Enchantment Pressure Tool

Enchantment Value Evaluator

Evaluate turn-by-turn enchantment value with your current HP, play frequency, and card damage baseline.

A-Grade Page Scope

Use The Enchantment Model For Pressure Reads, Not Wishful Thinking

This page is strongest when the question is whether an enchantment earns back its HP or tempo cost inside a short real fight window.

When It Helps

Compare one enchantment against the fight you actually face

Use it when current HP, max HP, base card damage, and expected plays per turn are all visible enough that a turn-by-turn trade read matters.

Where It Lies

Utility weights are judgment inputs, not hidden truth

If the real value is route-only, variance-heavy, or driven by a card the model does not expose, the output can still look neat while being the wrong decision.

Input Boundary

Enter the live board, then keep the question narrow

This model only reads the selected enchantment, the HP line, the projection window, and the utility weights you set. It does not know your relic bar, draw order, or next node.

How It Works

How the Enchantment Value Evaluator Projects Turn-by-Turn Trade-offs

This evaluator models how an enchantment's HP cost or trigger condition trades against its damage or defensive value across the turn window you specify. It uses your current HP, max HP, base card damage, and expected plays per turn to produce a turn-by-turn breakdown rather than a single abstract rating.

Reviewed2026-03-29
How to Use It

Set your HP values and card context before selecting an enchantment

Enter your current HP, your max HP, and the base damage or block value of the card you are considering enchanting. Then set your expected plays per turn — how many times you expect to play that card in an average combat. Finally, select the enchantment you are evaluating and set the turn window for the comparison.

The evaluator produces a turn-by-turn table showing cumulative HP cost or risk exposure against cumulative damage or block gain. The crossover point — where the enchantment has paid for itself — is the key output. If the fight is likely to end before the crossover, the enchantment is a net loss for that fight.

  • HP cost enchantments pay off faster when you have high max HP and are near full.
  • Trigger condition enchantments pay off faster when your plays per turn are high.
  • The turn window should match the typical fight length, not the maximum possible.
  • Check the crossover turn against your actual average fight length to decide.
What It Models

Cumulative value against cumulative cost across a turn window

Each enchantment has a cost structure — HP per play, HP per trigger, or conditional activation — and a value structure — bonus damage, bonus block, or status effect. The evaluator multiplies these by expected plays per turn and turn count to produce cumulative numbers you can compare directly.

The HP cost model is relative to your current HP percentage, not flat. An enchantment that costs 5 HP per play is more dangerous at 30 HP than at 90 HP even though the absolute cost is the same. The evaluator surfaces this by showing your HP trajectory alongside the value gain.

Where It Stops

Enemy pressure, variance, and full deck context are outside the model

The evaluator models the enchanted card in isolation. It does not know how much damage the enemy deals per turn, whether other cards in your deck offset the HP cost, or whether the enchantment interacts with a relic you are carrying. The turn-by-turn table assumes constant plays per turn, which real combat does not deliver.

Use the crossover turn as a threshold, not a guarantee. If the crossover is turn 3 but your draws are inconsistent and you often play the card only once in the first two turns, the real crossover is later. The evaluator is most reliable for frequent, consistent plays — less so for situational cards that see irregular use.

Maintenance Signals

Who Maintains This Page

A calculator without ownership is just a fancy guess. These signals show who maintains the tool, which live ruleset it matches, and where the responsibility boundary stops.

Maintained bySTS2 Calculator Tools Desk

Independent fan-made editors and data maintainers. This is not an official Slay the Spire 2 or Mega Crit property.

Responsible editorSTS2 Calculator Site Operator

Final site operator and responsible editor. Final contact for corrections, rights notices, and maintenance triage via shwuhen@gmail.com.

Last reviewedMarch 28, 2026

Visible copy, links, and page-level signals were checked in the latest review pass.

Patch verifiedCurrent Early Access enchantment value model

If a patch moves the numbers, wording, or assumptions behind this page, the page gets revised, narrowed, or rechecked again.

Applies toTurn-by-turn enchantment value, HP pressure, and cumulative-risk reads exposed by the calculator inputs on this route.

Tool pages cover the math, tables, and assumptions surfaced by the current UI on this route.

DisclaimerTool output is only as honest as the current inputs and published assumptions.

Bad inputs, hidden fight modifiers, or unsupported edge cases still produce bad conclusions. The tool does not guess those for you.

Input Setup

Adjust your current run context and compare value under pressure.

Combat Context

Utility Value Model

Utility score is a configurable heuristic that converts non-damage effects into a combat value estimate. Net score = damage + block + utility - (HP loss x HP cost weight).

Draw uses card draw weight. Energy gain and saved cost use energy-style weights. Replay uses replay weight. Auto-play uses opening tempo weight. Top-deck, retain, and similar consistency effects use consistency weight.

Utility Weights

Evaluation Output

Net score = extra damage + extra block + utility score - (HP loss x HP cost weight).

  • Extra damage per turn+12
  • Extra block per turn0
  • Utility value per turn0
  • HP loss per turn-4
  • Weighted net per turn-4
  • Cumulative loss startsTurn 1
  • Danger threshold reachedNot in 8 turns

Negative trade

HP pressure outweighs output under current settings.

Trend Projection

Blue: cumulative damage gain. Red: cumulative weighted HP cost.

Turn 1Turn 8

Corrupted Snapshot

Deal 50% more damage, but lose 2 HP.

  • TypeOffensive
  • Damage multiplierx1.5
  • HP cost per play-2

Turn Breakdown

Quick readout of each projected turn.

  • Turn 1+12 damage, 0 block, 0 utility, -4 HP, net -4
  • Turn 2+12 damage, 0 block, 0 utility, -4 HP, net -4
  • Turn 3+12 damage, 0 block, 0 utility, -4 HP, net -4
  • Turn 4+12 damage, 0 block, 0 utility, -4 HP, net -4
  • Turn 5+12 damage, 0 block, 0 utility, -4 HP, net -4
  • Turn 6+12 damage, 0 block, 0 utility, -4 HP, net -4
  • Turn 7+12 damage, 0 block, 0 utility, -4 HP, net -4
  • Turn 8+12 damage, 0 block, 0 utility, -4 HP, net -4

How To Read The Model Without Lying To Yourself

This tool is useful only when the sliders match the real deck job. These scenarios are the fast check for whether a positive score is actionable or fake.

HP-cost enchantments at low life

When an enchantment spends HP, start with danger threshold and loss turn before you look at weighted net. A line that turns positive on turn 6 is not a safe pickup if the next elite can punish you on turn 2.

Consistency effects in clunky decks

Draw, retain, and auto-play effects are only as good as the hand they improve. Raise the utility weights only when one extra card, one cleaner opener, or one saved cost actually changes the quality of the turn.

Scaling lines versus hallway pressure

Long projections make scaling enchantments look cleaner than they feel in real hallways. If the route is still about surviving the next few rooms, compare the first three turns first and treat the late graph as a bonus, not the verdict.

Weights are judgment, not truth

The utility sliders are there to encode deck context. If the deck cannot spend extra draw or extra energy cleanly, a high utility score is just made-up precision.

Direct metrics still matter

Some enchantments mostly shift route quality, setup speed, or variance. In those cases the tool will understate the real value, so the result should be read together with your route, current HP, and upcoming fights.

Do not average away the bad turn

A healthy average can still hide one losing turn where the deck crosses danger threshold or fails to stabilize. The turn table exists to catch that exact trap.