
Mad Science
Attack
1
??????

Mad Science+
Attack
1
Innate.
??????
??????
Cards that synergize with Mad Science

Feeding Frenzy
Skill
0
Gain 5 Strength this turn.
Feeding FrenzyFeeding Frenzy gives Strength, and Mad Science adds it on every one of its hitsGain 5 Strength this turn.

Fight Me!
Attack
2
Deal 5 damage twice.
Gain 3 Strength.
The enemy gains 1 Strength.
Gain 3 Strength.
The enemy gains 1 Strength.
Fight Me!Fight Me! gives Strength, and Mad Science adds it on every one of its hitsDeal 5 damage twice.
Gain 3 Strength.
The enemy gains 1 Strength.
Gain 3 Strength.
The enemy gains 1 Strength.

Bulk Up
Power
2
Lose 1 Orb Slot.
Gain 2 Strength.
Gain 2 Dexterity.
Gain 2 Strength.
Gain 2 Dexterity.
Bulk UpBulk Up gives Strength, and Mad Science adds it on every one of its hitsLose 1 Orb Slot.
Gain 2 Strength.
Gain 2 Dexterity.
Gain 2 Strength.
Gain 2 Dexterity.

Demon Form
Power
3
At the start of your turn, gain 2 Strength.
Demon FormDemon Form gives Strength, and Mad Science adds it on every one of its hitsAt the start of your turn, gain 2 Strength.

Inflame
Power
1
Gain 2 Strength.
InflameInflame gives Strength, and Mad Science adds it on every one of its hitsGain 2 Strength.

Setup Strike
Attack
1
Deal 7 damage.
Gain 2 Strength this turn.
Gain 2 Strength this turn.
Setup StrikeSetup Strike gives Strength, and Mad Science adds it on every one of its hitsDeal 7 damage.
Gain 2 Strength this turn.
Gain 2 Strength this turn.

Arsenal
Power
1
Whenever you create a card, gain 1 Strength.
ArsenalArsenal gives Strength, and Mad Science adds it on every one of its hitsWhenever you create a card, gain 1 Strength.

Brand
Skill
0
Lose 1 HP.
Exhaust 1 card.
Gain 1 Strength.
Exhaust 1 card.
Gain 1 Strength.
BrandBrand gives Strength, and Mad Science adds it on every one of its hitsLose 1 HP.
Exhaust 1 card.
Gain 1 Strength.
Exhaust 1 card.
Gain 1 Strength.

Dominate
Skill
1
Apply 1 Vulnerable.
Gain 1 Strength for each Vulnerable on the enemy.
Exhaust.
Gain 1 Strength for each Vulnerable on the enemy.
Exhaust.
DominateDominate gives Strength, and Mad Science adds it on every one of its hitsApply 1 Vulnerable.
Gain 1 Strength for each Vulnerable on the enemy.
Exhaust.
Gain 1 Strength for each Vulnerable on the enemy.
Exhaust.

Monologue
Skill
0
Whenever you play a card this turn, gain 1 Strength this turn.
MonologueMonologue gives Strength, and Mad Science adds it on every one of its hitsWhenever you play a card this turn, gain 1 Strength this turn.

Prowess
Power
1
Gain 1 Strength.
Gain 1 Dexterity.
Gain 1 Dexterity.
ProwessProwess gives Strength, and Mad Science adds it on every one of its hitsGain 1 Strength.
Gain 1 Dexterity.
Gain 1 Dexterity.

Resonance
Skill
1
3
Gain 1 Strength. ALL enemies lose 1 Strength.
ResonanceResonance gives Strength, and Mad Science adds it on every one of its hitsGain 1 Strength. ALL enemies lose 1 Strength.

