Boss & Elite Threat Guide

Threat tier, tags, summary and counter tips for every Slay the Spire 2 boss and elite. Filter by act or type, sort by threat or HP.

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Knowledge Demon
BossAct 2HP 379-399
high-hpscalinganti-scaling-deck

379 HP wall. Punishes decks that need many turns to ramp. A typical wipe-cause for Defect/Silent if their scaling hasn't come online by Act 2.

Counter tips
  • Make sure your scaler is ready before entering Act 2 — burst characters (Ironclad, Necrobinder) handle this better
  • Stack Vulnerable hard — its HP pool only falls in a reasonable number of turns with the 50% modifier
  • Don't conserve potions — Fire Potion / Strength Potion saved for boss exist for fights like this
Known intents
Curse of KnowledgeSlapKnowledge OverwhelmingPonder
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The Insatiable
BossAct 2HP 321-341
scalinglong-fightrace

321 HP Act 2 boss that grows the longer the fight runs. Race condition — you win if you can out-DPS the scaling, lose if you stall.

Counter tips
  • Plan to end this in single-digit turns; long sustain builds struggle
  • Concentrate Vulnerable + Strength burst turns; don't spread damage thinly
  • Power-heavy decks should play their setup BEFORE this fight (Limit Break, Demon Form pre-buffs)
Known intents
Liquify GroundThrash Move 1Thrash Move 2Lunging BiteSalivate
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Mecha Knight
EliteAct 3HP 300-320
high-hptankact3-wall

300 HP Act 3 elite. The most-feared elite of the game — high HP, hard hits. Treat it like a mid-Act 3 boss.

Counter tips
  • Re-evaluate the path before this room: can you skip via campfire or unknown? Worth considering
  • All scaling cards should be online before engaging — don't try to scale during the fight
  • Save Fire Potion / Strength Potion for this; even one big hit shaves a full turn of trade
Known intents
ChargeFlamethrowerWindupHeavy Cleave
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Doormaker
BossAct 3HP 489
high-hpboss-rushendgame

489 HP Act 3 boss — the highest-HP solo fight in the game. Bring scaling, block, and patience. This is where Powers and infinite combos pay off.

Counter tips
  • Almost no deck wins this without scaling — Limit Break, Catalyst, Echo Form, Focus stacking are all valid
  • Plan a defensive plateau: enough block to survive a 10+ turn fight without HP attrition
  • Save every potion for this fight; even mediocre ones (Strength, Block) shorten the encounter by 1-2 turns
Known intents
What Is ItBeamGet Back In
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Queen
BossAct 3HP 400-419
high-hpminion-summonaoe-needed

400 HP Act 3 boss that summons minions. AoE answers are mandatory; single-target burst gets overwhelmed.

Counter tips
  • Bring at least one AoE answer (Cleave, Whirlwind, Sweeping Beam, Crippling Cloud-style)
  • Vulnerable applied to Queen herself is wasted if minions are out — clear adds first OR pick an AoE-Vulnerable like Bouncing Flask-equivalent
  • Block as a default — minion damage adds up fast even when each hit is small
Known intents
Puppet StringsYour MineBurn Bright for MeOff with Your HeadExecutionEnrage
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Decimillipede
EliteAct 0HP 40-46
multi-targetsegmentedpriority

Multi-segment elite with Front/Middle/Back parts. Each segment has separate HP — the priority order matters because damage cleared on a segment doesn't carry to the next.

Counter tips
  • AoE decks shred this; single-target decks should kill Front first to disable the most threatening intent
  • Don't apply Vulnerable to a segment you can't finish — wasted if it dies mid-turn
  • Block defensively when multiple segments are alive — total incoming is higher than it looks
Known intents
WritheBulkConstrictDeadReattach
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Phrog Parasite
EliteAct 1HP 61-64
debuff-applierdeck-pollutionannoyance

62 HP Act 1 elite. Low HP but applies effects that follow you into future combats. Kill fast to minimise lingering downside.

Counter tips
  • Sub-100 HP — burst with Strength Potion if available
  • Don't take this elite on low HP — its debuffs compound with future status pollution
  • Exhaust effects (Feed, Dark Embrace) help clear lingering debuff cards if added
Known intents
InfectLash
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Ceremonial Beast
BossAct 1HP 252-262
high-hptempobuff-stacker

A 252-HP Act 1 wall that buffs itself and punishes slow openers. Skips fights where you can't apply pressure on turn 1 are rare — bring damage, not durability.

