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Introduction

This guide covers every enemy in Slay the Spire 2: normal monsters by biome, all 15 elites with their attack patterns, and all 12 bosses with strategies. Checking the enemy intent icon every turn is the single most important habit for surviving any fight.

Biome Act Overview
Overgrowth Act 1a Dense jungle. Plant, insect, and slime enemies
Underdocks Act 1b Flooded harbor. Ghost, sea creature, and mechanical enemies
Hive Act 2 Insect nest. Large arthropod elites and scaling bosses
Glory Act 3 Final area. Highest-tier enemies in the game

Enemy Interaction Basics

Read Intent Every Turn

Enemy intent tells you what is coming this turn. Never skip this check.

Intent Meaning Response
Attack (red sword) Will deal damage Prioritize Block
Strong Attack (large sword) 20+ damage incoming Full Block; clear Vulnerable first
Buff (up arrow) Enemy is strengthening itself Kill fast or apply Weak
Debuff (down arrow) Enemy will weaken you Consider clearing before next turn
Block (shield) Defensive turn; attacks bounce off Prep for their next offensive turn

Debuff and Buff Priority

  • Enemies stacking Strength compound every turn — kill them before they spike
  • Constricted deals Block-ignoring damage, forcing an offensive answer rather than a defensive one
  • Vulnerable on enemies (your debuff applied to them) increases damage they receive by 50% — always worth applying on turn 1

Act 1a — Overgrowth: Normal Monsters

Jungle biome. Dominated by plants, insects, and slimes.

Enemy HP Range Main Actions Notes
Cubex 30–50 Attack + debuff Standard entry enemy. Mix Block and offense based on intent
Fogmog 35–55 Poison application attacks Poison stacks up. Close it out quickly
Fuzzy 25–40 Multi-hit low damage Each hit is small, but total per turn is moderate
Inklets 20–35 Weak multi-hit Frail, often appears in groups
Mawler 40–60 High single-target damage Hits hard. Have Block ready
Nibbit 20–30 Fast, low damage Weak individually. Often appears as a pack
Shrinker 30–50 Debuff application Applies Weak and similar effects. Kill before it stacks
Vine Shambler 40–65 Alternates attack and Block Attacks are predictable. Push damage during its defensive turns
Slime Pack / Trio 25–40 ×3 Group attacks including AoE Bring AoE. Focus one at a time if no AoE available
Raider Trio 25–40 ×3 Independent attacks All three hit per turn — cumulative damage is severe

Overgrowth tendencies: Multi-enemy encounters are common. AoE cards pay dividends. Poison enemies incentivize fast kills. Individual HP is lower here than later biomes — clean fights and move on.


Act 1b — Underdocks: Normal Monsters

Flooded harbor biome. Ghosts, sea creatures, and mechanical constructs.

Enemy HP Range Main Actions Notes
Construct 30–50 Attack + buff accumulation Buff-stacking version of early enemies. Kill before it ramps
Wurm Crawler 45–70 High single-target damage Hits harder than Overgrowth equivalents. Prepare Block
Beetle 25–40 Low-damage multi-hit Weak solo; dangerous in groups

Underdocks tendencies: More buff-stacking and debuff-applying enemies than Overgrowth. Ghosts and sea types often have HP regeneration or high Block phases. Fight efficiently to avoid letting them compound.


Act 1 Elites — Overgrowth (3 Elites)

Elite 1: Bygone Effigy

HP: ~300 | Difficulty: Highest in Act 1

The hardest Act 1 elite. Opens with 3 stacks of Artifact (blocks first 3 debuffs) and follows a strict 4-turn cycle.

Turn Action Damage Response
1 Charge 25 Have Block ready
2 Flamethrower Adds 4 Burn cards to deck Burn cards deal 2/turn. Close fast
3 Windup +5 Strength, 15 Block gained Push offense hard during their buffer turn
4 Heavy Cleave 35 Peak damage. Maximum Block needed

Strategy: Burn through the 3 Artifact stacks first before applying debuffs. Time your burst at Windup (turn 3) since they gain Block but don't attack. Burn cards accumulate fast — finish the fight before 3 cycles complete. Only fight above 60% HP.


