Current Power Coverage
This page now follows the current power set: Aeonglass states are in, old Doormaker states are marked as historical, and timing tags match the rules players actually need during a run.
Database 6
A power page is only useful if it answers three questions fast: what stacks, what falls off, and what actually fires this turn. This database keeps those answers in one place with searchable rules text, trigger families, linked mechanics, and a clean pass over the full current list.
This page now follows the current power set: Aeonglass states are in, old Doormaker states are marked as historical, and timing tags match the rules players actually need during a run.
The point is not to memorize every state in the game. The point is to see, at a glance, whether a power is persistent, timed, reactive, or part of a larger package you should already be tracking.
28 entries do not expose a public type tag, and 28 do not expose a stack tag. This page keeps those rows searchable instead of pretending to know more than the data actually says.
Most scaling engines, retention tools, and resource boosts live here. When a run snowballs, a buff usually started it.
Weak, Vulnerable, Doom, Poison, and similar states shift the fight by cutting enemy output or opening lethal windows.
A counter can mean remaining turns, charges, raw scaling, or a persistent live value. Read the rules text before assuming it expires.
A power that fires at turn end plays nothing like one that fires after a card or during damage calculation. That timing difference is usually the whole fight.
Database Editorial
A power page should answer four blunt questions: what kind of state this is, what makes it trigger, whether it stacks cleanly, and whether the text is complete enough to trust without opening a second page. Everything else is decoration.
This database matters because powers look simple on the board and become ugly once timing, stacking, and cleanup enter the room. 273 status entries are only useful if the page separates buff from debuff, trigger family from passive text, and stable states from entries that decrement or clear themselves.
That is why this page groups spotlight packages, trigger windows, and filterable state types before the full list. The goal is not to help you memorize icons. It is to keep you from misplaying a state because the text looked familiar while the timing was completely different.
This page is wired to the live power dataset and icon manifest. Type labels, stack behavior, hook methods, related powers, placeholder flags, self-decrement markers, and self-removal markers all come from the same normalized source instead of being inferred ad hoc in the template.
That verification boundary is important. If a power exposes no public hook list, the page leaves it passive or unspecified rather than inventing a trigger family. That is slower on the ego, but much safer for a real database page.
When a fight gets messy, the fastest useful read is trigger family first. Turn-start engines, card-play reactions, damage modifiers, and passive rules solve completely different problems even when the icon bar makes them all look like one giant blur. That is why trigger buckets sit above the result list.
Stack behavior is the second real divider. Counter does not automatically mean timer. Single does not mean weak. Non-stacking does not mean irrelevant. The important question is whether the number compounds, refreshes, or simply sits there until some other rule clears it.
The first lie is treating Counter as shorthand for duration. Sometimes it is. Sometimes it is just a live value like Doom, Poison, Strength, or some other number that matters without behaving like a countdown at all. The page keeps that distinction explicit because the game punishes the lazy assumption.
The second lie is reading an unspecified tag as missing value. Unspecified on this page means the current data does not expose that label cleanly. That is a database honesty problem, not a gameplay verdict. The correct move is to keep the row searchable, not to guess.
Power states usually point outward into other systems. These pages cover the keyword, card, or threshold question that often comes immediately after a power lookup.
Check exact keyword wording when a power references broader rule language or timing terms.
Open page ->Card DatabaseMove here when the important question is which cards apply or exploit the power state.
Open page ->Doom CalculatorUse a dedicated threshold tool when Doom-tagged powers turn the state into real execution math.
Open page ->Maintenance Signals
Reference pages need a visible owner and scope, otherwise they read like unmaintained dumps. These signals say what data surface is being maintained and what the page deliberately does not promise.
Independent fan-made editors and data maintainers. This is not an official Slay the Spire 2 or Mega Crit property.
Final site operator and responsible editor. Final contact for corrections, rights notices, and maintenance triage via shwuhen@gmail.com.
Visible copy, links, and page-level signals were checked in the latest review pass.
If a patch moves the numbers, wording, or assumptions behind this page, the page gets revised, narrowed, or rechecked again.
If the site does not expose a stable property cleanly yet, the page should point you deeper instead of inventing certainty.
Database and glossary pages surface the live site dataset cleanly, but they do not replace deck, route, or encounter judgment.
Mechanic Spotlight
Most runs are not decided by one isolated status icon. They are decided by packages of powers that pull in the same direction. These quick clusters let you jump straight to the parts of the list that matter.
When a Necrobinder line works, these are usually the pieces pushing the number over the top or cashing it into defense.
If a turn lives or dies on clean damage math, these are the statuses you keep checking.
These powers turn defense from a one-turn patch into something that actually carries a fight.
Defect turns get much cleaner once you can see which powers are scaling the orb shell and which are just noise.
Trigger Map
Trigger family matters because timing mistakes lose turns. Start-of-turn engines, on-play effects, and damage modifiers solve different problems even when their text looks similar.
These are the powers that care about upkeep, countdowns, or end-of-turn resolution.
These reward, punish, or reshape what happens when a card gets played.
If a power changes the math mid-hit, it usually lands here.
These powers modify block gain, preservation, or block loss.
Draw-step powers matter because they change consistency, not just ceiling.
Energy, cost, and similar resource edits live in this lane.
Search by name, rules text, trigger family, or linked mechanics. The filters are here to cut the noise, not create another puzzle.
Whenever you play a card, deal 1 damage to ALL enemies.
No exposed trigger list. Use the rules text and linked mechanics to read this entry.
No public stack tag is exposed for this entry, so the page leaves it unspecified.
Persistent until its own rule or another effect removes it.