Counter tips
  • Open with Vulnerable (Bash / Sucker Punch) — its high HP makes %-modifier debuffs the highest-value play
  • Don't bank block for the wind-up turns; spend energy on damage and accept some chip damage
  • If you have AoE attacks, save them for when the beast applies vulnerable/buff to itself — don't waste them on filler turns
Known intents
StampPlowStunBeast CryStompCrush
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Kin Priest
BossAct 1HP 190-199
healersupportpriority-target

190 HP Act 1 boss that supports allies and ramps if you don't put it on the clock. Damage > defense — kill it before its buff/support engine outscales you.

Counter tips
  • Burst-down builds (Strength stacks, Catalyst poison) thrive here
  • If you can't one-shot, apply Weak each turn to soften its outgoing damage while you grind it down
  • Don't let it reach a setup turn unanswered — even a 1-energy attack beats a fully blocked turn
Known intents
Orb Of FrailtyOrb Of WeaknessBeamRitual
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Vantom
BossAct 1HP 173-183
status-applierburstdeck-pollution

173 HP Act 1 boss. Dismember adds Statuses to your deck; Inky Lance is a multi-hit burst. The longer the fight runs the more clogged your hand gets.

Counter tips
  • End the fight fast — every turn extra means more Status cards next combat
  • Defect's orbs and Silent's poison ignore Status pollution best; Ironclad scales fine but takes deck damage
  • Block the multi-hit Inky Lance turn first; Ink Blot can chip through
Known intents
Ink BlotInky LanceDismemberPrepare
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Entomancer
EliteAct 2HP 145-155
summonerrampingminion-aoe-needed

145 HP Act 2 elite that summons. Letting the swarm grow is the standard failure mode. Pressure the Entomancer or the adds — pick one — and commit.

Counter tips
  • If you have AoE, clear adds first; the Entomancer is glass without its swarm
  • If you don't have AoE, pour single-target damage into the Entomancer to end the summoning loop
  • Weak applied to the Entomancer reduces stacked add damage by extension
Known intents
Pheromone SpitBeeeees!Spear!
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Infested Prism
EliteAct 2HP 161-171
multi-phaseswap-targetpuzzle

200 HP Act 2 elite. The prism shifts its weak side / vulnerability — read the intent every turn and pivot damage accordingly.

Counter tips
  • Don't lock in a target before seeing the intent each turn
  • Frozen Eye / orb-knowledge effects help by reducing the read-and-react cost
  • Holds value with cards that can be retained or replayed — flexibility beats commitment
Known intents
JabRadiateWhirlwindPulsate
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Crusher
BossAct 2HP 209-219
big-hittankblock-test

Act 2 boss built around one massive attack telegraph. Survives long enough to threaten you twice. Block timing > damage.

Counter tips
  • Don't trade HP — block the telegraphed big hit fully, or it can put you in 1-shot range
  • Weak halves the big hit's effective damage; Bag of Marbles Vulnerable doubles your return swings
  • Power decks (Demon Form, Echo Form) shine because the fight is long enough to scale
Known intents
ThrashEnlarging StrikeBug StingAdaptGuarded Strike
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Magi Knight
EliteAct 3HP 82-89
debuffcasterramp-disruptor

82 HP Act 3 elite. Glass cannon but its debuff package disrupts scaling decks. Power-heavy decks especially want to end this fast.

Counter tips
  • Burn turn-1 burst on this — Strength Potion / Fire Potion warranted if it's stable elsewhere
  • Defect / Silent: ramp decks should pre-stack before this elite if possible
  • Don't waste a Vulnerable application — Magi Knight dies fast enough that the modifier rarely matters
Known intents
First Power ShieldDampenPrepMagic BombRam
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Soul Nexus
EliteAct 3HP 234-254
spiritscalingendgame-elite

234 HP Act 3 elite with spirit / soul mechanics. Long enough to fight that scaling decks pay off, short enough that burst still works.

