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  2. Slay the Spire Series>
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  4. Potions

All 42 Potions and Their Effects in Slay the Spire

Updated on November 1, 2026 (3 days ago)

Potions are single-use items you carry and use to deal damage, gain cards, or boost your stats. In the original Slay the Spire they come in three rarities, Common, Uncommon, and Rare, and you can only hold a few at a time. Knowing what each one does and when to use it is a big part of getting through the tougher floors.

View

Rarity

Common

20 items

Attack Potion

Adds a free Attack card choice, with Sacred Bark giving two copies.

rarity
Common
Character Pool
All characters
Effect
Choose 1 of 3 random Attack cards to add to your hand; it costs 0 Energy this turn. With Sacred Bark, add 2 copies of the chosen card, both costing 0 Energy this turn.

Blessing of the Forge

Upgrades the cards already in your hand for the fight.

rarity
Common
Character Pool
All characters
Effect
Upgrade all cards in your hand for the rest of combat. Sacred Bark does not change this effect.

Block Potion

Adds Block to cover an incoming hit.

rarity
Common
Character Pool
All characters
Effect
Gain 12 Block. With Sacred Bark, gain 24 Block.

Blood Potion

Restores part of Ironclad's maximum HP.

rarity
Common
Character Pool
Ironclad
Effect
Heal for 20% of your Max HP. With Sacred Bark, heal for 40% of your Max HP.

Bottled Miracle

Gives the Watcher Miracle cards for extra Energy.

rarity
Common
Character Pool
Watcher
Effect
Add 2 Miracles to your hand. With Sacred Bark, add 4 Miracles.

Colorless Potion

Adds a free choice from the Colorless card pool.

rarity
Common
Character Pool
All characters
Effect
Choose 1 of 3 random Colorless cards to add to your hand; it costs 0 Energy this turn. With Sacred Bark, add 2 copies of the chosen card, both costing 0 Energy this turn.

Dexterity Potion

Raises Dexterity to improve Block gained from cards.

rarity
Common
Character Pool
All characters
Effect
Gain 2 Dexterity. With Sacred Bark, gain 4 Dexterity.

Energy Potion

Adds Energy for the current turn.

rarity
Common
Character Pool
All characters
Effect
Gain 2 Energy. With Sacred Bark, gain 4 Energy.

Explosive Potion

Damages every enemy at once.

rarity
Common
Character Pool
All characters
Effect
Deal 10 damage to all enemies. With Sacred Bark, deal 20 damage to all enemies.

Fear Potion

Makes the target take more damage from attacks.

rarity
Common
Character Pool
All characters
Effect
Apply 3 Vulnerable. With Sacred Bark, apply 6 Vulnerable.

Fire Potion

Deals direct damage to one enemy.

rarity
Common
Character Pool
All characters
Effect
Deal 20 damage to the target enemy. With Sacred Bark, deal 40 damage to the target enemy.

Flex Potion

Raises Strength for one turn before the bonus wears off.

rarity
Common
Character Pool
All characters
Effect
Gain 5 Strength; at the end of your turn, lose 5 Strength. With Sacred Bark, gain 10 Strength and lose 10 Strength at the end of your turn.

Focus Potion

Improves the Defect's Orb effects.

rarity
Common
Character Pool
Defect
Effect
Gain 2 Focus. With Sacred Bark, gain 4 Focus.

Poison Potion

Applies Poison to one enemy.

rarity
Common
Character Pool
Silent
Effect
Apply 6 Poison to the target enemy. With Sacred Bark, apply 12 Poison.

Power Potion

Adds a free Power card choice, with Sacred Bark giving two copies.

rarity
Common
Character Pool
All characters
Effect
Choose 1 of 3 random Power cards to add to your hand; it costs 0 Energy this turn. With Sacred Bark, add 2 copies of the chosen card, both costing 0 Energy this turn.

Skill Potion

Adds a free Skill card choice, with Sacred Bark giving two copies.

rarity
Common
Character Pool
All characters
Effect
Choose 1 of 3 random Skill cards to add to your hand; it costs 0 Energy this turn. With Sacred Bark, add 2 copies of the chosen card, both costing 0 Energy this turn.

Speed Potion

Raises Dexterity for one turn before the bonus wears off.

rarity
Common
Character Pool
All characters
Effect
Gain 5 Dexterity; at the end of your turn, lose 5 Dexterity. With Sacred Bark, gain 10 Dexterity and lose 10 Dexterity at the end of your turn.

Strength Potion

Gives a lasting Strength increase for combat.

rarity
Common
Character Pool
All characters
Effect
Gain 2 Strength. With Sacred Bark, gain 4 Strength.

