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  2. Slay the Spire Series>
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  4. Enemies

All 108 Enemies and Their Moves in Slay the Spire 2

Updated on November 1, 2026 (3 days ago)

Enemies are the foes you fight in Slay the Spire 2, a card game where you build a deck and climb through three acts. Each battle plays out in turns, where you play cards to deal damage or block and each enemy acts on its own turn. The game has three kinds of enemies: regular monsters, tougher elites, and a boss at the end of every act. Knowing how each kind behaves helps you plan every turn.

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Showing 51 of 108 items.

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Act

Act 1

51 items

Assassin Raider

Killshot hits for 10 damage every turn, so this raider pressures your Block without a setup turn.

Act
Act 1 - Overgrowth
Type
Normal
HP Range
18–23
Move Pattern
Uses Killshot every turn.
Ascension Changes
Ascension 8: HP rises from 18–23 to 19–24. Ascension 9: Killshot damage changes from 10 to 11.

Axe Raider

It gains Block on two consecutive Swings before its heavier Big Swing.

Act
Act 1 - Overgrowth
Type
Normal
HP Range
20–22
Move Pattern
Uses Swing, Swing, then Big Swing before repeating the pattern.
Ascension Changes
Ascension 8: HP rises from 20–22 to 21–23. Ascension 9: both Swing attacks deal 5 to 6 damage and grant 5 to 6 Block; Big Swing damage changes from 12 to 13.

Brute Raider

Roar raises its Strength before Beat, making the next hit stronger each cycle.

Act
Act 1 - Overgrowth
Type
Normal
HP Range
30–33
Move Pattern
Alternates between Beat and Roar; each Roar adds Strength before the next Beat.
Ascension Changes
Ascension 8: HP rises from 30–33 to 31–34. Ascension 9: Beat damage changes from 7 to 8.

Calcified Cultist

Incantation gives it Ritual before Dark Strike, which gains damage as its Strength builds.

Act
Act 1 - Underdocks
Type
Normal
HP Range
38–41
Move Pattern
Opens with Incantation, then uses Dark Strike every turn.
Ascension Changes
Ascension 8: HP rises from 38–41 to 39–42. Ascension 9: Dark Strike damage changes from 9 to 11.

Corpse Slug

Goop applies Frail, while each defeated slug strengthens and stuns its survivors, making target order important.

Act
Act 1 - Underdocks
Type
Normal
HP Range
25–27
Move Pattern
Cycles through Whip Slap, Glomp, and Goop.
Ascension Changes
Ascension 8: HP rises from 25–27 to 27–29. Ascension 9: Glomp damage changes from 8 to 9; Ravenous Strength changes from 4 to 5.

Crossbow Raider

Reload sets up Fire!, a heavy shot that can punish a turn spent setting up.

Act
Act 1 - Overgrowth
Type
Normal
HP Range
18–21
Move Pattern
Starts with Reload, then alternates between Fire! and Reload.
Ascension Changes
Ascension 8: HP rises from 18–21 to 19–22. Ascension 9: Fire! damage changes from 14 to 16.

Cubex Construct

Charge Up and both Repeater Blasts add Strength before Expel lands two hits.

Act
Act 1 - Overgrowth; Act 3 - Glory
Type
Normal
HP Range
65
Move Pattern
Cycles through Charge Up, Repeater Blast twice, and Expel.
Ascension Changes
Ascension 8: HP rises from 65 to 70. Ascension 9: each Repeater Blast deals 7 to 8 damage; Expel damage changes from 5×2 to 6×2.

Damp Cultist

Incantation grants Ritual, so repeated Dark Strikes add Strength and grow more dangerous.

Act
Act 1 - Underdocks
Type
Normal
HP Range
51–53
Move Pattern
Opens with Incantation, then uses Dark Strike every turn while its Ritual adds Strength.
Ascension Changes
Ascension 8: HP rises from 51–53 to 52–54. Ascension 9: Dark Strike damage changes from 1 to 3; Incantation grants 6 instead of 5 Ritual.

