Boss Guide#

Slay the Spire draws one boss at random from a fixed pool at the end of every act: Act 1 bosses appear on floor 16, Act 2 bosses on floor 33. Data on this page reflects an October 2026 web verification, using only the official wiki’s fixed HP values (base / Ascension 9+), never ranges.

Boss Summary Table#

Boss Act HP (base / Asc 9+) Key mechanic
Slime Boss 1 140 / 150 Always splits at half HP
The Guardian 1 240 / 250 Mode Shift threshold
Hexaghost 1 250 / 264 —
Bronze Automaton 2 300 / 320 Summons and heavy attacks
The Collector 2 282 / 300 Summons Torch Heads
The Champ 2 420 / 440 —
The Awakened One 3 300 / 320 Curiosity and a two-stage revival
Donu and Deca 3 250 each / 265 each Twin boss
Time Eater 3 456 / 480 Time Warp and Haste
Corrupt Heart 4 750 / 800 Beat of Death and an invincibility cap

Act 1 Bosses#

Slime Boss#

Item Content
HP 140 (150 on Ascension 9+)
Slam 35 damage (38 on Ascension 4+)
Goo spray Shuffles 3 Slime cards (5 on Ascension 19+)
Split mechanic Below 50% HP it always splits into one Acid Slime (L) and one Spike Slime (L), each inheriting the boss’s current remaining HP

The split always triggers — there is no “clean the slimes and it won’t split” mechanic. Both large slimes inherit the boss’s remaining HP at the split, so the lower you push the boss before it splits, the easier the cleanup. Plan your burst rhythm ahead: stack block the turn before the split, then focus down the wounded halves afterward.

The Guardian#

Item Content
HP 240 (250 on Ascension 9+)
Mode Shift Once cumulative damage taken reaches the threshold, it shifts to defensive mode: base threshold 30, 35 on Ascension 9+, 40 on Ascension 19+

The Guardian is about managing the offense-defense rhythm: it mitigates in defensive mode, and your damage windows open in offensive mode. The key is pacing damage around the threshold — don’t waste high-cost output right before the shift, and don’t keep pouring resources into it once it goes defensive.

Hexaghost#

Item Content
HP 250 (264 on Ascension 9+)

This page does not compile its turn-by-turn patterns — follow the in-game intent icons and the official wiki. The general approach matches other Act 1 bosses: by the end of Act 1 your deck should already have a stable damage-and-block loop.

Act 2 Bosses#

Bronze Automaton#

Item Content
HP 300 (320 on Ascension 9+)
Key mechanics Starts with 3 Artifact stacks; summons two orb-like parts (left and right); wields the heavy attack “HYPER BEAM”

Multi-target handling is the fundamentals here: the parts change the fight’s rhythm while alive, and whether to clear them first or focus the body depends on your deck’s AoE capacity. Stack block in advance for its heavy-attack turns.

The Collector#

Item Content
HP 282 (300 on Ascension 9+)
Summons Torch Heads, 38-40 HP each

The Collector summons Torch Heads to assist. Summons stretch the fight; whether to prioritize them depends on your deck’s ratio of single-target burst to AoE.

The Champ#

Item Content
HP 420 (440 on Ascension 9+)

This page does not compile its turn-by-turn patterns — follow intent icons and the official wiki. Act 2 boss HP steps up across the board; make sure your block loop is complete before entering Act 2.

Act 3 Bosses#

The Awakened One#

Item Content
HP 300 (320 on Ascension 9+)
Curiosity Gains 1 Strength whenever you play a Power card
Two stages When felled in stage one it “revives” at full HP for stage two

The Awakened One is the classic Power-card punisher: the more Powers your deck runs, the more Strength you feed it. Either tighten your Power usage or build around Skills and Attacks. Its two-health-bar design means burst resources must be budgeted across two fights.

Donu and Deca#

Item Content
HP 250 each (265 each on Ascension 9+)
Structure Twin boss — two targets on the field simultaneously

The twin fight tests AoE and focus order: decks with AoE can grind both down in parallel, while single-target decks should burst one down decisively to avoid both reaching high-threat states at once.

Time Eater#

Item Content
HP 456 (480 on Ascension 9+)
Time Warp Every 12 cards you play, your turn ends forcibly and it gains 2 Strength
Haste Below 50% HP it must use “Haste” once per fight, healing to half HP and cleansing its debuffs

Time Eater punishes card count: high-frequency small-card decks get hard-countered, while low-frequency heavy-hitting lines are the answer. Its half-HP Haste means debuff tools should either be fully stacked before it hits half HP — wasting Haste’s cleanse timing — or saved until after Haste resolves.

Act 4: The Hidden Act “The Ending”#

Entering Act 4 requires collecting all three keys (see Secrets). Inside, you first face the elite duo Spire Shield and Spire Spear, then the final boss.

Spire Shield and Spire Spear#

Act 4’s elite duo fight — the final exam before the Heart. This page does not compile their turn-by-turn details; follow intent icons and the official wiki.

Corrupt Heart#

Item Content
HP 750 (800 on Ascension 9+)
Beat of Death 1 Whenever you play a card, you take 1 damage (2 per card on Ascension 19+)
Invincible 300 Loses at most 300 HP per turn (200 on Ascension 19+)

The Heart sets two exams at once — card count and per-hit damage ceiling: Beat of Death taxes every card you play, and the invincibility cap discounts high-frequency small hits. The answer is raising per-card damage quality, controlling total cards played, and bringing enough block and healing resources. The final boss’s mechanics and the three keys are detailed in Secrets.

High-Difficulty Note: Ascension 20#

At Ascension 20, the end of Act 3 makes you fight two bosses back-to-back (two consecutive draws from the Act 3 pool). Your build can’t be tuned for a single boss — AoE, single-target burst, and sustain must all be online.

Universal Boss-Fight Principles (Editor’s Experience, Not Official Data)#

Stage Points
Before the fight At campfires, weigh upgrades against healing; potions persist across floors — save them for bosses
Act 1 Boss HP is low; a functioning damage engine carries you through
Act 2 Boss damage and HP rise sharply; block loops and card-removal quality define your margins
Act 3 Mechanic bosses concentrate here: control card count, respect Power punishers, plan AoE
Act 4 Beat of Death plus the invincibility cap test deck quality — play fewer, heavier cards

内容最后验证于 2026-07