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Introduction

Boss fights are the defining moments of every Slay the Spire run. Act 1–3 each pull one boss at random from a pool of three, while Act 4 always ends with the Corrupt Heart. Winning is necessary but not sufficient — the HP you preserve carries directly into the next Act.

This guide covers all ten bosses, their action patterns, the critical mechanics you must understand before the fight begins, and the cards and Relics that change each matchup.


Pre-Boss Checklist

Build the habit of reviewing these items before every boss fight.

Checkpoint Recommended Action
HP level HP ≤ 20, or 20+ damage taken in the last two fights: Rest instead of Smithing
Campfire use Above 60% HP: Smith (upgrade). Below that: Rest
Boss Relic knowledge Know the three relic options ahead of time and weigh their tradeoffs
Potion reserve Keep at least one combat-relevant potion (attack, block, or healing)

Match the Boss Relic to your current deck rather than to abstract power rankings.


Act 1 Bosses

Act 1 randomly selects one of Slime Boss, The Guardian, or Hexaghost.

Slime Boss — HP: 140

The simplest pattern of the three Act 1 bosses. The fight hinges on managing the Split correctly.

Action Pattern

Turn Action Details
1 Goop Spray Adds 3 Slimed cards to discard pile
2 Preparing No action (charging)
3 Slam 35 damage
Loop Repeat Cycles 1 → 2 → 3 indefinitely
HP ≤ 50% Split Splits into 2 large Slimes, each inheriting current HP

Strategy

The key insight is that you can force Split before Slam fires. Deal 70+ damage by the end of Turn 2 and the boss Splits without the 35-damage hit. After Split, the two Slimes inherit whatever HP the boss had, so use AoE (Whirlwind, Cleave, Twin Strike) to clean both up at once.

Slimed cards are 0-cost dead cards, but if you hold Evolve or Fire Breathing, they become free draw or damage triggers — Slime Boss can actually fuel those builds.

Preparation Examples
AoE for post-Split clean-up Whirlwind, Cleave, Twin Strike
Block for Slam (35 damage) Pre-stack at least 35 Block on Turn 3
Slimed synergy Evolve, Fire Breathing

The Guardian — HP: 240

The highest HP of the three Act 1 bosses, with a two-phase structure where Sharp Hide punishes attacking at the wrong time.

Phase 1 Action Pattern (Attack Mode)

Order Action Details
1 Charging Up Gains 9 Block
2 Fierce Bash 32 damage
3 Vent Steam Apply Weak 2 + Vulnerable 2
4 Whirlwind 5 damage × 4 hits
Trigger Mode Shift After taking 30 cumulative damage → shifts to Phase 2

Phase 2 (Defensive Mode)

Sharp Hide reflects 3 damage to the player for every Attack card played.

Phase 2 Action Details
Twin Slam 8 damage × 2 hits
Defensive cycle Primarily Block-based actions
Mode Shift back After taking another 30 damage → returns to Phase 1

Strategy

The core strategy is "attack hard in Phase 1, switch to Skills and Powers in Phase 2." The Vent Steam → Fierce Bash sequence (Weak and Vulnerable before a 32-hit) is the most dangerous window — pre-stack Block before that turn.

In Phase 2, minimize Attack cards to avoid Sharp Hide reflections. Use Skill and Power cards, then concentrate all your Attack cards back in Phase 1 when it returns.

Preparation Examples
Skill/Power toolkit for Phase 2 Avoid playing Attacks while Sharp Hide is active
High single-hit attacks Concentrate burst damage into Phase 1 windows
Block for Fierce Bash (32 damage) Pre-stack before the expected hit turn

Hexaghost — HP: 250

The most mechanically unusual Act 1 boss. A 9-turn cycle and a Divider hit scaled off your max HP reward prior knowledge.

Action Pattern (9-Turn Cycle)

Turn Action Details
1 Inferno (first combat only) 2 × 6 damage + adds 3 Burn cards
2 Divider floor(Max HP ÷ 12) × 6 damage
3–8 Searing Blow Scaling fire hits
9 Inferno 24 damage + adds 3 Burn cards + upgrades all Burn cards (2 damage per turn each) → new cycle begins

Strategy

Two essential knowledge points define this fight.