Swift Potion

Draws cards immediately.

rarity
Common
Character Pool
All characters
Effect
Draw 3 cards. With Sacred Bark, draw 6 cards.

Weak Potion

Reduces the target's attack damage.

rarity
Common
Character Pool
All characters
Effect
Apply 3 Weak. With Sacred Bark, apply 6 Weak.

Rarity

Uncommon

12 items

Ancient Potion

Provides Artifact to block incoming debuffs.

rarity
Uncommon
Character Pool
All characters
Effect
Gain 1 Artifact. With Sacred Bark, gain 2 Artifact.

Cunning Potion

Gives the Silent upgraded Shivs to play.

rarity
Uncommon
Character Pool
Silent
Effect
Add 3 Upgraded Shivs to your hand. With Sacred Bark, add 6 Upgraded Shivs.

Distilled Chaos

Automatically plays cards from the draw pile.

rarity
Uncommon
Character Pool
All characters
Effect
Play the top 3 cards of your draw pile. With Sacred Bark, play the top 6 cards of your draw pile.

Duplication Potion

Repeats your next card play, or the next two with Sacred Bark.

rarity
Uncommon
Character Pool
All characters
Effect
This turn, your next card is played twice. With Sacred Bark, your next 2 cards are played twice this turn.

Elixir

Lets the Ironclad exhaust selected cards from hand.

rarity
Uncommon
Character Pool
Ironclad
Effect
Exhaust any number of cards in your hand. Sacred Bark does not change this effect.

Essence of Steel

Adds Plated Armor for extra Block over time.

rarity
Uncommon
Character Pool
All characters
Effect
Gain 4 Plated Armor. With Sacred Bark, gain 8 Plated Armor.

Gambler's Brew

Trades unwanted hand cards for an equal number of draws.

rarity
Uncommon
Character Pool
All characters
Effect
Discard any number of cards, then draw that many. Sacred Bark does not change this effect.

Liquid Bronze

Gives Thorns to damage attackers.

rarity
Uncommon
Character Pool
All characters
Effect
Gain 3 Thorns. With Sacred Bark, gain 6 Thorns.

Liquid Memories

Returns a card from the discard pile to hand at no Energy cost.

rarity
Uncommon
Character Pool
All characters
Effect
Choose a card in your discard pile and return it to your hand; it costs 0 Energy this turn. With Sacred Bark, choose 2 cards and return them to your hand; they cost 0 Energy this turn.

Potion of Capacity

Expands the Defect's Orb slots.

rarity
Uncommon
Character Pool
Defect
Effect
Gain 2 Orb slots. With Sacred Bark, gain 4 Orb slots.

Regen Potion

Restores HP over several turns.

rarity
Uncommon
Character Pool
All characters
Effect
Gain 5 Regeneration. With Sacred Bark, gain 10 Regeneration.

Stance Potion

Moves the Watcher into Calm or Wrath.

rarity
Uncommon
Character Pool
Watcher
Effect
Enter Calm or Wrath. Sacred Bark does not change this effect.

Rarity

Rare

10 items

Ambrosia

Moves the Watcher into Divinity.

rarity
Rare
Character Pool
Watcher
Effect
Enter Divinity Stance. Sacred Bark does not change this effect.

Cultist Potion

Builds Ritual, adding Strength each turn.

rarity
Rare
Character Pool
All characters
Effect
Gain 1 Ritual. With Sacred Bark, gain 2 Ritual.

Entropic Brew

Refills empty potion slots with random potions.

rarity
Rare
Character Pool
All characters
Effect
Fill all empty potion slots with random potions, including the slot this potion vacates. Sacred Bark does not change this effect.

Essence of Darkness

Channels Dark Orbs based on the Defect's Orb slots.

rarity
Rare
Character Pool
Defect
Effect
Channel 1 Dark Orb for each Orb slot. With Sacred Bark, channel 2 Dark Orbs for each Orb slot.

Fairy in a Bottle

Prevents death once and restores HP instead.

rarity
Rare
Character Pool
All characters
Effect
When you would die, heal to 30% of your Max HP instead and discard this potion. With Sacred Bark, heal to 60% of your Max HP instead.

Fruit Juice

Raises maximum HP.

rarity
Rare
Character Pool
All characters
Effect
Gain 5 Max HP. With Sacred Bark, gain 10 Max HP.

Ghost in a Jar

Grants Intangible to reduce incoming damage.

rarity
Rare
Character Pool
Silent
Effect
Gain 1 Intangible. With Sacred Bark, gain 2 Intangible.