Eye with Teeth

Distract puts three Dazed into your discard pile each turn, cluttering later hands unless you remove it.

Act
Act 1 - Overgrowth
Type
Normal
HP Range
6
Move Pattern
Uses Distract every turn.
Ascension Changes
-

Fat Gremlin

After Gremlin Merc falls, this stunned thief wakes and flees with any stolen Gold on its next turn if left alive.

Act
Act 1 - Underdocks
Type
Normal
HP Range
13–17
Move Pattern
Appears stunned after Gremlin Merc falls, wakes on its first turn, then flees on its next turn unless defeated.
Ascension Changes
Ascension 8: HP rises from 13–17 to 14–18.

Flyconid

Its Spores can leave you Vulnerable or Frail, while Smash deals a heavier hit.

Act
Act 1 - Overgrowth
Type
Normal
HP Range
47–49
Move Pattern
Randomly uses Vulnerable Spores, Frail Spores, or Smash.
Ascension Changes
Ascension 8: HP rises from 47–49 to 51–53. Ascension 9: Frail Spores damage changes from 8 to 9; Smash damage changes from 11 to 12.

Fogmog

Thwack and Swipe each raise its Strength before Headbutt, so its attacks grow more dangerous as the fight goes on.

Act
Act 1 - Overgrowth
Type
Normal
HP Range
74
Move Pattern
Opens with Illusory Spores, then uses Thwack before choosing Swipe or Headbutt; Swipe can repeat before Headbutt.
Ascension Changes
Ascension 8: HP rises from 74 to 78. Ascension 9: Thwack damage changes from 8 to 9; Swipe damage changes from 8 to 9; Headbutt damage changes from 14 to 16.

Fossil Stalker

It opens with Latch before using Tackle and Lash, so later attacks can be hard to predict.

Act
Act 1 - Underdocks
Type
Normal
HP Range
51–53
Move Pattern
Opens with Latch, then uses Tackle and Lash in a changing pattern.
Ascension Changes
Ascension 8: HP rises from 51–53 to 54–56. Ascension 9: Tackle damage changes from 9 to 11; Latch damage changes from 12 to 14; Lash damage changes from 3×2 to 4×2.

Fuzzy Wurm Crawler

Inhale builds Strength, making each later Acid Goop more damaging.

Act
Act 1 - Overgrowth
Type
Normal
HP Range
55–57
Move Pattern
Opens with Acid Goop, then gains Strength with Inhale and uses Acid Goop between later Inhales.
Ascension Changes
Ascension 8: HP rises from 55–57 to 58–59. Ascension 9: the first Acid Goop hit deals 6 instead of 4 damage; Acid Goop damage changes from 4 to 6.

Gas Bomb

Explode lands a hit every turn, so leaving the Gas Bomb alive can cost Health quickly.

Act
Act 1 - Underdocks
Type
Normal
HP Range
7
Move Pattern
Uses Explode every turn.
Ascension Changes
Ascension 8: HP rises from 7 to 8. Ascension 9: Explode damage changes from 8 to 9.

Gremlin Merc

Thievery steals Gold after its attacks, and Hehe adds Strength before the cycle repeats.

Act
Act 1 - Underdocks
Type
Normal
HP Range
47–49
Move Pattern
Cycles through Gimme, Double Smash and Hehe.
Ascension Changes
Ascension 8: HP rises from 47–49 to 51–53; Gimme damage changes from 7×2 to 8×2; Double Smash damage changes from 6×2 to 7×2; Hehe damage changes from 8 to 9.

Haunted Ship

It alternates Swipe with Stomp, mixing a heavy hit with a repeated attack that takes more Block to stop.

Act
Act 1 - Underdocks
Type
Normal
HP Range
63
Move Pattern
Opens with Haunt, then alternates Swipe and Stomp.
Ascension Changes
Ascension 8: HP rises from 63 to 67. Ascension 9: Swipe damage changes from 13 to 14; Stomp damage changes from 4×3 to 5×3.