Point 1: Divider scales off your max HP, not current HP. Ironclad at 80 max HP takes 80 ÷ 12 = 6 → 6 × 6 = 36 damage from Divider. Max HP 23 or lower caps it at 1 × 6 = 6 damage. While intentionally lowering max HP before the fight is an advanced tech, simply understanding the formula helps you budget Block for Turn 2.

Point 2: Inferno must be outpaced. Every 9-turn Inferno stacks more Burn cards and upgrades them all to deal 2 damage per turn. A deck that cannot kill Hexaghost within 9 turns faces compounding passive damage that eventually overwhelms any healing. Target roughly 28+ damage per turn.

Preparation Examples
Consistent damage output Deck capable of 25–30 damage per turn reliably
Burn mitigation Exhaust-based cards, Discard effects
Block for Divider Up to 42 damage at 84 max HP

Act 2 Bosses

Act 2 randomly selects one of Bronze Automaton, The Collector, or The Champ.

Bronze Automaton — HP: 300

Two minions that can steal your best card, plus a telegraphed Hyper Beam every 6 turns.

Action Pattern (6-Turn Cycle)

Turn Action Details
1–2 Flail 7 damage × 2 hits
3–4 Boost Strength +3, Block +9
5 Hyper Beam 45 damage (stunned next turn)
6 Stun No action
Repeat Strength cumulative +6 Strength per full cycle

Bronze Orbs (2 minions, HP 52–58 each)

Action Details
Stasis (75%) Absorbs the highest-rarity card from your deck; returns it on death
Attack 7 damage

Strategy

Kill the Bronze Orbs early. Stasis removes your best card from play until the Orb dies, which can cripple a run that depends on a key Rare or Uncommon. Use AoE to damage both the boss and the Orbs simultaneously.

Hyper Beam (Turn 5) gains the boss's accumulated Strength by cycle 2+, potentially hitting 55–65+. Pre-stack Block on Turn 4. Letting the fight drag causes Strength to scale out of control.

Preparation Examples
AoE damage Clear Orbs while damaging the boss
45+ Block for Hyper Beam Begin stacking on Turn 4
High burst to end quickly Prevent runaway Strength accumulation

The Collector — HP: 282

Instant minion deployment and a guaranteed Turn 4 Mega Debuff define the fight's early urgency.

Action Pattern

Timing Action Details
Opening (confirmed) Torch Head × 2 Immediately summons 2 minions (HP 38–40 each)
Turn 4 (confirmed) Mega Debuff Apply Weak 3 + Vulnerable 3 + Frail 3
Post-Turn 4 (alternating) Buff All enemies Strength +3, self Block +15
Other turns Attack ~18 damage

Strategy

The Mega Debuff on Turn 4 simultaneously reduces your damage output, increases damage taken, and reduces your Block gain — a triple penalty. Artifact-generating Relics or cards that counter status effects are high value here. Budget your defensive resources around Turn 4.

Torch Heads alive during Buff turns also receive Strength +3. Clearing them quickly with AoE keeps the Buff's impact minimal. Leaving one Torch Head alive while focusing the boss is a viable tactic to delay Buff rotations, but only if your AoE is limited.

Preparation Examples
Debuff counter Artifact Relic, Clarity, Panacea
AoE for Torch Heads Clear both within 2–3 turns
Stable Block source Maintain Block generation after Mega Debuff

The Champ — HP: 420

The highest HP among Act 2 bosses. The hidden trap is that every debuff you stack is wiped on Phase 2 entry.

Phase 1 Action Pattern

Action Details
Heavy Slash 16 damage
Face Slap 12 damage + Weak 2 + Frail 2
Defensive Stance Block +15 + Metallicize +5 (Block gained per turn end)
Taunt Self Strength +2
Gloat (every 4 turns, confirmed) Apply Weak 2 + Vulnerable 2 to player

Phase 2 (HP ≤ 50%: Anger Triggers)

Transition Event Details
Anger Removes all debuffs from self + Strength +6
Execute Primary repeating attack afterward — heavy two-hit pattern

Strategy

The defining rule: all debuffs on The Champ are stripped when HP drops below 50%. Poison stacks, Vulnerable, Weak — gone. Strength jumps by 6 on top. Any strategy that relies purely on building debuffs must either kill before the threshold or generate enough raw damage after the reset.

