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Leg Sweep

Leg Sweep's current Slay the Spire 2 Weak and Block values, two-Energy tradeoff, upgrade, and role in a Silent defensive package.

Quick answer

Leg Sweep is a 2-cost Uncommon Silent Skill that applies 2 Weak and gains 11 Block. The upgrade applies 3 Weak and gains 14 Block. It is a strong self-contained defensive turn when both the immediate Block and reduced enemy damage matter, but its cost can consume most of a basic turn.

2

Silent · Uncommon

Leg Sweep

Skill

Apply 2 Weak and gain 11 Block

Structured STS2DB reference card—not extracted or recreated game artwork. Values follow the version label above.
CharacterSilent
RarityUncommon
TypeSkill
Cost2 Energy
EffectApply 2 Weak and gain 11 Block
UpgradeApply 3 Weak and gain 14 Block

Two defensive jobs in one draw

Leg Sweep gains 11 Block immediately and applies 2 Weak. The Block answers the current attack, while Weak can reduce damage over subsequent enemy turns according to the target's attack pattern.

The effects do not always have equal value. Weak is less useful against turns without attack damage, and Artifact can prevent application. In those cases Leg Sweep is still a sizable Block card, but the two-Energy price becomes harder to justify.

The two-Energy tradeoff

At two Energy, Leg Sweep often defines the turn rather than filling spare capacity. That makes it dependable when defense is the priority, but awkward when Silent also needs to deploy a Power, apply Poison, or finish an enemy immediately.

The right comparison is not simply 11 Block versus another card's printed number. Include the damage prevented by Weak, the cards left unplayed, and whether one consolidated draw is more reliable than finding two separate defensive effects.

Upgrade and Shadowmeld timing

Leg Sweep+ raises the Block to 14 and Weak to 3, improving both halves of the card. It is a practical upgrade when the deck regularly uses Leg Sweep as its main answer to heavy attacks.

On a Shadowmeld turn, Energy is the main constraint: base Shadowmeld plus Leg Sweep costs all three Energy in a basic turn. Upgrading Shadowmeld to zero cost leaves more room for another action, which can change the package from a two-card emergency line into a fuller defensive turn.

Related guides

Card Shadowmeld: Block Guide

Shadowmeld in Slay the Spire 2: what it doubles, when to play it, how the 0-cost upgrade changes the turn, and when Silent should skip it.

Card Footwork

Footwork's current Slay the Spire 2 Dexterity values, upgrade, setup cost, and the Block density needed to make the Silent Power pay off.