Inklet

Jab and Whirlwind repeat before Piercing Gaze joins the mix, adding a stronger single hit.

Act
Act 1 - Overgrowth
Type
Normal
HP Range
11–17
Move Pattern
Opens with Whirlwind and Jab, then randomly uses Jab or Whirlwind before adding Piercing Gaze to its choices.
Ascension Changes
Ascension 8: HP rises from 11–17 to 12–18. Ascension 9: Jab damage changes from 3 to 4; Whirlwind damage changes from 2×3 to 3×3; Piercing Gaze damage changes from 10 to 11.

Leaf Slime (M)

Sticky Shot adds Slimed between Clump Shots, so the fight can clog your draws as it attacks.

Act
Act 1 - Overgrowth
Type
Normal
HP Range
32–35
Move Pattern
Alternates between Sticky Shot and Clump Shot.
Ascension Changes
Ascension 8: HP rises from 32–35 to 33–36. Ascension 9: Clump Shot damage changes from 8 to 9.

Leaf Slime (S)

It uses Tackle or Goop in a variable order, so check its intent before planning a quick fight.

Act
Act 1 - Overgrowth
Type
Normal
HP Range
11–15
Move Pattern
Uses Tackle or Goop; the turn order varies.
Ascension Changes
Ascension 8: HP rises from 11–15 to 12–16. Ascension 9: Tackle damage changes from 3 to 4.

Living Fog

It cycles through Advanced Gas, Bloat, and Super Gas Blast, so its gas attacks keep pressure on you.

Act
Act 1 - Underdocks
Type
Normal
HP Range
80
Move Pattern
Cycles through Advanced Gas, Bloat and Super Gas Blast.
Ascension Changes
Ascension 8: HP rises from 80 to 82. Ascension 9: Advanced Gas damage changes from 8 to 9; Bloat damage changes from 5 to 6; Super Gas Blast damage changes from 8 to 9.

Mawler

Its one-time Roar raises Strength before Claw and Rip and Tear make later attacks hit harder.

Act
Act 1 - Overgrowth
Type
Normal
HP Range
72
Move Pattern
Opens with Claw, then randomly uses Claw, Rip and Tear, or its one-time Roar.
Ascension Changes
Ascension 8: HP rises from 72 to 76. Ascension 9: Rip and Tear damage changes from 14 to 16; Claw damage changes from 4×2 to 5×2.

Nibbit

Its lineup position changes its move: Butt hits when alone, Hiss from the rear, and Slice from the front.

Act
Act 1 - Overgrowth
Type
Normal
HP Range
42–46
Move Pattern
Its move depends on its position: Butt when alone, Hiss behind the front, or Slice in front.
Ascension Changes
Ascension 8: HP rises from 42–46 to 44–48; Slice Block rises from 5 to 6. Ascension 9: Butt damage changes from 12 to 13; Slice damage changes from 6 to 7.

Punch Construct

Ready sets up the cycle, then Fast Punch hits twice and Strong Punch delivers the heavier blow.

Act
Act 1 - Underdocks; Act 3 - Glory
Type
Normal
HP Range
55
Move Pattern
Starts with Ready, then cycles through Fast Punch and Strong Punch.
Ascension Changes
Ascension 8: HP rises from 55 to 60. Ascension 9: Strong Punch damage changes from 14 to 16; Fast Punch damage changes from 5×2 to 6×2.

Seapunk

Bubble Burp builds its Strength before the alternating Sea Kick and Spinning Kick attacks.

Act
Act 1 - Underdocks
Type
Normal
HP Range
44–46
Move Pattern
Cycles through Sea Kick, Spinning Kick and Bubble Burp.
Ascension Changes
Ascension 8: HP rises from 44–46 to 47–49; Bubble Burp Block changes from 7 to 8. Ascension 9: Sea Kick damage changes from 11 to 13; Bubble Burp Strength changes from 1 to 2.