Heart of Iron

Adds Metallicize for recurring Block.

rarity
Rare
Character Pool
Ironclad
Effect
Gain 6 Metallicize. With Sacred Bark, gain 12 Metallicize.

Smoke Bomb

Escapes a non-boss fight at the cost of its rewards.

rarity
Rare
Character Pool
All characters
Effect
Escape from a non-boss combat and receive no rewards. Sacred Bark does not change this effect.

Snecko Oil

Draws cards and randomizes the hand's Energy costs for the fight.

rarity
Rare
Character Pool
All characters
Effect
Draw 5 cards and randomize the costs of all cards in your hand for the rest of combat. With Sacred Bark, draw 10 cards; the costs are randomized as normal.

How Potions Work and How to Use Them

Using a potion costs no Energy and doesn't count as playing a card, so it's an extra move on top of your turn. Most potions only work during a fight, so the usual approach is to hold them until a battle gets hard. They stay with you from floor to floor, which means you can save one for a boss or a tough elite fight.

Types of Potions in Slay the Spire

Potions come in three rarities, Common, Uncommon, and Rare, and their effects vary widely, so it helps to know the main groups.

Some potions put cards straight into your hand. The Attack, Skill, Power, and Colorless potions each offer a choice of three, and those cards cost nothing that turn.

Others hurt enemies or weaken them. Fire Potion hits one enemy hard, and Explosive Potion hits every enemy at once. Poison, Weak, and Fear Potions each apply a lasting effect to a single enemy.

Strength and Dexterity Potions raise those stats, and Energy Potions give you extra Energy. Flex and Speed Potions give a bigger boost that wears off at the end of the turn. Swift Potion draws three cards, and Snecko Oil draws five and mixes up the cost of the cards in your hand.

Block Potion and Essence of Steel protect you from damage, and Liquid Bronze punishes enemies that attack you. Ancient Potion and Cultist Potion set up effects that last through the fight.

Each character also has three potions of its own, one for each rarity. Ironclad has Blood Potion, Elixir, and Heart of Iron. Silent has Poison Potion, Cunning Potion, and Ghost in a Jar. Defect has Focus Potion, Potion of Capacity, and Essence of Darkness. Watcher has Bottled Miracle, Stance Potion, and Ambrosia.

How to Get Potions and the Drop Rate

Most potions come from fights. After a battle, there's a chance one drops, and that chance starts at 40% at the beginning of each Act. A drop lowers the chance by 10 points for the next fight, and a fight with no drop raises it by 10 points. That evens out your potions over time.

When a potion does show up, its rarity is picked at roughly 65% Common, 25% Uncommon, and 10% Rare. Shops sell them too, at about 50 gold for a Common, 75 for an Uncommon, and 100 for a Rare. A few events hand out or sell potions as well, and some of those give you a random one regardless of rarity.

How Many Potions You Can Carry (Potion Slots)

You start with three potion slots, and Ascension 11 cuts that to two. The Potion Belt relic adds two more, so you can hold five (four at Ascension 11). When every slot is full, you can discard one to make room for a new potion. Sozu stops you from picking up any new potions while you hold it, though the ones you already have still work.

Sacred Bark and Other Relics That Change Potions

Sacred Bark doubles the effect of most potions, so a Fire Potion that deals 20 damage deals 40 instead. It's a boss relic, so you're offered it after beating a boss, and it's most useful in runs where you lean on potions. White Beast Statue takes a different approach. It guarantees a potion drop after every fight, so you never leave a fight empty-handed.

Best Potions for Emergencies

Most potions help for a turn or a fight, but a few can change how a whole run goes. Fairy in a Bottle works as a second life, so a fight that would have ended your run doesn't have to. Smoke Bomb gets you out of a fight that's going badly, but you give up its rewards, so it's best saved for a true emergency.

FAQ

Q.

Can you use potions outside of combat?

Three of them can. Fruit Juice raises your max HP by 5, Blood Potion heals 20% of your max HP, and Entropic Brew fills every empty slot, including its own, with random potions.

Q.

Does Sacred Bark double every potion?

No. Seven potions are left out: Ambrosia, Blessing of the Forge, Elixir, Entropic Brew, Gambler's Brew, Smoke Bomb, and Stance Potion.

Q.

Does Fairy in a Bottle need to be drunk?

No. It works on its own the moment you would die, healing you to 30% of your max HP. The potion is then used up.

Q.

Can you use Smoke Bomb on a boss?

No. It only works in regular fights and elite fights, and it can't be used while you're Surrounded.

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  • RelicsEvery relic in the original Slay the Spire and what it does, plus where relics drop, how boss and shop relics work, and which ones are worth taking first.
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