Elite 2: Byrdonis

HP: ~130–160 | Difficulty: Medium

Bird-type elite with innate Territorial (stacking Strength each turn). Alternates on a 2-turn cycle.

Turn Action Details
Odd Peck 3 hits × 3 damage = 9 total
Even SWOOP 16 damage single hit
Every turn Territorial Accumulates Strength — later cycles hit harder

Strategy: Strength ramps every turn, so extended fights punish you. Drive offense early. Peck's multi-hit is amplified by Vulnerable on you — keep Vulnerable off your profile, especially going into Peck turns.


Elite 3: Phrog Parasite

HP: ~100–130 | Difficulty: Medium-Low

Frog-type with Poison and high mobility.

Key threats:

  • Multi-stack Poison application
  • Follows with burst attacks while Poison is ticking
  • Passive Poison damage accumulates if fight drags out

Strategy: Aggression wins. Kill before Poison hits meaningful stacks. With Poison removal available, this fight is straightforward. Below 50% HP, skip the fight.


Act 1 Elites — Underdocks (3 Elites)

Elite 4: Phantasmal Gardener

HP: ~110–140 | Difficulty: Medium

Ghost-type that pollutes your deck with status cards.

Key threats:

  • Adds Wounds and other junk into your deck mid-fight
  • Each additional junk card reduces your hand quality
  • Accumulates fast over multiple turns

Strategy: Kill within 3–4 turns before deck pollution becomes unmanageable. Exhaust-synergy builds are unfazed or even benefit — if your build can use junk as fuel, this elite is low priority to avoid.


Elite 5: Skulking Colony

HP: Multiple units combined | Difficulty: Medium-High

Swarm-type elite — multiple small enemies appearing as a single elite encounter.

Key threats:

  • Each unit attacks independently every turn — cumulative per-turn damage is high
  • Killed units may revive if others remain
  • Without AoE, single-targeting one at a time is HP-intensive

Strategy: AoE is the correct answer here. Spread damage across all units and eliminate them close together to prevent revives. Prioritize any unit with a revival mechanic. Check your route — confirm a Rest Site is nearby before engaging.


Elite 6: Terror Eel

HP: ~150–180 | Difficulty: High

Large aquatic elite with Block-ignoring Constricted debuff.

Key threats:

  • Applies Constricted — deals fixed damage at turn start that ignores all Block
  • Physical attacks hit hard on top of passive Constricted damage
  • No defensive answer exists; the only counter is going faster

Strategy: One of the most dangerous Act 1 elites. Constricted makes Block ineffective, so the only viable plan is aggressive offense. Only fight above 60% HP with confirmed damage output. If you have Constricted removal, this fight becomes manageable.


Act 2 Elites — Hive (3 Elites)

Elite 7: Decimillipede

HP: 42–48 per segment × 3 | Difficulty: Medium-High

Three-segment centipede. Segments operate independently and revive while others survive.

Segment Primary Actions
Head Writhe (immobilizing attacks), Constrict (applies Constricted)
Mid Bulk (self-buff), attacks
Tail Attacks, Writhe

Revive rule: Any killed segment revives at start of your next turn if at least one other segment is alive.

Strategy: Deal damage roughly equally across all three segments and eliminate them as close together as possible. AoE cards are ideal. Focus firing one segment at a time ensures the others keep reviving — avoid this pattern. Constrict from the head makes long fights increasingly punishing.


Elite 8: Entomancer

HP: ~200–250 | Difficulty: Medium-High

Insect summoner. Continuously spawns smaller insects while buffing from the back.

Key threats:

  • Endless small insect summons that independently attack
  • Entomancer itself stays behind and stacks buffs
  • Cumulative damage from summoned insects plus boss attacks is severe

Strategy: Focus the Entomancer body directly. Summoned insects add up to meaningful damage, so occasionally clear them, but never lose focus on eliminating the summoner first. High HP means low-damage decks struggle — confirm damage output before engaging.