Sewer Clam

Pressurize sets up its repeating Jet attack, which keeps chipping away while it remains alive.

Act
Act 1 - Underdocks
Type
Normal
HP Range
56
Move Pattern
Alternates between Pressurize and Jet.
Ascension Changes
Ascension 8: HP rises from 56 to 58. Ascension 9: Jet damage changes from 10 to 11.

Shrinker Beetle

Shrinker weakens your attacks before Chomp and Stomp pressure your Block.

Act
Act 1 - Overgrowth
Type
Normal
HP Range
38–40
Move Pattern
Cycles through Shrinker, Chomp and Stomp.
Ascension Changes
Ascension 8: HP rises from 38–40 to 40–42. Ascension 9: Chomp damage changes from 7 to 8; Stomp damage changes from 13 to 14.

Slithering Strangler

Constrict deals damage at the end of each turn, while Thwack and Lash punish weak Block.

Act
Act 1 - Overgrowth
Type
Normal
HP Range
53–55
Move Pattern
Opens with Constrict, then uses Thwack or Lash.
Ascension Changes
Ascension 8: HP rises from 53–55 to 54–56. Ascension 9: Thwack damage changes from 7 to 8; Lash damage changes from 12 to 13.

Sludge Spinner

Oil Spray opens the fight, and Rage raises its Strength before later Slams.

Act
Act 1 - Underdocks
Type
Normal
HP Range
37–39
Move Pattern
Cycles through Oil Spray, Slam, and Rage; Rage adds 3 Strength.
Ascension Changes
Ascension 8: HP rises from 37–39 to 41–42. Ascension 9: Oil Spray damage changes from 8 to 9; Slam damage changes from 11 to 12; Rage damage changes from 6 to 7.

Snapping Jaxfruit

Energy Orb repeats and adds Strength, so waiting lets the Jaxfruit make its hits stronger.

Act
Act 1 - Overgrowth
Type
Normal
HP Range
31–33
Move Pattern
Uses Energy Orb every turn.
Ascension Changes
Ascension 8: HP rises from 31–33 to 34–36. Ascension 9: Energy Orb damage changes from 3 to 4.

Sneaky Gremlin

It joins stunned when Gremlin Merc falls, then uses Tackle every turn.

Act
Act 1 - Underdocks
Type
Normal
HP Range
10–14
Move Pattern
Appears stunned after Gremlin Merc falls, then uses Tackle every turn.
Ascension Changes
Ascension 8: HP rises from 10–14 to 11–15. Ascension 9: Tackle damage changes from 9 to 10.

Toadpole

From the front it gains Thorns with Spiken before firing a three-hit Spike Spit; from the back it uses Whirl.

Act
Act 1 - Underdocks
Type
Normal
HP Range
21–25
Move Pattern
Uses Whirl when it is not in front; in front, it gains Thorns with Spiken, then uses Spike Spit.
Ascension Changes
Ascension 8: HP rises from 21–25 to 22–26. Ascension 9: Spike Spit damage changes from 3×3 to 4×3; Whirl damage changes from 7 to 8.

Tracker Raider

Track applies Frail before Unleash the Hounds hits repeatedly, so the hounds can wear down your Block.

Act
Act 1 - Overgrowth
Type
Normal
HP Range
21–25
Move Pattern
Opens by applying Frail with Track, then uses Unleash the Hounds every turn.
Ascension Changes
Ascension 8: HP rises from 21–25 to 22–26. Ascension 9: Unleash the Hounds hits 8 to 9 times.

Twig Slime (M)

Sticky Shot opens the fight before Pokey Pounce joins its attacks.

Act
Act 1 - Overgrowth
Type
Normal
HP Range
26–28
Move Pattern
Opens with Sticky Shot, then uses Pokey Pounce or Sticky Shot at random.
Ascension Changes
Ascension 8: HP rises from 26–28 to 27–29. Ascension 9: Pokey Pounce damage changes from 11 to 12.