Poison is triggered 1 additional time.
No exposed trigger list. Use the rules text and linked mechanics to read this entry.
Counter stack. The amount matters, but it is not automatically a timer.
Persistent until its own rule or another effect removes it.

Shivs deal 4 additional damage.
Modify Damage Additive
Counter stack. The amount matters, but it is not automatically a timer.
Persistent until its own rule or another effect removes it.

When this creature would be defeated, it instead revives even stronger.
After Death · Init Internal Data · Should Allow Hitting · Should Creature Be Removed From Combat After Death
Single-instance state. Reapplying it usually refreshes or replaces the state instead of making copies.
Persistent until its own rule or another effect removes it.
Whenever you gain Block, gain 3 Dexterity this turn.
No exposed trigger list. Use the rules text and linked mechanics to read this entry.
No public stack tag is exposed for this entry, so the page leaves it unspecified.
Persistent until its own rule or another effect removes it.

Whenever you play a card, gain 1 Block.
After Card Played · Before Card Played · Init Internal Data
Counter stack. The amount matters, but it is not automatically a timer.
Persistent until its own rule or another effect removes it.

At the start of your turn, put a random Attack from your Discard Pile into your Hand and Upgrade it.
Before Side Turn Start
Counter stack. The amount matters, but it is not automatically a timer.
Persistent until its own rule or another effect removes it.

Whenever you create a card, gain 1 Strength.
After Card Generated For Combat
Counter stack. The amount matters, but it is not automatically a timer.
Persistent until its own rule or another effect removes it.

Negates debuffs.
After Modifying Power Amount Received · Get Scaled Amount For Multiplayer · Try Modify Power Amount Received
Counter stack. The amount matters, but it is not automatically a timer.
Ticks itself down over time instead of waiting for outside cleanup.

Awakens upon losing HP or next turn or after its timer expires.
After Damage Received · After Side Turn End · Before Side Turn End Very Early
Counter stack. The amount matters, but it is not automatically a timer.
The rules string is partial here, so rely on the timing tags and the in-fight tooltip when it appears.

Every 10 cards you draw, gain Energy.
After Card Drawn · Init Internal Data
Counter stack. The amount matters, but it is not automatically a timer.
Persistent until its own rule or another effect removes it.

Deals 50% more damage when it is attacking you from behind.
No exposed trigger list. Use the rules text and linked mechanics to read this entry.
Single-instance state. Reapplying it usually refreshes or replaces the state instead of making copies.
Persistent until its own rule or another effect removes it.

Deals 50% more damage when it is attacking you from behind.
No exposed trigger list. Use the rules text and linked mechanics to read this entry.
Single-instance state. Reapplying it usually refreshes or replaces the state instead of making copies.
Persistent until its own rule or another effect removes it.

Block is not removed at the start of this creature's turn.
After Applied · Should Clear Block
Single-instance state. Reapplying it usually refreshes or replaces the state instead of making copies.
Persistent until its own rule or another effect removes it.
Whenever you gain Block on your turn, other players gain half that much Block.
After Block Gained
Single-instance state. Reapplying it usually refreshes or replaces the state instead of making copies.
Persistent until its own rule or another effect removes it.

At the start of your turn, lose 1 Focus.
After Side Turn Start
Counter stack. The amount matters, but it is not automatically a timer.
Persistent until its own rule or another effect removes it.

Whenever you spend or gain 1 Star, deal 3 damage to ALL enemies.
After Card Played · After Stars Gained
Counter stack. The amount matters, but it is not automatically a timer.
Persistent until its own rule or another effect removes it.

At the start of your next turn, gain 4 Block.
After Block Cleared
Counter stack. The amount matters, but it is not automatically a timer.
Clears itself when its condition is met.

Block is not removed at the start of your next turn.
After Preventing Block Clear · After Side Turn Start · Should Clear Block
Counter stack. The amount matters, but it is not automatically a timer.
Ticks itself down over time instead of waiting for outside cleanup.

Cards cost an additional Energy this turn.
After Side Turn End · Try Modify Energy Cost In Combat
Counter stack. The amount matters, but it is not automatically a timer.
Clears itself when its condition is met.

Prevent the next time you would lose HP.
After Modifying Hp Lost After Osty · Get Scaled Amount For Multiplayer · Modify Hp Lost After Osty Late
Counter stack. The amount matters, but it is not automatically a timer.
Ticks itself down over time instead of waiting for outside cleanup.

Block is not removed at the start of this creature's turn.
After Block Broken · After Removed · Should Clear Block
Single-instance state. Reapplying it usually refreshes or replaces the state instead of making copies.
Persistent until its own rule or another effect removes it.

This turn, your next Skill is played an extra time.
After Modifying Card Play Count · After Side Turn End · Modify Card Play Count
Counter stack. The amount matters, but it is not automatically a timer.
Counts down and can clear itself when its condition resolves.
Every 33 cards drawn by ALL players, deal 66 damage to a random enemy.
After Card Drawn
Counter stack. The amount matters, but it is not automatically a timer.
Persistent until its own rule or another effect removes it.
FAQ
A few answers players keep needing when a fight turns into a pile of icons.
A small slice of entries does not expose a public buff, debuff, or stack tag in the current rules data. They are still searchable by name and rules text, but the type badge stays Unspecified instead of guessing.
Some powers expose clear combat hooks such as turn start, card played, or damage modification. Others only expose stable rules text, so this page treats them as passive entries instead of inventing timing that is not surfaced.
No. Counter means the amount matters. Sometimes that amount is remaining turns, but sometimes it is just a live value such as Strength, Poison, or Doom.
Yes. Use the Doom spotlight at the top, or search for Doom, Shroud, Countdown, or No Escape to jump straight to the relevant package.