Elite 9: Infested Prism

HP: ~180–220 | Difficulty: Medium

Optical-type Act 2 elite. Multi-directional attacks and deck interference.

Key threats:

  • Multi-directional split attacks (AoE ineffective)
  • Potential card corruption / debuff addition to your deck

Strategy: Single-target high-damage builds are favored. Close the fight before deck corruption becomes impactful.


Act 3 Elites — Glory (3 Elites)

Elite 10: Knight Trio

HP: Flail Knight 101 / Spectral Knight 93 / Magi Knight 82 | Difficulty: Very High

Three knights, each with a distinct role. Fought simultaneously.

Knight Primary Actions Threat
Flail Knight Ram, double-hit Flail Raw damage dealer
Spectral Knight Hex debuff, Soul magic attacks Debuffer
Magi Knight Dampen debuff, 35-damage Magic Bomb Delayed burst

Strategy: Kill Magi Knight first — the 35-damage Magic Bomb is Act 3's highest-damage single hit. Spectral Knight's Hex compounds over time, so handle it second. Combined per-turn damage across all three is extremely high. Only engage above 40% HP with a finalized deck.


Act 1 Bosses — Overgrowth (3 Bosses)

Boss 1: Vantom

HP: ~250–280 | Pattern: Fixed 4-turn loop with increasing damage

Turn Action Damage
1 Slither Low
2 Coil Medium
3 Strike 25+ (peak damage turn)
4 Strengthen Gains Strength — next cycle hits harder

Strategy: Turn 3 is the dangerous turn — have maximum Block available. Vantom gains Strength on turn 4, so every loop hits harder than the last. Put out pressure between turns 1–2, and save Block cards for turn 3. Don't let the fight drag beyond 2–3 full cycles.


Boss 2: Ceremonial Beast

HP: ~280–320 | Pattern: HP threshold triggers stun window

Mechanics:

  • Opens with Plow — attack power increases by 2 every turn
  • Transitions to Ring (stunned, weakened) when HP drops to 150 or below
  • Ringing phase allows safe burst damage

Strategy: Don't accidentally burst Ceremonial Beast below 150 HP in one hit when you're not ready for the transition. Chip damage down to ~155 HP, then unload your burst to cross the 150 threshold and lock in the stun window. Time your biggest cards for the Ringing phase. Ramps indefinitely if you take too long.


Boss 3: Kin Priest

HP: ~260–290 | Pattern: Buff accumulation + summon mechanic

Strategy: Strike during buff turns before the Kin Priest completes its setup. The called summons can be focused down or ignored depending on your deck's throughput.


Act 1 Bosses — Underdocks (3 Bosses)

Boss 4: Lagavulin Matriarch

HP: ~300–340 | Pattern: Dormant → Awakened with triggered activation

Mechanics:

  • Begins dormant — heals each turn but does not attack
  • Awakening is triggered by card usage (cumulative count)
  • Once awakened, attacks hard immediately

Strategy: Build HP during the dormant phase — but not infinitely. Deal meaningful damage each turn while conserving Block for the awakening moment. Avoid flooding the field with cheap 0-cost plays if each card usage accelerates awakening. Know your card-use budget and plan accordingly.


Boss 5: Soul Fysh

HP: ~270–310 | Pattern: Beckon card pollution + attack cycle

Beckon mechanic:

  • Adds Beckon cards to both deck and discard pile at fight start
  • Beckon: costs 1 resource; if in hand at turn end → deals 6 unblockable damage to you
  • Stays in your deck until the fight ends — cannot be removed mid-fight

Attack cycle:

  • Turns 2–3: high-damage attacks (your offense window)
  • Turns 4–5: Intangible (damage blocked/massively reduced)

Strategy: Never end a turn with Beckon in hand — always spend the 1 resource to play it. Focus offense on turns 2–3 during the vulnerability window; do not waste big attacks during Intangible turns. The Beckon management loop is the entire skill expression of this fight.