Twig Slime (S)

Tackle is its only move, so it keeps dealing damage every turn until killed.

Act
Act 1 - Overgrowth
Type
Normal
HP Range
7–11
Move Pattern
Uses Tackle every turn.
Ascension Changes
Ascension 8: HP rises from 7–11 to 8–12. Ascension 9: Tackle damage changes from 4 to 5.

Two-Tailed Rat

It mixes attacks and debuffs with Call for Backup, which can add another enemy to the fight.

Act
Act 1 - Underdocks
Type
Normal
HP Range
17–21
Move Pattern
Randomly chooses Scratch, Disease Bite, Screech, or Call for Backup.
Ascension Changes
Ascension 8: HP rises from 17–21 to 18–22. Ascension 9: Scratch damage changes from 8 to 9; Disease Bite damage changes from 6 to 7.

Vine Shambler

Grasping Vines weakens you before Swipe hits twice and Chomp lands a heavier blow.

Act
Act 1 - Overgrowth
Type
Normal
HP Range
61
Move Pattern
Cycles through Swipe, Grasping Vines and Chomp.
Ascension Changes
Ascension 8: HP rises from 61 to 64. Ascension 9: Grasping Vines damage changes from 8 to 9; Swipe damage changes from 6×2 to 7×2; Chomp damage changes from 16 to 18.

Bygone Effigy

Sleep and Wake interrupt its Slashes, alternating a lull with bursts of damage.

Act
Act 1 - Overgrowth
Type
Elite
HP Range
127
Move Pattern
Cycles through Sleep, Wake and Slashes.
Ascension Changes
Ascension 8: HP rises from 127 to 132. Ascension 9: Slashes damage changes from 13 to 15.

Byrdonis

Peck strikes three times before Swoop lands a heavy hit on the next turn.

Act
Act 1 - Overgrowth
Type
Elite
HP Range
81–84
Move Pattern
Alternates between Peck and Swoop.
Ascension Changes
Ascension 8: HP rises from 81–84 to 90. Ascension 9: Peck damage changes from 3×3 to 4×3; Swoop damage changes from 17 to 19.

Phantasmal Gardener

Its lineup position changes its attacks, and Enlarge can make later turns more dangerous.

Act
Act 1 - Underdocks
Type
Elite
HP Range
26–31
Move Pattern
Its move depends on its position: Flail in front, with Bite, Lash, or Enlarge available farther back.
Ascension Changes
Ascension 8: HP rises from 26–31 to 27–32; Skittish Block changes from 6 to 7. Ascension 9: Enlarge Strength changes from 2 to 3.

Phrog Parasite

Infect opens the fight before Lash hits four times, so save enough Block for the full volley.

Act
Act 1 - Overgrowth
Type
Elite
HP Range
61–64
Move Pattern
Opens with Infect, then Lash; later moves vary.
Ascension Changes
Ascension 8: HP rises from 61–64 to 66–68. Ascension 9: Lash damage changes from 4×4 to 5×4.

Skulking Colony

It uses Zoom twice before Inertia and Piercing Stabs, mixing repeated hits with Strength gain.

Act
Act 1 - Underdocks
Type
Elite
HP Range
75
Move Pattern
Uses Zoom twice, then Inertia and Piercing Stabs before repeating the cycle.
Ascension Changes
Ascension 8: HP rises from 75 to 80. Ascension 9: each Zoom deals 14 to 16 damage; Inertia damage changes from 9 to 11; Inertia Strength changes from 2 to 4; Piercing Stabs damage changes from 7×2 to 8×2.

Terror Eel

Crash and Thrash build Vigor, while Shriek can trigger a stun and Terrorize when its health falls low.

Act
Act 1 - Underdocks
Type
Elite
HP Range
140
Move Pattern
Alternates Crash and Thrash; Shriek can trigger a stun and Terrorize when its health falls to the threshold.
Ascension Changes
Ascension 8: HP rises from 140 to 150; Shriek threshold rises from 70 to 75. Ascension 9: Crash damage changes from 16 to 18; Thrash damage changes from 3×3 to 4×3.