Metallicize provides passive Block every turn end, making prolonged fights increasingly favorable for the boss. Push hard in Phase 1, accumulate damage, and be ready to close out Phase 2 before multiple Execute hits compound.

Preparation Examples
Raw burst damage Enough damage output to handle Phase 2 after debuff reset
Sustained Block Counter ongoing Metallicize passive regeneration
HP management 420 HP is the highest of any Act 2 boss; budget potions

Act 3 Bosses

Act 3 randomly selects one of Awakened One, Time Eater, or Donu and Deca.

Awakened One — HP: 300

A two-phase boss that punishes Power card spam in Phase 1 and invalidates debuff builds on Rebirth.

Phase 1 Action Pattern

Action Details
Curiosity Gains Strength +1 (upgraded: +2) each time the player plays a Power card
Slash 10 damage × 2 hits
Regenerate Heals +10 HP at turn end
Dark Eye 5 damage + adds status cards to player deck

Phase 2 (After Rebirth)

Transition Event Details
Rebirth After first kill: removes all debuffs + full HP restore → Phase 2 begins
Dark Echo 40 damage (primary Phase 2 attack)

Strategy

Curiosity's Strength stacking is the primary threat in Phase 1. Demon Form (Ironclad), Electrodynamics (Defect), and other multi-turn Powers continuously feed the counter. By mid-Phase 1, the Awakened One can be hitting for 30+ per attack if left unchecked. Minimize Power card plays or prepare to burst the boss before its Strength compounds.

The Regenerate (+10 HP per turn end) makes incremental damage strategies ineffective. High burst is generally safer than sustained DoT approaches.

Rebirth erases all debuffs and restores full HP — Poison stacks, Vulnerable, everything resets. Both phases require the same standalone burst capability.

Preparation Examples
Minimize Power card plays Avoid feeding Curiosity in Phase 1
Two-phase burst damage Must maintain kill pressure through Rebirth
Counter Regeneration Sustain 10+ damage per turn above HP regen

Time Eater — HP: 456

The highest HP among Act 3 bosses. Time Warp — an automatic turn-end trigger at 12 cards played — dismantles Shiv builds and infinite loops entirely.

Action Pattern

Action Details
Ripple 12 damage × 3 hits (36 total)
Head Slam 26 damage + Draw reduced by 1 (until next combat)
Reverberate Block +20 + applies debuffs
Time Warp Playing the 12th card in a turn forces turn end + Time Eater Strength gain (permanent, cumulative)
Haste (HP ≤ 50%, once) Removes all debuffs from self + recovers 50% HP

Strategy

Time Warp is the defining constraint. Every card played beyond 11 in a single turn ends the turn immediately and permanently increases the boss's Strength. Shiv decks that typically play 15–20+ cards per turn are functionally broken here. Infinite combo builds (Watcher's Infinite, Defect loop) also collapse against this mechanic.

The correct adaptation is high-impact cards that deal significant damage per play. Whirlwind, Meteor Strike, Battle Trance, and high-cost power cards are ideal — they maximize damage-per-card-played within the 11-card window.

The Haste trigger at 50% HP erases all your debuffs and heals significantly. Avoid committing potions immediately before this threshold. After Haste fires, shift back to raw damage without debuff dependency.

Preparation Examples
High damage-per-card Whirlwind, Meteor Strike, Bash, Immolate
Avoid Shiv/infinite builds These approaches are entirely suppressed by Time Warp
Post-Haste damage Maintain non-debuff-dependent damage through the second half

Donu and Deca — HP: 250 each, Artifact × 2 each

A dual-boss fight where Donu's Ring of Fire and the four combined Artifact stacks create compounding threats.

Donu's Action Pattern

Action Details
Ring of Fire Applies Strength −3 to player (permanent, cumulative)
Attack ~10 damage
Pattern Ring of Fire → Attack → alternating

Deca's Action Pattern

Action Details
Beam ~12 damage beam attack
Square of Protection Grants Block +16 to both Donu and Deca
Pattern Beam → Square of Protection → alternating

Strategy

Kill Donu first. Ring of Fire debuffs the player's Strength every two turns — cumulative and permanent for the fight. After three or four cycles you are dealing significantly less damage on every attack. Deca's Square of Protection (Block +16 to both) is annoying but manageable if Donu is removed early.

