
Captain's Wheel
Rare
On your third turn of a combat, right after the start-of-turn Block wipe, the Wheel gives you 18 Block, so the 18 lasts through the enemy phase that follows. The amount is flat: Dexterity does not raise it. It triggers once per fight, on turn 3 only, and the count restarts every combat.
Rarity
Rare
Character
All characters
Shop price
275 gold
When to take Captain's Wheel
Take it for decks that spend turns 1 and 2 setting up powers or orbs and need one safe turn before it pays off. Strong for Act 2 and 3 elites and bosses, weak in Act 1's short fights.
Cards that synergize with Captain's Wheel

Barricade
Power
3
Block is not removed at the start of your turn.
BarricadeBarricade keeps the 18 after turn 3.Block is not removed at the start of your turn.

Juggernaut
Power
2
Whenever you gain Block, deal 6 damage to a random enemy.
JuggernautJuggernaut turns the gain into 6 damage at a random enemy.Whenever you gain Block, deal 6 damage to a random enemy.
Beacon of Hope
Power
1
Whenever you gain Block on your turn, other players gain half that much Block.
Beacon of HopeBeacon of Hope makes Block count for more, and Captain's Wheel gains itWhenever you gain Block on your turn, other players gain half that much Block.

Blur
Skill
1
Gain 5 Block.
Block is not removed at the start of your next turn.
Block is not removed at the start of your next turn.
BlurBlur makes Block count for more, and Captain's Wheel gains itGain 5 Block.
Block is not removed at the start of your next turn.
Block is not removed at the start of your next turn.

Body Slam
Attack
1
Deal damage equal to your Block.
Body SlamBody Slam makes Block count for more, and Captain's Wheel gains itDeal damage equal to your Block.

Demonic Shield
Skill
0
Lose 1 HP.
Give another player Block equal to your Block.
Exhaust.
Give another player Block equal to your Block.
Exhaust.
Demonic ShieldDemonic Shield makes Block count for more, and Captain's Wheel gains itLose 1 HP.
Give another player Block equal to your Block.
Exhaust.
Give another player Block equal to your Block.
Exhaust.

Entrench
Skill
2
Double your Block.
EntrenchEntrench makes Block count for more, and Captain's Wheel gains itDouble your Block.

Prolong
Skill
0
Next turn, gain Block equal to your current Block.
Exhaust.
Exhaust.
ProlongProlong makes Block count for more, and Captain's Wheel gains itNext turn, gain Block equal to your current Block.
Exhaust.
Exhaust.

Shadowmeld
Skill
1
Double your Block gain this turn.
ShadowmeldShadowmeld makes Block count for more, and Captain's Wheel gains itDouble your Block gain this turn.

Unmovable
Power
2
The first time you gain Block from a card each turn, double the amount gained.
UnmovableUnmovable makes Block count for more, and Captain's Wheel gains itThe first time you gain Block from a card each turn, double the amount gained.
Relics that synergize with Captain's Wheel
Horn CleatHorn CleatHorn Cleat covers turn 2 with 14 Block, chaining into two safe turns.At the start of your 2nd turn, gain 14 Block.
Parrying ShieldParrying ShieldParrying Shield pings for 6 if 10 of it is still up at end of turn.If you end a turn with at least 10 Block, deal 6 damage to a random enemy.
Sturdy ClampSturdy ClampSturdy Clamp makes Block count for more, and Captain's Wheel gains itUp to 10 Block persists across turns.
Pael's LegionPael's LegionPael's Legion makes Block count for more, and Captain's Wheel gains itDoubles Block gained from a card, then goes to sleep for 2 turns.
VambraceVambraceVambrace makes Block count for more, and Captain's Wheel gains itThe first time you gain Block from a card each combat, double the amount gained.
Changes by version
- Tweaked Nye Essence relic's wording to match Captain's Wheel relic
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.