Wriggler

Its opening turn varies by encounter and slot, then Nasty Bite and Wriggle alternate as Wriggle adds Infection and Strength.

Act
Act 1 - Overgrowth
Type
Elite
HP Range
17–21
Move Pattern
Its opening turn varies by encounter and lineup slot, then it alternates Nasty Bite and Wriggle.
Ascension Changes
Ascension 8: HP rises from 17–21 to 18–22. Ascension 9: Nasty Bite damage changes from 6 to 7.

Ceremonial Beast

Stamp sets a Plow threshold; after crossing it, the Beast shifts to Beast Cry, Stomp, and Crush.

Act
Act 1 - Overgrowth
Type
Boss
HP Range
252
Move Pattern
Opens with Stamp and repeats Plow until stunned; afterward, it cycles through Beast Cry, Stomp, and Crush.
Ascension Changes
Ascension 8: HP rises from 252 to 262. Ascension 9: Stamp sets its Plow threshold from 150 to 160 HP; Plow damage rises from 18 to 20; Stomp damage rises from 15 to 17; Crush damage rises from 17 to 19 and its Strength gain rises from 3 to 4.

Kin Follower

Power Dance builds Strength while Quick Slash and Boomerang keep dealing damage between buffs.

Act
Act 1 - Overgrowth
Type
Boss
HP Range
58–59
Move Pattern
Cycles through Power Dance, Quick Slash and Boomerang.
Ascension Changes
Ascension 8: HP rises from 58–59 to 62–63. Ascension 9: Power Dance Strength changes from 2 to 3.

Kin Priest

Orb of Frailty and Orb of Weakness stack debuffs, while Dark Ritual raises its Strength for later attacks.

Act
Act 1 - Overgrowth
Type
Boss
HP Range
190
Move Pattern
Cycles through Orb of Frailty, Orb of Weakness, Soul Beam and Dark Ritual.
Ascension Changes
Ascension 8: HP rises from 190 to 199. Ascension 9: Orb of Frailty damage changes from 8 to 9; Orb of Weakness damage changes from 8 to 9; Dark Ritual Strength changes from 2 to 3.

Lagavulin Matriarch

After sleeping, it cycles Slash, Disembowel, Slash2, and Soul Siphon, which drains your Strength and Dexterity.

Act
Act 1 - Underdocks
Type
Boss
HP Range
222
Move Pattern
Starts asleep, then cycles through Slash, Disembowel, Slash2, and Soul Siphon once awake.
Ascension Changes
Ascension 8: HP rises from 222 to 233; Slash2 Block rises from 12 to 14. Ascension 9: Slash damage rises from 19 to 21; Slash2 damage rises from 12 to 14; Disembowel damage rises from 9×2 to 10×2.

Soul Fysh

Its cycle mixes Beckon, attacks, and Fade; Scream applies Vulnerable before the next attack turn.

Act
Act 1 - Underdocks
Type
Boss
HP Range
211
Move Pattern
Cycles through Beckon, De-Gas, Gaze, Fade and Scream.
Ascension Changes
Ascension 8: HP rises from 211 to 221. Ascension 9: De-Gas damage changes from 16 to 17; Gaze damage changes from 7 to 8; Scream damage changes from 13 to 15.

Vantom

Slippery reduces the value of repeated hits, while Inky Lance and Dismember can deal large bursts.

Act
Act 1 - Overgrowth
Type
Boss
HP Range
173
Move Pattern
Cycles through Ink Blot, Inky Lance, Dismember and Prepare.
Ascension Changes
Ascension 8: HP rises from 173 to 183; Slippery rises from 8 to 9. Ascension 9: Ink Blot damage changes from 7 to 8; Inky Lance damage changes from 6×2 to 7×2; Dismember damage changes from 26 to 30.

