Check whether this campfire should buy safety, leverage, or both. The tool weighs your current HP, the next room, and the best Smith target you actually care about.
+24HP gained on the Rest line
Comfortablebuffer after resting
MediumBash+ leverage
StrongRest Is Ahead
A-Grade Page Scope
This Campfire Read Is About One Stop, Not The Whole Act
The optimizer is useful because it stays narrow: current HP, next room pressure, and one actual Smith target instead of vague campfire folklore.
When It Helps
Use it when Rest versus Smith is the live fork
It helps most when you can name the next room, the best upgrade you would click right now, and the relics that change the campfire itself.
Where It Lies
A route heuristic is not an autopilot
If the real decision depends on a branch two nodes later, an unmodeled potion, or a second upgrade candidate you might pivot into, the score can look cleaner than the room actually is.
Input Boundary
One HP line, one next fight, one Smith target
The page only scores the current HP band, the selected next-room pressure, the chosen upgrade, and the toggled campfire relics. It does not solve the full route tree.
How It Works
How the Rest Site Optimizer Weighs Rest Against Smith
This optimizer compares the HP value of resting against the leverage value of the upgrade you select, then factors in your next-room pressure and any campfire relics that change the math. It produces a single recommendation with the primary reason, rather than a universal rule that pretends every campfire looks the same.
Reviewed2026-03-29
How to Use It
Set your current HP, max HP, and next-room pressure
Enter your current HP and max HP to establish how much healing the rest option provides in absolute terms. Then select the next-room type: elite, boss, event, or normal fight. The room type shifts the pressure weight — an elite ahead makes surviving more urgent than a merchant or campfire ahead.
If you are considering smithing a specific card, select it from the dropdown. The optimizer evaluates that upgrade against the HP you would have recovered, factoring in which fight type the upgrade matters most for. If you have campfire relics active, enable them to reflect how they change the rest value.
Below 40% HP, rest almost always wins unless the upgrade is a multi-fight cornerstone.
Above 80% HP, smith almost always wins unless the next room is a boss.
The grey zone between 40% and 80% is where the next-room type and upgrade quality decide.
Campfire relics that increase healing (e.g. Eternal Feather equivalent) shift the break-even point toward rest.
What It Models
Break-even HP recovery against upgrade leverage over the next room
The optimizer calculates the HP recovery value as a fraction of your missing HP, then calculates the upgrade leverage as an estimated damage or block contribution per combat scaled by next-room fight intensity. These two values are compared to produce a recommendation and a confidence level.
Upgrade leverage varies significantly by card type. A key scaling card — one that enables your win condition — has higher leverage than a support card you already have two copies of. The card selection accounts for this by assigning leverage weights based on card role, rarity, and character theme.
Where It Stops
Full run state and future campfires are outside the model
The optimizer sees only what you enter: current HP, max HP, next room, and selected upgrade. It does not know how many more campfires you will see before the boss, whether your deck has other bottlenecks the upgrade does not address, or whether an elite will be followed immediately by another elite with no recovery in between.
The recommendation is strongest for single-decision scenarios — one campfire, one decision, one fight ahead. For multi-campfire planning across a full act, use the output as a starting point and adjust based on what you know about the remaining path.
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 campfire decision model
If a patch moves the numbers, wording, or assumptions behind this page, the page gets revised, narrowed, or rechecked again.
Applies toRest-versus-smith decisions based on the exact HP, room pressure, and upgrade leverage entered into the page.
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.
Start from the real board state. The recommendation updates instantly, so small HP changes or a harder next room will immediately move the line.
Next Room
Elites punish thin HP buffers, so Rest gains value quickly in the mid band.
Current line31 / 80 HP · Fragile
39%
After Rest55 / 80 HP · Comfortable
69%
Upgrade Target
Smith is only as good as the card it lands on. Pick the upgrade you would actually click right now.
Bash
Ironclad · Basic Attack
Medium
Base
Deal 8 damage. Apply 2 Vulnerable.
Upgraded
Deal 10 damage. Apply 3 Vulnerable.
The extra Vulnerable turn is what pushes Bash+ from solid to run-shaping.
Upgrade Impact
Direct damage+2
Vulnerable turn+1
BurstDebuff
Rest Site Relics
Toggle the pieces that change this stop. Some only improve Rest, and one of them changes the one-pick rule itself.
Decision Output
The scores below are a route heuristic. They are meant to clarify the decision, not replace your judgment.
Strong call
Rest Is Ahead
You are below the classic 40% line, so raw HP is doing more work than a greedy Smith.
Rest score54
Smith score-21
Heal gained+24
Post-Rest bufferComfortable
Smith target gradeMedium
Next roomElite
Below 40% HP, Rest starts with a large built-in lead.
Elite pressure punishes thin buffers, so low HP costs more than usual here.
Bash+ grades as a medium Smith in this matchup.
Rest Line Breakdown
This is exactly what the Rest line changes right now, including bonus value from relics tied to the stop.
Healing Snapshot
Base heal+24
Pillow bonus—
Direct heal before Max HP changes+24
Ending HP55 / 80
Extra Value at This Stop
No active rest-site modifiers are changing the Rest line right now.
Smith Line Breakdown
The best Smiths either change the first cycle immediately or scale hard enough to pay for skipping the heal.
Bash+
Deal 10 damage. Apply 3 Vulnerable.
The extra Vulnerable turn is what pushes Bash+ from solid to run-shaping.
Why This Upgrade Matters
Direct damage+2
Vulnerable turn+1
Campfire Rules of Thumb
Below 40% is not the time to get cute
Once your life total drops under the classic 40% line, raw HP usually outperforms a marginal upgrade unless the Smith creates an immediate breakpoint.
Elite and boss rooms tax greed harder
A normal hallway can forgive a thin buffer. Elite and boss fights usually do not, so the same HP total becomes a very different decision.
High-leverage Smiths are specific
Cards like Zap+, Neutralize+, Blade Dance+, Defragment+, or No Escape+ matter because they clean up the opening cycle or scale the fight fast. Generic number bumps do not deserve the same respect.