Counter tips
  • Both Strength burst and Power scaling decks handle this — play your archetype
  • Apply Weak to mitigate the bigger telegraph turns
  • Save Necrobinder sacrifice plays for this fight if you've been hoarding HP
Known intents
Soul BurnMaelstromDrain Life
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Terror Eel
EliteAct 3HP 140-150
debuff-appliervulnerable-eats-blockhigh-damage

140 HP Act 3 elite. Hits hard and applies stacking debuffs. Block carefully, kill efficiently.

Counter tips
  • Block the highest-damage telegraph fully — partial block is wasted against the spike turns
  • Apply Weak before its big-hit turn; doubling block efficiency wins the trade
  • Burst decks should pre-stack Strength / Focus before engaging
Known intents
CrashThrashmoveStunTerror
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Lagavulin Matriarch
BossAct 3HP 222-233
debuff-stackerarmorsleeping-style

222 HP Act 3 boss that opens with armor and ramps debuffs. Lose HP early if you don't break the opening shell.

Counter tips
  • Don't try to chip through metallicize-style armor with 1-damage hits; group damage into single big strikes
  • Apply Weak the turn before its big debuff lands — reduces stacked effects
  • Defect with Lightning + Focus and Necrobinder bursting through sacrifice both punish the armor phase
Known intents
SleepSlashSlash2DisembowelSoul Siphon
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Torch Head Amalgam
BossAct 3HP 199-211
aoefire-damagestacking-burn

199 HP Act 3 boss. Punishes decks without consistent block — sustained chip damage that stacks if ignored.

Counter tips
  • Block floor is critical; don't end turns at 0 block here
  • Weak halves outgoing damage which compounds across turns — apply it early and keep refreshing
  • Frost orbs / Defensive Stance / Entrench all shine in this fight
Known intents
Tackle 1Tackle 2BeamTackle 3Tackle 4
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Waterfall Giant
BossAct 3HP 240-250
aoe-damagestaggerendurance

250 HP Act 3 boss. Long fight with periodic big hits. Endurance build wins; glass cannons get punished by the long-game damage tax.

Counter tips
  • Build for ~10 turns of block — power scaling that ramps over time outperforms one-shot setups
  • Bash / Dazed-style decks that need many turns to ramp finally pay off here
  • Don't keep Strength potions for after — use them mid-fight to skip a wind-up turn
Known intents
PressurizeStompRamSiphonPressure GunPressure Up+2
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Bygone Effigy
EliteAct 1HP 127-132
high-blocktempoarmor

127 HP Act 1 elite that frequently blocks. Damage timing matters more than raw output — hit when its block is down.

Counter tips
  • Save big attack turns for non-block intents
  • Multi-hit attacks (Twin Strike, Pommel Strike) less efficient than single big hits here
  • Don't waste Vulnerable on a turn it intends to block
Known intents
Initial SleepWakeSleepSlashes
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Byrdonis
EliteAct 1HP 81-84
fast-attackerlow-hpburst

~92 HP Act 1 elite. Glass-cannon profile: hits hard for low HP. Win the trade race.

Counter tips
  • Burst it down in 2-3 turns to avoid extended damage trades
  • Bash + Strike combos finish this efficiently
  • Don't over-block — its damage doesn't justify trading two attack turns for a block turn
Known intents
PeckSwoop
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segmentsee-decimillipede

Back segment of the Decimillipede. Often performs support / buff actions — kill if you have AoE, otherwise focus on Front first.

Known intents
WritheBulkConstrictDeadReattach
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segmentsee-decimillipede

Front segment of the Decimillipede. See 'Decimillipede' for the overall fight plan; this segment is usually the highest-damage target.

Known intents
WritheBulkConstrictDeadReattach
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segmentsee-decimillipede

Middle segment of the Decimillipede. Generally lower priority — kill front then back, leave middle for last.

Known intents
WritheBulkConstrictDeadReattach
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Rocket
BossAct 2HP 199-209
burstwind-uppredictable

189 HP Act 2 boss with a clear wind-up → release cycle. More forgiving than other Act 2 bosses because intents are readable.