All four Artifact stacks (2 per boss) mean debuffs require multiple applications to stick. Debuff-reliant builds must exhaust the Artifact stacks before the debuffs land. AoE that simultaneously hits both bosses efficiently strips Artifacts while building damage.

Square of Protection makes passive or low-DPS builds progressively worse — if you are not continuously outputting high damage, the block regenerates faster than your offense.

Preparation Examples
High AoE damage Strip Artifacts while dealing spread damage
Kill Donu first Prevent compounding Strength reduction
Consistent high DPS Outpace Square of Protection's block regeneration

Act 4 Boss

Corrupt Heart — HP: 750

Act 4's boss requires collecting three Keys first and can only be reached by completing Act 3 with Ironclad, Silent, or Defect (Watcher unlocked separately).

Reaching Act 4: Three Keys Required

Key How to Obtain
Ruby Key Choose "Recall" at a Campfire (instead of Rest or Smith)
Emerald Key Defeat the special Elite marked with a flame icon
Sapphire Key Choose the Key instead of a Relic at any non-Boss chest

Passive Abilities

Ability Details
Beat of Death Player takes 1 damage per card played (Ascension 19+: 2 damage)
Invincible Maximum 300 damage receivable per turn; requires a minimum of 3 turns

Action Pattern

Turn Action Details
1 (confirmed) Debilitate Apply Weak 2 + Vulnerable 2 + Frail 2 + add 5 status cards to deck
4 (confirmed) Buff Strength +2 (1st time)
7 (confirmed) Buff Strength +10 (2nd time)
10 (confirmed) Buff Strength +50 (3rd time — each Blood Shots hit exceeds 100+ damage)
Other Blood Shots 2 damage × 12 hits (Strength-dependent)
Other Echo 40 damage (fully blocked by Buffer / Intangible)

Strategy

The Corrupt Heart fight is fundamentally about minimizing cards played per turn while maximizing damage output. Beat of Death taxes every card play by 1 HP, so decks that play 10–15 cards per turn sustain enormous self-damage before the boss even acts.

Tungsten Rod (Relic: take 1 less damage from all sources) is the strongest single counter — it reduces Beat of Death damage to zero, entirely eliminating the mechanic. If you have it, the fight transforms dramatically.

Turn 4 → 7 → 10 Strength buffs (+2 → +10 → +50) are the clock of the fight. After Turn 10, Blood Shots become a 24+ × 12-hit barrage that kills most builds in a single turn. Realistically, very few decks can kill 750 HP in 9 turns (requires ~84 damage per turn). The practical goal is ending the fight by Turn 12–14, or having the Block and HP to survive the Strength spikes.

Weak is exceptionally effective here — Blood Shots' 12 hits each benefit from Weak's 25% reduction, compounding the damage mitigation substantially. Buffer and Intangible counter Echo (40 damage) completely.

Poison builds (Silent) work well because layering Poison stacks requires few card plays, letting you deal massive damage with minimal Beat of Death self-damage.

Preparation Details
Tungsten Rod (Relic) Negates Beat of Death entirely — highest priority if available
Low-card-count high-damage cards Whirlwind, Meteor Strike, Poison stacking
Buffer / Intangible Completely negates Echo (40 damage)
Weak application Reduces all 12 Blood Shots hits by 25%
Poison build (Silent) Deals damage through passive stacks with minimal card plays

Boss Difficulty Summary

Act Boss HP Primary Threat Difficulty
1 Slime Boss 140 Slam 35 + Split management ★☆☆☆
1 The Guardian 240 Sharp Hide + Fierce Bash 32 ★★★☆
1 Hexaghost 250 Divider scaling + Burn accumulation ★★★☆
2 Bronze Automaton 300 Hyper Beam 45 + card theft ★★☆☆
2 The Collector 282 Turn 4 Mega Debuff ★★★☆
2 The Champ 420 Debuff wipe + Metallicize ★★★★
3 Awakened One 300 Rebirth + Curiosity stacking ★★★☆
3 Time Eater 456 Time Warp + Haste ★★★★
3 Donu and Deca 250 each Strength stacking + Artifact ×4 ★★★☆
4 Corrupt Heart 750 Beat of Death + Strength +50 ★★★★★

This article covers the original Slay the Spire (STS1). Some values vary by Ascension level.