Rupture
Power
1
Whenever you lose HP on your turn, gain 1 Strength.
RuptureRupture gives Strength, and Mad Science adds it on every one of its hitsWhenever you lose HP on your turn, gain 1 Strength.
Relics that synergize with Mad Science
Red SkullRed SkullRed Skull gives Strength, and Mad Science adds it on every one of its hitsWhile your HP is at or below 50%, you have 3 additional Strength.
BrimstoneBrimstoneBrimstone gives Strength, and Mad Science adds it on every one of its hitsAt the start of your turn, gain 2 Strength and ALL enemies gain 1 Strength.
Ember TeaEmber TeaEmber Tea gives Strength, and Mad Science adds it on every one of its hitsAt the start of the next 5 combats, gain 2 Strength.
Reptile TrinketReptile TrinketReptile Trinket gives Strength, and Mad Science adds it on every one of its hitsWhenever you use a potion, gain 3 Strength this turn.
ShurikenShurikenShuriken gives Strength, and Mad Science adds it on every one of its hitsEvery time you play 3 Attacks in a single turn, gain 1 Strength.
Sword of JadeSword of JadeSword of Jade gives Strength, and Mad Science adds it on every one of its hitsStart each combat with 3 Strength.
Sling of CourageSling of CourageSling of Courage gives Strength, and Mad Science adds it on every one of its hitsStart each Elite combat with 2 Strength.
GiryaGiryaGirya gives Strength, and Mad Science adds it on every one of its hitsYou can now gain Strength at Rest Sites. (3 times max)
Mini RegentMini RegentMini Regent gives Strength, and Mad Science adds it on every one of its hitsThe first time you spend each turn, gain 1 Strength.
Rainbow RingRainbow RingRainbow Ring gives Strength, and Mad Science adds it on every one of its hitsThe first time you play an Attack, Skill, and Power each turn, gain 1 Strength and 1 Dexterity.
Sparkling RougeSparkling RougeSparkling Rouge gives Strength, and Mad Science adds it on every one of its hitsAt the start of your 3rd turn, gain 1 Strength and 1 Dexterity.
Toasty MittensToasty MittensToasty Mittens gives Strength, and Mad Science adds it on every one of its hitsAt the start of your turn, Exhaust the top card of your Draw Pile and gain 1 Strength.
VajraVajraVajra gives Strength, and Mad Science adds it on every one of its hitsStart each combat with 1 Strength.
Rules and timing
Hidden from the in-game card library.
Changes by version
- Fixed an issue where Vigor was only applying to the first of Mad Science card's 3 hits when it was created with the Violence optionBug fixSupermassivePlaytestFixed Supermassive card not scaling from cards generated by Mad Science card
- Fixed state divergences related to event combats, the Crystal Sphere event, long event option resolution, Mad Science/Juggling cards with mixed combat speeds, and Stampede + Headbutt cards
- Fixed state divergence related to Mad Science, Juggling, and mixed combat speeds
All 15 patch notes12 older
- Mad Science Skill Chaos option (In the Tinker Time event) now uses Free to Play instead of Costs 0 Energy
- Skill option decreased from 10 to 8
- Mad Science card no longer sets generated cards' star costs to 0 when the Soul option is chosen
- Power option can no longer roll the cost 1 option
- Changed Tinker Time event: Mad Science card default cost increased from 1 to 2; base damage and block values are changed accordingly
- Changed Mad Science card; Now starts un-upgraded; upgrading it gives it InnateBug fixInternal playtestMad Science card no longer breaks when downgraded
- Mad Science transformation cards no longer stay on screen forever
- Discovery, Mad Science, and Stars in His Eyes cards can no longer generate healing cards
- Mad Science now properly displays hovertips for all of its effectsArtThe RegentInternal playtestNew card art has been added for Mad Science, Loyalty, and many Regent cards
- Made Mad Science non-upgradeable instead of being upgraded when gained
- Mad Science can no longer be enchanted by Nimble when it's not a Skill
Internal playtest notes are from before the Early Access release. Names and numbers in them can differ from the game today.

Purchase today

If you haven't bought Slay The Spire 2 yet, it's time. Support the devs, they made an amazing game.














