Leader

Deal the most enemy damage in a co-op run.

The clean path is not stealing every kill. Let the damage deck take damage jobs while support decks keep the run alive.

Bronze

Damage Leader

Deal the most damage to enemies in multiplayer.

Debuffer badge icon
Active badgeCo-opNo win requiredCo-op onlyPriority: Medium

Debuffer

Apply the most debuffs in a co-op run.

This belongs to the deck already carrying Weak, Vulnerable, Poison, Doom, or other pressure tools. Do not dilute a good damage deck just to count debuffs.

Bronze

Debuffer

Apply the most Debuffs in multiplayer.

Mender badge icon
Active badgeCo-opNo win requiredCo-op onlyPriority: Medium

Mender

Use Mend on allies at Rest Sites.

This is a team-resource badge. Mend when it protects the next elite, boss, or route branch; do not spend every Rest Site on a badge if the team needs upgrades.

Bronze

Mender

Mend an ally once.

Silver

Healer

Mend an ally twice.

Gold

Doctor

Mend allies at least 3 times.

Team Player badge icon
Active badgeCo-opNo win requiredCo-op onlyPriority: Medium

Team Player

Carry enough multiplayer-only cards.

Three co-op-only cards should make the team stronger, not just satisfy a counter. Pick them when they solve shared turns.

Silver

Team Player

Deck contains 3 or more multiplayer-only cards.

Watchlist

0 / 2 visible tiers checked

Visible badge labels whose trigger text is worth knowing, but not worth building a daily plan around yet.

Favorite Card badge icon
WatchlistWatchlistRequires winPriority: Low

Favorite Card

Win after leaning on one card extremely hard.

This belongs to repeatable engines: draw loops, retained payoffs, or created-card chains. A normal attack card is rarely the right centerpiece.

Bronze

Favorite Card

Win a run and play a single card more than 100 times.

Whomper badge icon
WatchlistWatchlistNo win requiredPriority: Low

Whomper

Land a very large single attack.

This asks for one clean hit over 100 damage. Strength, Vulnerable, doubling effects, and stored attacks are the natural route.

Bronze

Whomper

Deal more than 100 damage with a single attack.

FAQ

Short answers

Badge mistakes are usually ranking mistakes. Count the run correctly before chasing the extra label.

Does badge rarity add more daily leaderboard value?

No. The daily board counts badge families. A Gold tier looks better in the run summary, but it still contributes one badge count for that family.

Is this the same as the achievement tracker?

No. Achievements are permanent account goals. Badges describe what happened in one run and are useful for daily-run comparison and personal route planning.

Where is progress saved?

The checklist is saved in this browser on this device. Clearing browser storage resets it.

Should every daily run chase badges first?

No. A daily win outranks a loss, and floor count is checked before badge count. Badges matter after the run is already stable.