Slay the Spire 2 Boss Guide
All 16 bosses in Slay the Spire 2 — exact HP values, move patterns, and strategies. Data sourced from EA v1.0.
Act 1 — Overgrowth & Underdocks

Ceremonial Beast
Act 1 — Overgrowth•HP: 252(Asc 8+: 262)
Move Pattern
- 1.Stamp
- 2.Plow
- 3.→ loops Plow
Moves
Buff
Stamp: Gains Plow 150 (160 on Asc 9+)
Attack
Plow: 18 dmg (20 Asc 9+), gains Strength 2 each use
Debuff
Beast Cry: Applies Ringing 1 to player
Attack
Stomp: 15 dmg (17 Asc 9+)
Strategy
- ▸Turn 1 is a free setup turn — Stamp is a buff, not an attack
- ▸After Stamp, Plow loops forever and gains Strength each time — kill it fast
- ▸Burst damage is ideal; the longer the fight, the harder Plow hits
- ▸Ringing from Beast Cry is annoying but manageable — prioritize damage over cleansing
Best Counters
High burst damageVulnerable applicationWeak to reduce Plow damage

Vantom
Act 1 — Overgrowth•HP: 173(Asc 8+: 183)
⚠ Starts with Slippery 9 — debuffs have reduced effectiveness
Move Pattern
- 1.Ink Blot
- 2.Inky Lance
- 3.Dismember
- 4.Prepare
- 5.→ loops
Moves
Attack
Ink Blot: 7 dmg (8 Asc 8+)
Multi Attack
Inky Lance: 6×2 dmg (7×2 Asc 8+)
Attack
Dismember: 27 dmg (30 Asc 8+), adds 3 Wound cards to your discard pile
Buff
Prepare: Gains Strength 2
Strategy
- ▸Slippery reduces debuff stacks — Weak and Vulnerable are less effective here
- ▸Dismember is the dangerous move — 27 damage plus 3 Wounds clogging your deck
- ▸Kill before Prepare loops too many times; Strength stacks up
- ▸Exhaust effects help clear the Wound cards from Dismember
Best Counters
Direct damage (not debuff-reliant)Exhaust effects for WoundsConsistent block for Dismember turns

The Kin
DUO: Kin Priest + Kin FollowerAct 1 — Overgrowth•HP: 190 + 58–59(Asc 8+: 199 + 62–63)
⚠ Duo fight. Kin Follower has Minion 1 — dies when Kin Priest dies
Move Pattern
- 1.Kin Priest: Orb of Frailty → Orb of Weakness → Soul Beam → Dark Ritual → loop
Moves
Attack
Orb of Frailty: 8 dmg (9 Asc 8+), applies Frail 1
Attack
Orb of Weakness: 8 dmg (9 Asc 8+), applies Weak 1
Multi Attack
Soul Beam: 3×3 dmg
Buff
Dark Ritual: Gains Strength 2 (3 Asc 8+)
Attack
Quick Slash (Follower): 5 dmg
Multi Attack
Boomerang (Follower): 2×2 dmg
Strategy
- ▸Focus the Kin Priest — Follower has Minion and dies automatically when Priest dies
- ▸Frail + Weak stack up fast; your block and damage both suffer if you let it loop
- ▸Dark Ritual Strength stacking makes later turns dangerous — don't let it cycle too many times
- ▸AoE can chip the Follower while you focus the Priest
Best Counters
Single-target burst on PriestArtifact to block debuffsAoE to manage both enemies

Lagavulin Matriarch
Act 1 — Underdocks•HP: 222(Asc 8+: 233)
⚠ Starts Asleep 3 and with Plating 12. Two-phase fight — behavior changes at half HP
Move Pattern
- 1.Sleeps until attacked
- 2.Phase 2 at 50% HP: Slash / Disembowel / Soul Siphon
Moves
Special
Sleep: Does nothing while Asleep stacks remain
Attack
Slash: 19 dmg (21 Asc 8+)
Attack
Slash2: 12 dmg (14 Asc 8+)
Multi Attack
Disembowel: 9×2 dmg (10×2 Asc 8+)
Debuff
Soul Siphon: Applies Strength −2 and Dexterity −2 to player, gains Strength 2
Strategy
- ▸Use the sleep turns to set up powers and draw your best cards
- ▸Plating 12 absorbs the first 12 damage each turn — multi-hit attacks are more efficient
- ▸Soul Siphon is the most dangerous move: it drains your stats while buffing itself
- ▸Try to burst through Phase 2 quickly before Soul Siphon stacks cripple you
Best Counters
Multi-hit attacks to pierce PlatingStrength/Dexterity buffs to offset Soul SiphonSetup powers during sleep phase

Soul Fysh
Act 1 — Underdocks•HP: 211(Asc 8+: 221)
⚠ Can become Intangible — all damage reduced to 1 for 2 turns
Move Pattern
- 1.Beckon
- 2.De-Gas
- 3.Gaze
- 4.Fade
- 5.Scream
- 6.→ loops
Moves
Attack
De-Gas: 16 dmg (17 Asc 9+)
Attack
Gaze: 7 dmg (8 Asc 9+), applies status
Buff
Fade: Gains Intangible 2 — all damage reduced to 1
Attack
Scream: 11 dmg (12 Asc 9+), applies Vulnerable 3
Strategy
- ▸Fade gives Intangible 2 — don't waste burst damage on those turns, save it
- ▸Scream + Vulnerable 3 is a dangerous combo; block heavily on Scream turns
- ▸Time your big damage turns for when Intangible is not active
- ▸Consistent chip damage is fine during Intangible turns
Best Counters
Patience — save burst for non-Intangible turnsHigh block for Scream + Vulnerable turnsArtifact to block Vulnerable

Waterfall Giant
Act 1 — Underdocks•HP: 250(Asc 8+: 260)
⚠ Builds Steam Eruption stacks each turn. Stuns itself with 'About to Blow' at high stacks
Move Pattern
- 1.Pressurize
- 2.Stomp
- 3.Ram
- 4.Siphon
- 5.Pressure Gun
- 6.Pressure Up
- 7.→ loops to Stomp
Moves
Buff
Pressurize: Gains Steam Eruption 15 (20 Asc 9+)
Attack
Stomp: 15 dmg (16 Asc 9+), applies Weak 1, gains Steam Eruption 3
Attack
Ram: 10 dmg (11 Asc 9+), gains Steam Eruption 3
Heal
Siphon: Heals, gains Steam Eruption 3
Attack
Pressure Gun: 13 dmg (14 Asc 9+), gains Steam Eruption 3
Attack
Pressure Up: 13 dmg (14 Asc 9+), gains Steam Eruption 3
Strategy
- ▸Steam Eruption stacks build every turn — the self-stun window is a free damage opportunity
- ▸Siphon heals — prioritize damage to offset healing
- ▸Stomp applies Weak, reducing your attack damage; block or cleanse it
- ▸Consistent damage beats burst here — the fight is a war of attrition
Best Counters
Consistent damage outputWeak cleanse or ArtifactHigh block generation
Act 2 — Hive

Kaiser Crab
DUO: Crusher + RocketAct 2 — Hive•HP: 199 + 189(Asc 8+: 209 + 199)
⚠ Duo fight. Both have Back Attack 1 and Crab Rage 1
Move Pattern
- 1.Crusher: Thrash → Enlarging Strike → Bug Sting → Adapt → Guarded Strike → loop
- 2.Rocket: Targeting Reticle → Precision Beam → Charge Up → Laser → Recharge → loop
Moves
Attack
Thrash (Crusher): 12 dmg (14 Asc 8+)
Multi Attack
Bug Sting (Crusher): 6×2 dmg (7×2 Asc 8+), applies Weak 2 and Frail 2
Buff
Adapt (Crusher): Gains Strength 2
Attack
Targeting Reticle (Rocket): 3 dmg (4 Asc 9+) — telegraphs Laser
Attack
Precision Beam (Rocket): 18 dmg (20 Asc 9+)
Attack
Laser (Rocket): 31 dmg (35 Asc 9+) — very dangerous
Buff
Charge Up (Rocket): Gains Strength 2
Strategy
- ▸Targeting Reticle telegraphs Laser next turn — block heavily when you see it
- ▸Laser hits for 31–35 damage; this is the most dangerous move in the fight
- ▸Bug Sting applies Weak + Frail — your damage and block both drop
- ▸Kill Rocket first to eliminate the Laser threat, then clean up Crusher
Best Counters
Focus Rocket firstHeavy block on Laser turnsArtifact to block Bug Sting debuffs

Knowledge Demon
Act 2 — Hive•HP: 379(Asc 8+: 399)
⚠ HP scales with player count in co-op
Move Pattern
- 1.Curse of Knowledge
- 2.Slap
- 3.Knowledge Overwhelming
- 4.Ponder
- 5.→ loops
Moves
Debuff
Curse of Knowledge: Applies a stacking curse debuff
Attack
Slap: 17 dmg (18 Asc 8+)
Multi Attack
Knowledge Overwhelming: 8×3 dmg (9×3 Asc 8+)
Heal
Ponder: 11 dmg (13 Asc 8+), gains Strength 2 (3 Asc 8+), heals 30 HP
Strategy
- ▸Ponder heals 30 HP and gains Strength — this is the move you need to race against
- ▸Knowledge Overwhelming (8×3) deals 24 total damage — block is essential
- ▸Curse of Knowledge stacks up; Artifact or cleanse effects help
- ▸High sustained damage to prevent Ponder from undoing your work
Best Counters
High sustained damageArtifact to block CursePoison or scaling damage to outpace healing

The Insatiable
Act 2 — Hive•HP: 321(Asc 8+: 341)
Move Pattern
- 1.Liquify Ground
- 2.Thrash 1
- 3.Lunging Bite
- 4.Salivate
- 5.Thrash 2
- 6.→ loops to Thrash 1
Moves
Buff
Liquify Ground: Gains Sandpit 4
Multi Attack
Thrash 1 / Thrash 2: 8×2 dmg (9×2 Asc 8+)
Attack
Lunging Bite: 28 dmg (31 Asc 8+) — hardest hit in the pattern
Buff
Salivate: Gains Strength 2 (3 Asc 8+)
Strategy
- ▸Lunging Bite at 28–31 damage is the spike to block for — it comes every 5 turns
- ▸Salivate Strength stacking makes Thrash increasingly dangerous over time
- ▸Sandpit from Liquify Ground may slow your card plays — check the mechanic
- ▸Consistent damage to kill before Strength stacks get out of hand
Best Counters
Consistent block for Lunging BiteWeak to reduce Thrash damageScaling damage to race Strength stacks
Act 3 — Glory

Doormaker + Door
DUO: Doormaker + DoorAct 3 — Glory•HP: 489 + 155(Asc 8+: 512 + 165)
⚠ Door has Door Revival 1 — can revive after death. Doormaker can also revive
Move Pattern
- 1.Doormaker: What Is It → Beam → Get Back In → loops Get Back In
- 2.Door: Dramatic Open / Enforce / Door Slam
Moves
Status
What Is It (Doormaker): Stuns
Attack
Beam (Doormaker): 31 dmg (34 Asc 8+)
Attack
Get Back In (Doormaker): 40 dmg (45 Asc 8+), gains Strength 5 — loops
Attack
Dramatic Open (Door): 25 dmg (28 Asc 9+)
Attack
Enforce (Door): 20 dmg, gains Strength 3 (4 Asc 9+)
Multi Attack
Door Slam (Door): 15×2 dmg
Strategy
- ▸Get Back In loops at 40–45 damage AND gains Strength 5 each time — this fight escalates fast
- ▸Kill the Door first to prevent revival from complicating the fight
- ▸Doormaker's Beam + Get Back In combo is brutal — you need strong block generation
- ▸Burst damage on Door, then pivot all resources to Doormaker
Best Counters
Kill Door firstVery high block generationBurst damage to end before Strength stacks spiral

Queen + Torch Head Amalgam
DUO: Queen + Torch Head AmalgamAct 3 — Glory•HP: 400 + 199(Asc 8+: 419 + 211)
⚠ Torch Head Amalgam has Minion 1 — dies when Queen dies
Move Pattern
- 1.Queen: Puppet Strings → Your Mine → Burn Bright for Me → Off with Your Head → Execution → Enrage → loop
- 2.Amalgam: Tackle 1 → Tackle 2 → Beam → Tackle 3 → Tackle 4 → loop to Beam
Moves
Debuff
Puppet Strings (Queen): Applies Chains of Binding 3
Debuff
Your Mine (Queen): Applies Frail 99, Weak 99, Vulnerable 99 — effectively permanent
Multi Attack
Off with Your Head (Queen): 3×5 dmg (4×5 Asc 8+)
Attack
Execution (Queen): 15 dmg (18 Asc 8+)
Buff
Enrage (Queen): Gains Strength
Multi Attack
Beam (Amalgam): 8×3 dmg
Attack
Tackle (Amalgam): 14–18 dmg (15–19 Asc 8+)
Strategy
- ▸Your Mine applies Frail/Weak/Vulnerable 99 — essentially permanent debuffs. This is the most dangerous move in Act 3
- ▸Artifact is critical here to block Your Mine; without it, your damage and block collapse
- ▸Focus the Queen — Amalgam has Minion and dies with her
- ▸Off with Your Head (3×5 = 15 total) plus Vulnerable from Your Mine = massive damage spikes
Best Counters
Artifact (blocks Your Mine)High burst on QueenStrong block for multi-hit turns

Test Subject
Act 3 — Glory•HP: 100 / 200 / 300(Asc 8+: 111 / 212 / 313)
⚠ HP scales with co-op player count (1/2/3 players). Has Adaptable 1 and Enrage 2. Can revive and become Intangible
Move Pattern
- 1.Bite → Skull Bash → loop
- 2.Gains new moves after reviving
Moves
Attack
Bite: 20 dmg (22 Asc 8+)
Attack
Skull Bash: 14 dmg (16 Asc 8+), applies Vulnerable 1
Attack
Pounce: 30 dmg (32 Asc 8+)
Attack
Big Pounce: 45 dmg — post-revive move
Multi Attack
Lacerate: 10×3 dmg (11×3 Asc 8+)
Buff
Burning Growl: Gains Strength 2 (3 Asc 8+)
Special
Respawn: Revives, gains Painful Stabs 1 and Nemesis 1
Strategy
- ▸Enrage 2 means it gains Strength when you play Attack cards — consider Skill-heavy turns
- ▸After reviving, it gains Nemesis and Painful Stabs — the second phase is significantly harder
- ▸Big Pounce at 45 damage post-revive can one-shot low-HP players
- ▸In co-op, HP triples — coordinate burst damage to kill it before the revive if possible
Best Counters
Skill-heavy decks to avoid EnrageBurst damage to prevent reviveArtifact or Intangible for Big Pounce turns
General Boss Tips
- ▸Check the map before the fight: You can see which boss is coming — prepare your deck accordingly at the last rest site
- ▸Upgrade key cards at campfires: Upgraded cards make a significant difference in boss fights
- ▸Save potions for bosses: Don't waste damage or block potions on normal fights
- ▸Know the move pattern: Most bosses follow a fixed loop — plan your block and burst turns around it
- ▸Duo bosses: kill the Minion last: Enemies with Minion 1 die automatically when the main enemy dies — focus the main target
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