Boss 6: Waterfall Giant

HP: ~310–360 | Pattern: Brute force, straightforward attack cycle

Strategy: High HP straightforward boss. Read intents and push damage during open turns. Success depends on whether your scaling is complete rather than specific mechanics knowledge.


Act 2 Bosses — Hive (3 Bosses)

Boss 7: Kaiser Crab

HP: ~350–400 | Pattern: Armored fixed-cycle boss

Strategy: Plating and Block make this fight slower than Act 1 bosses. Penetrating damage (true damage, Vulnerable + burst) works. Relatively predictable once you map the cycle.


Boss 8: Knowledge Demon

HP: ~370–420 | Pattern: Debuff choice mechanic + self-healing + Strength scaling

Mechanic: Each turn (starting turn 1), choose between two debuffs:

  • Disintegration: Take damage at turn end
  • Mind Rot: Draw 1 fewer card per turn

Each debuff accepted grants the Knowledge Demon +Strength. It also self-heals, recovering HP each turn.

Strategy: Default to Mind Rot over Disintegration — losing a draw is less damaging than losing HP. The fight is entirely about aggression: the Demon heals and scales simultaneously, so every turn you fail to deal damage gives it more value. Passive and control-heavy decks cannot win this fight. Only bring raw damage.


Boss 9: The Insatiable

HP: ~400–460 | Pattern: Instant-kill countdown mechanic

Sandpit mechanic:

  • Fight starts with a 4-turn countdown to instant death
  • Frantic Escape cards are added to your deck at fight start — playing them extends the countdown
  • Running out of countdown = immediate death, not just taking damage

Strategy: The core puzzle is resource allocation between extending the countdown and dealing damage. The correct rhythm is extending by exactly 1 turn when needed while maximizing damage output. Pure burst builds that can deal 100+ damage per turn minimize the need for extensions. Widely considered the hardest Act 2 boss.


Act 3 Bosses — Glory (3 Bosses)

Boss 10: Doormaker

HP: Door 155 + Doormaker 489 | Pattern: Phase cycling with permanent Strength accumulation

Phase structure:

  1. Defeat the Door (155 HP)
  2. Fight Doormaker (489 HP)
  3. Door revives — return to step 1
  4. Each cycle: Doormaker gains permanent Strength

Stun window: Doormaker enters a stunned state at certain points in the cycle — deal your heaviest damage during these windows.

Strategy: Never let the cycle drag. Strength accumulates permanently with each loop, meaning the longer the fight runs the faster you die. The stun window is your kill window — dump everything into it. 489 HP requires a fully scaled deck to close out before Strength becomes overwhelming.


Boss 11: The Queen

HP: Queen + Amalgam (combined ~599) | Pattern: Dual enemy + Binding debuff spam

Setup: The Queen and Amalgam fight simultaneously. Killing the Queen causes Amalgam to flee, but Amalgam hits harder than the Queen and cannot be ignored.

Binding debuff: The Queen applies Binding — restricts which cards or cost-tiers you can play, severely limiting your turn options.

Strategy: Establish control over Amalgam first — apply Weak or find Binding removal before focusing the Queen. Community-standard preparation is 2 Potions specifically for this fight. Build your deck with varied-cost cards so Binding doesn't fully shut down your turn. With a combined HP of 599, sustain and scaling matter more here than in any other fight.


Summary: Elite and Boss Decision Framework

Elite Entry Thresholds

Act Fight if HP above
Act 1 60%
Act 2 50%
Act 3 40% (and only with a completed deck)

Pre-Boss Checklist

  1. Identify the boss — scroll to the top of the Act map immediately on entry
  2. HP check — aim for 50%+ HP entering the boss fight
  3. Debuff turn 1 — apply Vulnerable or Weak on the opening turn whenever possible
  4. Potion inventory — hold 1–2 potions specifically for the boss
  5. Relic check — confirm your current Relics synergize with the deck's strategy going into this fight

Based on Early Access data. Attack values and HP may change with updates.