👹 Slay the Spire 2 Enemy Guide
Complete breakdown of every enemy in STS2. Learn attack patterns, HP values, and optimal counter strategies to never be caught off guard.
Act 1 — The Exordium
The Exordium tests your basic damage output and rewards aggressive play. Prepare for the boss with AoE solutions.
Regular Enemies
| Enemy | HP | Attack Pattern | Strategy |
|---|---|---|---|
| Cultist | 48-56 | Ritual (gain 3/4/5 Strength), then Strike (6×N) | Kill fast before it scales. Frontload damage is essential. |
| Jaw Worm | 40-46 | Chomp (11), Bellow (gain 3/4 Strength + 6 Block) | Block on Bellow turns, attack otherwise. Don't let it scale. |
| 2 Louses | 10-15 each | Grow (gain 4 Block), Bite (5-7) | Focus fire one at a time. Bring AoE if possible. |
| Slime Gang (3-4) | 10-14 each | Lick (weak), Tackle (8-12) | Kill the green slimes first (they Weak). |
| Blue Slaver | 46-52 | Rake (7-8 + 1 Weak), Stab (12-13) | Moderate threat. Apply Weak to mitigate Rake. |
| Red Slaver | 38-44 | Stab (13), Scrape (8 + 1 Vulnerable) | Higher damage, lower HP. Kill first in Slaver pair fights. |
Elite Enemies
| Elite | HP | Attack Pattern | Strategy |
|---|---|---|---|
| Gremlin Nob | 82-90 | Skull Bash (6 + 2 Vulnerable), Rush (16-24, gains Strength per Skill played) | DON'T play Skills unless absolutely necessary. Pure attack race. |
| Lagavulin | 109-115 | Sleep (15 Block + 8 Metallicize), Siphon Soul (-1 Str/Dex), Attack (18-22) | Set up powers during Sleep turns. Kill before 2nd Siphon Soul. |
| 3 Sentries | 38-42 each | Bolt (7-9 + 2 Dazed), alternating attacks | Kill outer Sentries first. Bring AoE or consistent damage. |
Act 1 Bosses
| Boss | HP | Attack Pattern | Strategy |
|---|---|---|---|
| Slime Boss | 140 | Goop Spray (35 Slime), Slam (35-37), splits at 50% into two 70HP slimes | Push it to ~55%, then burst damage to minimize big slime HP. AoE for split phase. |
| The Guardian | 240 | Defensive mode (Block), Fierce Bash (35+), transitions at ~50% | Attack during Offensive mode. Scale during Defensive mode. Dodge the big hits. |
| Hexaghost | 250 | Sear (6×N), Divider (damage based on current HP), Inferno (6×6 + Burns) | Don't overheal before the fight. Kill before 2nd Inferno cycle. |
Act 2 — The City
The City introduces multi-enemy fights and scaling threats. AoE damage becomes essential.
Elite Enemies
| Elite | HP | Attack Pattern | Strategy |
|---|---|---|---|
| Book of Stabbing | 160 | Stab (7-21, increasing by 2 each use, up to 7 times) | Kill ASAP. Malaise/Disarm destroys it. Block scales poorly. |
| Gremlin Leader | 140 | Summon (2 gremlins), Rally (all gain Strength), Stab (6×3) | Kill summons, then attack Leader. Don't leave minions alive on Rally turn. |
| Taskmaster | 130 | Add Wounds, Scourge (10-12), Backhand (7 + Vulnerable) | Status-heavy fight. Exhaust synergy shines. Kill quickly. |
Act 2 Bosses
| Boss | HP | Attack Pattern | Strategy |
|---|---|---|---|
| The Collector | 282 | Summon Torch Heads, Mega Debuff (-3 Str/Dex), buff minions | AoE to clear minions. Burst the Collector when vulnerable. Disarm for debuff. |
| Bronze Automaton | 300 | Summon Orbs (steal cards), Boost (gain Strength), Hyper Beam (45-50) | Steal back cards from Orbs. Block Hyper Beam or kill before 2nd cycle. |
| The Champion | 420 | Clears debuffs at 50%, Execute (10×2), scaling Strength | Don't use debuffs before 50%. Scale yourself. Block threshold: ~30/turn. |
Act 3 — The Beyond
The Beyond demands a fully online deck. If your build isn't functional by now, you're in trouble.
Elite Enemies
| Elite | HP | Attack Pattern | Strategy |
|---|---|---|---|
| Nemesis | 185 | Intangible (every other turn), Scythe (30-45), Burns | Attack only on non-Intangible turns. Burst during windows. |
| Giant Head | 500 | Glare (Weak), Countdown → massive damage | Pure damage race. Card spam accelerates countdown. |
| Reptomancer | 180 | Summon 2 Daggers (25HP), 32-40 damage, re-summon | Kill Daggers immediately. AoE is king. 2nd cycle is deadly. |
🏆 Act 3 Boss Strategies
Time Eater
HP: 456
12-card counter per turn. Reaches 50% → clears debuffs + heals. Reverberate (30+), vulnerable.
Strategy: Play exactly 12 cards per turn. High-impact cards over spam. Scale during first phase. Shiv/Swarm decks need extra planning.
Awakened One
HP: 300 + 300
Phase 1: Gains Strength per Power played. Phase 2: Revives, dark orbs, 40+ damage.
Strategy: Don't play Powers in Phase 1 unless essential. Save scaling for Phase 2. Block thresholds: 20-30 in P1, 40+ in P2.
Donu & Deca
HP: 260 each
Donu buffs both (+3 Strength). Deca adds Dazed + Block. Alternating attack cycles.
Strategy: Kill Donu first (it scales the fight). Bring AoE to damage both. After Donu dies, Deca is straightforward.