Waterfall Giant

It builds Steam Eruption with nearly every move, then uses About to Blow and Explode after it dies.

Act
Act 1 - Underdocks
Type
Boss
HP Range
240
Move Pattern
Opens with Pressurize, then cycles through Stomp, Ram, Siphon, Pressure Gun, and Pressure Up; after it dies, About to Blow prepares Explode.
Ascension Changes
Ascension 8: HP rises from 240 to 250; Siphon healing rises from 10 to 15 HP per player. Ascension 9: Pressurize adds 20 instead of 15 Steam Eruption stacks; Stomp damage rises from 15 to 16; Ram damage rises from 10 to 11; Pressure Gun damage rises from 20 to 23; Pressure Up damage rises from 13 to 14.
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Monsters, Elites and Bosses: The Three Enemy Types

Regular monsters are the most common foes. You meet them in standard fights along your path, and beating one usually drops gold along with the fight's other standard rewards. Elites are the next step up. They usually appear on special elite nodes along your path, and they are much stronger than regular monsters. Bosses sit at the end of each act.

Enemies also depend on where you are. Act 1 takes place in Overgrowth or Underdocks, Act 2 in the Hive, and Act 3 in Glory. Each area has its own set of enemies, so the foes change as you move deeper into a run. Underdocks is an alternate Act 1 that you unlock later on.

How Enemy Intent Works in Slay the Spire 2

Above each enemy is an icon that shows what it plans to do on its next turn. Attack icons show the exact damage coming. If an enemy has several moves planned, the icons sit side by side so you can read them all.

This is what makes most fights a matter of planning. If a big hit is coming, you can hold your block for that turn. If the enemy is planning something other than an attack, that may be the moment to push damage instead.

Debuffs and Status Cards That Make Fights Harder

Buffs and debuffs change the numbers in a fight. Strength adds damage to a creature's attacks for the whole fight. Weak cuts a creature's attacks by 25 percent, while Vulnerable makes a creature take 50 percent more damage. Frail is the one to watch when you rely on block, since it cuts the block your cards give you by 25 percent.

Enemies, elites and bosses also often send status cards into your deck to make it slower and less reliable. Those cards take up room, so it pays to notice when one has joined your deck.

Elites: Tougher Fights That Give Relics

Elites are the fights that reward relics when you defeat them. Relics can change how a whole run plays, so elites are worth taking on when you can. Because they are so strong, the safer habit is to take one while your health is high. Try not to stack several in a row without a rest site between them.

Some elites are harder to finish than they look. The Decimillipede in the Hive is made of linked segments, and when a segment falls while others are still alive, it can come back. That means a kill doesn't always stick, so keep track of what is still standing.

How to Beat Bosses in Slay the Spire 2

Bosses are the hardest fights in each act. Each area has a short list of three possible bosses, and each run draws one at random for that act. A rest site comes just before every boss, so you can heal up before you face it.

Some bosses bring companions. Kin Priest in Overgrowth, for example, comes with two Kin Followers, so you have to handle more than one enemy at a time.

Ascension Levels and Tougher Enemies

Ascension levels are harder settings for a run, and each one changes enemies in its own way. Ascension 1 makes elite fights appear more often. Ascension 8 makes every enemy more durable, so they take more damage to bring down. Ascension 9 makes enemy attacks hit harder, and Ascension 10 has you face two bosses back to back at the end of Act 3.

FAQ

Q.

Which bosses can I face in Act 1?

Overgrowth's three possible bosses are Vantom, the Ceremonial Beast and the Kin, a Kin Priest with two Kin Followers. Underdocks, the other Act 1 area, has Lagavulin Matriarch, Soul Fysh and Waterfall Giant.

Q.

What does a Burn card do?

Burn can't be played. If it's still in your hand when your turn ends, it deals 2 damage to you.

Q.

Do Ascension effects stack?

Yes. A run at Ascension 7 also keeps the effects of Ascension 1 through 6, so higher levels pile changes on top of each other.

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