Counter tips
  • Save big block turns for the release; spend damage on wind-up turns
  • Defect Frost / Ironclad Entrench reward turns you don't need to attack — perfect tempo fit
  • If you have Apparitions / intangible: use one on the release turn
Known intents
Targeting ReticlePrecision BeamCharge UpLaserRecharge
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Flail Knight
EliteAct 3HP 101-108
aoe-attackerarmoract3

~101 HP Act 3 elite. AoE knight with consistent damage; not lethal in isolation but in elite trios or with bad RNG it can be the elite that pushes you below safe HP.

Counter tips
  • Standard block-and-trade; no special tech needed
  • Save potions for boss — Flail Knight should be a clean elite for most decks by Act 3
  • Apply Weak if you have it cheap — reduces the AoE chip damage
Known intents
War ChantFlailRam
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Phantasmal Gardener
EliteAct 3HP 26-31
low-hpsupport-summonpriority-clear

~30 HP Act 3 elite. Low HP but its plant / minion summons create the actual threat. Kill it before the garden grows.

Counter tips
  • Single-target focus the Gardener — adds vanish or weaken with the source gone
  • AoE answers easy; without AoE, ignore plants and burst the Gardener
  • Don't over-block — fight is short if executed cleanly
Known intents
BiteLashFlailEnlarge
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Skulking Colony
EliteAct 3HP 75-80
swarmaoelow-individual

79 HP Act 3 elite that operates as a swarm. AoE damage is mandatory or strongly preferred.

Counter tips
  • Bring AoE: Cleave, Whirlwind, Defect Lightning, Sweeping Beam-equivalents
  • Frost orb block scales well against the chip damage
  • Pure single-target decks should consider re-routing the path
Known intents
InertiaZoomSuper CrabSmash
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Spectral Knight
EliteAct 3HP 93-97
etherealevasivetempo

93 HP Act 3 elite. Mid-tier threat — kills slow decks, but any deck with a real burst plan handles this.

Counter tips
  • Treat as a 2-turn fight — design your block / attack split accordingly
  • Ironclad Strength scaling, Silent Catalyst, Defect Lightning all clear cleanly
  • Don't burn potions here — save for Mecha Knight or boss
Known intents
HexSoul SlashSoul Flame
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Soul Fysh
BossAct 3HP 211-221
mobilityevasiontempo

211 HP Act 3 boss. More tempo-based than HP-based — feels easier than the wall bosses but punishes hesitation.

Counter tips
  • Commit damage early — banked block does nothing here, banked Strength scales
  • Silent's poison ramps perfectly against this length of fight
  • Don't over-block — spending energy on attacks every turn is the optimal line
Known intents
BeckonDe-GasGazeFadeScream
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variable-hpexperimentalact3

Test Subject's HP scales by the encounter — treat as a moderate Act 3 challenge with unpredictable variance.

Counter tips
  • Have answers for both burst and grind — flexible decks handle this better than one-trick scaling
  • Don't burn key potions here unless you're already in low HP
  • Trade HP only if your deck has heal/lifesteal effects
Known intents
RespawnBiteSkull BashPounceMulti ClawPhase3 Lacerate+2
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Kin Follower
BossAct 1HP 58-59
minionlow-hpswarm-style

Low-HP companion to Kin Priest. By itself trivial; in a pair fight it forces target priority decisions. Kill before tackling Priest unless your AoE can clear both.

Counter tips
  • Single-target characters: prioritise Follower first, then pivot to Priest
  • AoE decks (Cleave, Whirlwind, Defect Lightning): just dump into the group
  • Don't waste a Vulnerable application on Follower — save Bash for the Priest
Known intents
Quick SlashBoomerangPower Dance
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Door
BossAct 3HP 155
puzzle-bosslow-hpgimmick

Act 3 'minion' / puzzle phase fight. Low standalone HP but exists as a phase mechanic. Treat as a stepping stone.

Counter tips
  • Don't burn cooldowns / single-use cards on this phase
  • Save burst damage for whatever comes after
  • Block enough to not enter the next phase wounded
Known intents
Dramatic OpenEnforceDoor SlamDead
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Wriggler
EliteAct 1HP 17-21
minionlow-threat

~19 HP filler. Treat as cleanup; AoE clears these for free.

Counter tips
  • Don't spend a real damage card on these; off-energy attacks suffice
  • Defect's basic Zap and Silent's Shivs handle these efficiently
Known intents
Nasty BiteWriggleSpawned
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