Elite Enemy Guide: All Elite Fights, Patterns & Rewards
Every Elite encounter in Slay the Spire 2 โ attack patterns, AI behavior, difficulty rankings, and character-specific strategies.
Elite enemies are the mid-boss encounters on each Act map โ harder than hallway fights, easier than Act Bosses, but the primary source of Relics. Killing Elites is how you snowball. Knowing which Elites to fight (and which to dodge) is a core climbing skill.
Why Fight Elites?
- Guaranteed Relic drop โ the only reliable way to gain relics outside of shops/events
- 25โ35 Gold (higher than hallway fights)
- Rare card reward chance is elevated (35% vs hallway 15%)
- Pathing through 2+ Elites per Act is the "standard" for A20 climbing
Act 1 Elites
Act 1 Elites test your frontloaded damage. You haven't had time to build scaling, so these fights punish slow decks. Take attack cards early.
HP: 82โ90 (ascends) | Moves: Skull Bash (6โ8 dmg, applies Vulnerable), Rage (+3 Str, triggered when you play a Skill)
The classic noob-killer. Gremlin Nob gains 3 Strength every time you play a Skill card. If you try to block or set up powers, he'll out-scale you and murder you on turn 3โ4.
HP: 109โ115 | Moves: Starts Asleep (3 turns), then alternates: Siphon Soul (-1 Str, -1 Dex) โ Attack (18โ20 dmg)
Lagavulin starts asleep for 3 turns. This is free setup time โ play all your Powers, then unleash on turn 3. Once awake, it reduces your Str/Dex every other turn and hits hard.
HP: 3ร 38โ42 (3 sentries) | Moves: Each turn, 2 sentries attack (9โ10 dmg), 1 applies 2 Dazed to discard pile
Three sentries that fill your deck with Dazed cards. The fight gets harder the longer it goes, as your draws become clogged with garbage. AoE is great here but not mandatory.
HP: 70โ80 | Moves: Bone Wall (gains 30 Block), Bone Storm (7ร3 dmg), Summon Skeletons (summons 2 minions, 12 HP each)
STS2 Act 1 Elite. Alternates between blocking and multi-hitting. Can summon minions that chip at you. Not the scariest Elite individually, but the block + minion cycle drags the fight out.
Act 2 Elites
Act 2 Elites test your scaling and AoE. Hallway fights have already filtered your deck; if you survived Act 1 with a functional plan, most Act 2 Elites are manageable. But they punish greedy decks that haven't found their win condition.
HP: 144โ160 | Moves: Multi-stab: 6รN dmg (increase N each turn: 2โ3โ4...up to 7)
Every turn, Book of Stabbing attacks with an increasing number of hits. Turn 1: 6ร2 (12). Turn 4: 6ร5 (30). If you can't end this fight fast or apply Weak, you will die.
HP: 140โ155 | Moves: Summons 2 random Gremlins (7โ25 HP), then alternates: Buff (+6 Str to all) โ Attack (11ร3โ14ร3)
Gremlin Leader summons minions, buffs all Gremlins, then attacks. If you kill all minions, it spends the next turn re-summoning instead of attacking โ this is your window.
HP: Red Slaver 46, Blue Slaver 46, Taskmaster 54โ60 | Moves: Red (Entangle + 13 dmg), Blue (Weak + 12 dmg), Taskmaster (applies Vulnerable + 7 dmg)
Turn 1 is brutal: you'll be Entangled (can't play Attacks), Weakened, and Vulnerable โ all before you get a turn. The Taskmaster is priority #1.
Act 3 Elites
Act 3 Elites test your fully scaled endgame deck. If you've built correctly, these should be easier than Act 2 Elites โ you now have relics, upgraded cards, and a clear archetype. If you struggle here, your deck lacks a coherent win condition.
HP: 500โ520 | Moves: Slow (applies 1 Slow to you per card played), Glare (applies 2 Weak), attack (13โ15 dmg, scaled by your Slow stacks)
The tankiest Elite. 500 HP with a Slow mechanic: each card you play gives you +1 Slow. The Giant Head's attack damage increases by your Slow count. It's a scaling race โ can you ramp faster than it deals damage?
HP: 185โ200 | Moves: Alternates every other turn: Intangible (cannot lose more than 1 HP per hit) โ Attack (6ร3โ8ร3, applies 3 Burns)
Nemesis cycles between Intangible turns (max 1 damage per hit) and attacking turns. Burns clutter your draw pile. The fight tests your damage scheduling โ can you store burst for non-Intangible turns?
HP: 180โ200 | Moves: Summons 2 Daggers (25 HP), Daggers attack for 9โ12 each. Reptomancer attacks for 11ร2โ13ร2
The deadliest Act 3 Elite. Turn 1: two Daggers appear. If both Daggers survive to Turn 2, Reptomancer attacks for 11ร2 while both Daggers also attack โ that's ~40 damage on Turn 2 if you don't kill any Daggers.
Elite Difficulty Tier List (A20)
| Rank | Elite | Act | Why It's Scary | Worst Character Matchup |
|---|---|---|---|---|
| S | Reptomancer | Act 3 | 40+ damage turn 2, demands immediate AoE | Silent (no AoE) |
| S | Gremlin Nob | Act 1 | Punishes skills, ends runs before they start | Silent, Defect |
| A | Book of Stabbing | Act 2 | Unchecked scaling, no Weak = death | Defect (slow setup) |
| A | Slavers | Act 2 | Turn 1 triple debuff, burst damage | All characters |
| B | Lagavulin | Act 1 | Str/Dex drain if fight drags | Silent |
| B | Giant Head | Act 3 | 500 HP check โ do you scale? | Aggro Ironclad |
| C | Nemesis | Act 3 | Intangible cycles, Burn clutter | Burst-heavy builds |
| C | Gremlin Leader | Act 2 | AoE check, manageable with any AoE | Single-target decks |
| C | Sentinel Trio | Act 1 | Dazed flood, slow kill = death | Slow decks |
| D | Bone Lord | Act 1 | Manageable with multi-hit | None |
Pathing Optimization: How Many Elites Per Act?
| Ascension | Act 1 | Act 2 | Act 3 | Note |
|---|---|---|---|---|
| A0โA5 | 2โ3 | 2โ3 | 2โ3 | Farm everything, learn patterns |
| A6โA14 | 1โ2 | 1โ2 | 1โ3 | Slightly more cautious |
| A15โA19 | 1โ2 | 1โ2 | 1โ2 | Dodge Act 1 Nob if no frontload |
| A20 | 1 | 1 | 1โ2 | Quality over quantity; survival > relics |
In STS2, some map seeds feature a "Super Elite" (Empowered Elite) with +50% HP and enhanced moves. They drop a rare relic + extra gold. Only path into these if you're confident โ the reward is great but the risk of dying is real. Treat them as a Boss-level fight.
Character-Specific Elite Strategies
Ironclad
- Nob: Anger, Whirlwind, Heavy Blade โ all attacks. Don't play Bash unless lethal.
- Book of Stabbing: Disarm is borderline broken. Clothesline for Weak.
- Reptomancer: Immolate deletes Daggers. Reaper heals you back after the burst.
- Best Act 1 Elite: Lagavulin (Strength scaling loves the 3 free turns)
Silent
- Nob: Your worst matchup. Skip unless you have Blade Dance + Accuracy or 2+ potions.
- Book of Stabbing: Malaise is a silver bullet. Crippling Cloud for persistent Weak.
- Reptomancer: Corpse Explosion + Die Die Die. Best AoE character for this fight.
- Best Act 1 Elite: Sentinel Trio (Dagger Spray, