Slay the Spire 2: All Monsters & Boss Guide - Complete Data & Strategies
Complete monster and boss guide for Slay the Spire 2 covering all 85 encounters across Acts 1-3 (Overgrowth, Underdocks, Hive, Glory), including HP data, attack patterns, elite strategies, and boss mechanics.
Slay the Spire 2 Card Database - All 567 Cards Complete interactive database of all 567 cards in Slay the Spire 2.
Slay the Spire 2 Relic Database - All 175 Relics Complete interactive database of all 175 relics in Slay the Spire 2.
Slay the Spire 2 Complete Guide Hub Your ultimate resource for Slay the Spire 2.
This guide covers all 85 monster encounters in Slay the Spire 2 (data version v0.102.0), organized by act and zone. Bosses include full HP data, elite encounters are listed with strategies, and normal/weak encounters are compiled in reference tables.
Table of Contents
- Act 1 - Overgrowth: Bosses
- Act 1 - Overgrowth: Elites & Normal Encounters
- Act 1 - Underdocks: Bosses
- Act 1 - Underdocks: Elites & Normal Encounters
- Act 2 - Hive: Bosses
- Act 2 - Hive: Elites & Normal Encounters
- Act 3 - Glory: Bosses
- Act 3 - Glory: Elites & Normal Encounters
- General Boss Fighting Strategies
Act 1 - Overgrowth Bosses
Act 1 Overgrowth has three possible boss encounters. You will face one per run.
Overgrowth Boss: Vantom
HP: 173 | Type: Boss
Vantom is the most approachable Act 1 boss. Its relatively low HP means most decks can close it out before its patterns become threatening. Focus on consistent damage and keep enough block for its stronger turns.
Overgrowth Boss: Ceremonial Beast
HP: 252 | Type: Boss
Ceremonial Beast is a solo boss with moderate HP. It has no minions to manage, so you can focus all damage on it directly. Bring Vulnerable application to amplify your damage output and keep block ready for its heavier hits.
Overgrowth Boss: The Kin

Kin Priest: 190 HP | Kin Follower ×2: 58–59 HP each | Type: Boss
This is a 3-enemy fight. The two Kin Followers accompany the Kin Priest and will attack every turn. AoE cards are extremely valuable here — clear the Followers first to reduce incoming damage, then focus the Priest. If your deck lacks AoE, target the Priest directly since the Followers have low HP and can be cleaned up quickly once the Priest falls.
Act 1 - Overgrowth: Elites & Normal Encounters
Elite: Bygone Effigy
HP: 127 | Type: Elite
A solo elite with moderate HP. Prioritize burst damage to end the fight before it can build up threatening buffs.
Elite: Byrdonis
HP: 91–94 | Type: Elite
Byrdonis summons a Byrdpip (9999 HP — unkillable) during combat. Ignore the Byrdpip entirely and focus all damage on Byrdonis itself.
Elite: Phrog Parasite
HP: 61–64 | Type: Elite
Low HP for an elite. Aggressive decks can often burst this down in 2–3 turns before it becomes a threat.
Normal Encounters
| Encounter | Monsters | HP |
|---|---|---|
| Cubex Construct | Cubex Construct | 65 |
| Fogmog | Fogmog | 74 |
| Overgrowth Flora | Flyconid, Snapping Jaxfruit | 47–49 / 31–33 |
| Shroom and Slime | Flyconid | 47–49 |
| Overgrowth Crawlers | Fuzzy Wurm Crawler, Shrinker Beetle | 55–57 / 38–40 |
| Inklets | Inklet ×3 | 11–17 each |
| Swarm of Slimes | Leaf Slime (M), Twig Slime (M) | 32–35 / 26–28 |
| Strangler and Friend | Leaf Slime (M), Leaf Slime (S), Slithering Strangler, Snapping Jaxfruit, Twig Slime (M), Twig Slime (S) | 53–55 / 31–33 / 7–11 |
| Mawler | Mawler | 72 |
| A Pair of Nibbits | Nibbit ×2 | 42–46 each |
Weak Encounters
| Encounter | Monsters | HP |
|---|---|---|
| Vine Shambler | Vine Shambler | 61 |
| Fuzzy Wurm Crawler | Fuzzy Wurm Crawler | 55–57 |
| Group of Slimes | Leaf Slime (M+S), Twig Slime (M+S) | 7–11 |
| A Lone Nibbit | Nibbit | 42–46 |
| Shrinker Beetle | Shrinker Beetle | 38–40 |
Act 1 - Underdocks Bosses
Act 1 Underdocks has three possible boss encounters. You will face one per run.
Underdocks Boss: Lagavulin Matriarch
HP: 222 | Type: Boss
Lagavulin Matriarch is a solo boss. Its 222 HP is manageable but it hits hard. Bring burst damage to end the fight quickly, and have a plan for deck bloat if it shuffles status cards into your deck.
Underdocks Boss: Soul Fysh
HP: 211 | Type: Boss
Soul Fysh is a solo boss with 211 HP. It interacts with your hand size — keep your hand lean and play cards efficiently each turn to minimize its damage scaling.
Underdocks Boss: Waterfall Giant
HP: 240 | Type: Boss
Waterfall Giant is a solo boss with 240 HP. It hits hard and rewards paced play — alternate between damage and block turns rather than going all-in every turn. Save burst damage for when you have a defensive turn planned to weather its retaliation.
Act 1 - Underdocks: Elites & Normal Encounters
Elite: Phantasmal Gardeners
4× Phantasmal Gardener: 26–31 HP each | Type: Elite
Four low-HP enemies. AoE cards can clear this encounter in 1–2 turns. If you lack AoE, focus one at a time — their individual HP is low enough that single-target attacks still work fine.
Elite: Skulking Colony
HP: 74 | Type: Elite
A solo elite with low HP. Straightforward fight — deal damage and block its attacks.
Elite: Terror Eel
HP: 140 | Type: Elite
The toughest Underdocks elite. 140 HP means you need sustained damage. Watch for debuffs and keep your block up.
Normal Encounters
| Encounter | Monsters | HP |
|---|---|---|
| Underdocks Wildlife | Calcified Cultist, Seapunk | 38–41 / 44–46 |
| Cultists | Calcified Cultist, Damp Cultist | 38–41 / 51–53 |
| Many Corpse Slugs | Corpse Slug ×3 | 25–27 each |
| Two Gremlins in a Trenchcoat | Gremlin Merc | 47–49 |
| Fossil Stalker | Fossil Stalker | 51–53 |
| Evil Gas | Living Fog | 80 |
| Haunted Ship | Haunted Ship | 63 |
| Punch Construct | Punch Construct | 55 |
| Sewer Clam | Sewer Clam | 56 |
| Two-Tailed Rats | Two-Tailed Rat ×3 | 17–21 each |
Weak Encounters
| Encounter | Monsters | HP |
|---|---|---|
| Corpse Slugs | Corpse Slug ×2 | 25–27 each |
| Seapunk | Seapunk | 44–46 |
| Sludge Spinner | Sludge Spinner | 37–39 |
| Toadpoles | Toadpole ×2 | 21–25 each |
Act 2 - Hive Bosses
Act 2 Hive has three possible boss encounters. You will face one per run.
Hive Boss: The Insatiable
HP: 321 | Type: Boss
The Insatiable features the Sandpit counter mechanic — it starts at 4 and decreases each turn. When it hits 0, you die instantly. Play Frantic Escape cards every turn to keep the counter up. These cards cost 0 energy and are added to your hand automatically. Prioritize survival and counter management over raw damage output.
Hive Boss: Knowledge Demon
HP: 379 | Type: Boss
Knowledge Demon is the highest-HP Act 2 boss at 379. Each turn it offers a Demonic Choice — pick one of three cards to add to your hand. Unplayed added cards deal damage at turn end, so always play what you pick. Energy management is critical; prioritize cards with immediate impact over multi-turn engines.
Hive Boss: Kaiser Crab

Crusher: 209 HP | Rocket: 199 HP | Type: Boss
Kaiser Crab is a two-claw fight — you never attack the main body. Kill Rocket (199 HP) first since its damage ignores block. Once Rocket is down, focus Crusher (209 HP). Don’t split damage between both claws; focus one target at a time to reduce incoming attacks as fast as possible.
Act 2 - Hive: Elites & Normal Encounters
Elite: The Decimillipede

3 segments: 40–46 HP each | Type: Elite
Three segments with equal HP. AoE cards can clear all three quickly. If using single-target, focus the Front segment first to reduce its attacks.
Elite: Entomancer
HP: 145 | Type: Elite
Entomancer summons an Osty (1 HP) during combat. Ignore the Osty and focus all damage on Entomancer. The summon is a distraction — don’t waste attacks on it.
Elite: Infested Prism
HP: 200 | Type: Elite
A solo elite with 200 HP. The highest-HP Hive elite. Bring sustained damage and solid block to survive the extended fight.
Normal Encounters
| Encounter | Monsters | HP |
|---|---|---|
| Bowlbug Swarm | Bowlbug (Rock) ×1 + 2 random | 45–48 |
| Slumber Party | Bowlbug (Rock), Bowlbug (Silk), Slumbering Beetle | 45–48 / 40–43 / 86 |
| Tunneling Twosome | Chomper, Tunneler | 60–64 / 87 |
| An Automaton Pair | Chomper ×2 | 60–64 each |
| Many Exoskeletons | Exoskeleton ×4 | 24–28 each |
| Hunter Killer | Hunter Killer | 121 |
| Louse Progenitor | Louse Progenitor | 134–136 |
| Mass of Mytes | Myte ×2 | 61–67 each |
| Ovicopter | Ovicopter | 124–130 |
| Spiny Toad | Spiny Toad | 116–119 |
| The Obscura | The Obscura | 123 |
Weak Encounters
| Encounter | Monsters | HP |
|---|---|---|
| Bowlbugs | Bowlbug (Rock) | 45–48 |
| Exoskeletons | Exoskeleton ×3 | 24–28 each |
| Thieving Hopper | Thieving Hopper | 79 |
| Tunneler | Tunneler | 87 |
Act 3 - Glory Bosses
Act 3 Glory has three possible boss encounters. You will face one per run.
Glory Boss: Test Subject
HP: Variable (multi-phase) | Type: Boss
Test Subject is a 3-phase fight. After each “death” it becomes invulnerable, heals, and changes mechanics.
- Phase 1: Gains Strength whenever you play a Skill — limit Skill usage
- Phase 2: Punishes Skills even harder, pivot to Attacks and Powers only
- Phase 3: Gains Intangible every other turn — use multi-hit attacks to maintain pressure during its defensive turns
Glory Boss: The Doormaker
The Doormaker is one of Act 3’s most imposing bosses with a massive 489 HP pool — the highest of any single-entity boss in the game.
Statistics:
- HP: 489
- Type: Boss (Glory)
Strategy: The Doormaker’s enormous HP demands sustained damage output over many turns. Decks that rely on short burst windows will struggle — prioritize scaling powers and consistent attack cards. Bring strong block generation to survive the extended fight, and use any Strength-amplifying relics or cards to accelerate your damage.
Glory Boss: Queen
Queen is a two-entity boss fight. You face both the Queen and her Torch Head Amalgam simultaneously.
Statistics:
- Queen: 400 HP
- Torch Head Amalgam: 199 HP
- Type: Boss (Glory)
Strategy: Decide early whether to focus the Torch Head Amalgam first (lower HP, removes one attacker) or pressure the Queen directly. AoE cards that hit both targets simultaneously are extremely efficient here. The combined HP pool of 599 makes this one of the longest boss fights in the game — ensure your deck has enough sustain and scaling to go the distance.
Act 3 - Glory: Elite Encounters
Elite: Knight Gang
Three knights fight together — Flail Knight, Magi Knight, and Spectral Knight.
| Monster | HP |
|---|---|
Flail Knight | 101 |
Magi Knight | 82 |
Spectral Knight | 93 |
AoE attacks are essential here. Focus the Magi Knight first to remove magical threats, then clean up the remaining two.
Elite: Mecha Knight
- HP: 300
- A heavily armored solo elite with high HP. Bring armor-piercing or multi-hit attacks to deal with its defenses efficiently.
Elite: Soul Nexus
- HP: 234
- A dangerous solo elite. Prioritize burst damage to end the fight quickly before its soul-based mechanics escalate.
Act 3 - Glory: Normal Encounters
| Encounter | Monsters | HP |
|---|---|---|
| Bot Buddies | Axebot ×2 | 40–44 each |
| Construct Menagerie | Cubex Construct ×2, Punch Construct | 65 / 65 / 55 |
| Fabricator | Fabricator | 150 |
| Frog Knight | Frog Knight | 191 |
| A Lone Globe Head | Globe Head | 148 |
| Owl Magistrate | Owl Magistrate | 234 |
| Many Scrolls of Biting | Scroll of Biting ×4 | 31–38 each |
| Slimed Berserker | Slimed Berserker | 266 |
| Lost and Forgotten | The Forgotten, The Lost | 106 / 93 |
Summon: Fabricator summons Guardbots (16–20 HP) during combat.
Act 3 - Glory: Weak Encounters
| Encounter | Monsters | HP |
|---|---|---|
| Devoted Sculptor | Devoted Sculptor | 162 |
| Turret Operator | Living Shield, Turret Operator | 55 / 41 |
| Scrolls of Biting | Scroll of Biting ×3 | 31–38 each |
General Boss Fighting Strategies
Before every boss fight:
- Use any remaining potions — they reset at the next rest site
- Check your HP and consider whether to rest or upgrade at the campfire
- Review the boss’s mechanics if you’ve seen them before
Universal tips:
- Bosses with multiple phases (Test Subject) require flexible decks that can adapt mid-fight
- Multi-enemy bosses (Kaiser Crab, Queen) reward AoE cards and split-target strategies
- High-HP bosses (Doormaker at 489 HP) need scaling damage, not burst
- Always prioritize learning the boss’s kill condition (e.g., Insatiable’s Sandpit counter) over raw damage
Frequently Asked Questions
What is the easiest Act 1 boss in Slay the Spire 2?
Vantom (173 HP) is generally considered the most straightforward Act 1 boss. It follows a predictable pattern and doesn't have complex mechanics. Bring multi-hit attacks and sufficient block for its stronger turns.
How do I beat the Knowledge Demon's Demonic Choice?
Pick Mind Rot first if you struggle with energy management, then choose Disintegration. Your goal is to end the fight before the third choice. If you have strong block generation, you can safely take Disintegration each time since the damage is manageable.
Why can't I damage the Kaiser Crab?
You don't attack the Kaiser Crab's body directly - you fight its two claws, Crusher (209 HP) and Rocket (199 HP). Kill Rocket first since it deals piercing damage that ignores block, then focus the Crusher.
What happens if I don't play Frantic Escape against The Insatiable?
You die. The Insatiable's Sandpit counter starts at 4 and decreases each turn. When it hits 0, you're instantly killed. Play Frantic Escape cards to increase the counter. They cost 0 energy but get added to your hand each turn.
How many phases does Test Subject have?
Test Subject has 3 phases. After each 'death', it becomes invulnerable, heals, gains more HP, and changes its mechanics. Phase 1 has Enrage (gains Strength when you play Skills), Phase 2 inflicts Wounds, and Phase 3 gains Intangible every other turn.
How many total monsters are in Slay the Spire 2?
As of v0.102.0, there are 85 encounters containing 112 unique monsters across all four zones - Act 1 Overgrowth (24 encounters), Act 1 Underdocks (20 encounters), Act 2 Hive (22 encounters), and Act 3 Glory (19 encounters).
What are the Act 3 Glory bosses in Slay the Spire 2?
Act 3 Glory has three bosses - Test Subject, The Doormaker (489 HP), and Queen (400 HP + Torch Head Amalgam 199 HP). The Doormaker and Queen replace The Collector and The Archivist from the original game.
You may also like
Slay the Spire 2 - Complete Guide Hub
Your ultimate resource for Slay the Spire 2. Find complete character guides, boss strategies, deck building tips, and advanced techniques all in one place.
I Spent 100 Hours In Slay The Spire 2 And I'm Still Not Bored. Here's Why.
Nine years after the original, Mega Crit proved something radical: good games don't need live service bullshit.
Slay The Spire 2 Hotfix Nerfs Billion HP Exploit, Mod Support Improved
Mega Crit's latest patch addresses the infinite health scaling bug that let players become unkillable gods. Modders rejoice.
Cubex Construct
Fogmog
Flyconid,
Snapping Jaxfruit
Fuzzy Wurm Crawler,
Shrinker Beetle
Inklet ×3
Leaf Slime (M),
Twig Slime (M)
Slithering Strangler, Snapping Jaxfruit, Twig Slime (M), Twig Slime (S)
Mawler
Nibbit ×2
Vine Shambler
Calcified Cultist,
Seapunk
Damp Cultist
Corpse Slug ×3
Gremlin Merc
Fossil Stalker
Living Fog
Haunted Ship
Punch Construct
Sewer Clam
Two-Tailed Rat ×3
Sludge Spinner
Toadpole ×2
Bowlbug (Rock) ×1 + 2 random
Bowlbug (Silk),
Slumbering Beetle
Chomper,
Tunneler
Exoskeleton ×4
Hunter Killer
Louse Progenitor
Myte ×2
Ovicopter
Spiny Toad
The Obscura
Thieving Hopper
Flail Knight
Magi Knight
Spectral Knight
Axebot ×2
Fabricator
Frog Knight
Globe Head
Owl Magistrate
Scroll of Biting ×4
Slimed Berserker
The Forgotten,
The Lost
Devoted Sculptor
Living Shield,
Turret Operator
Comments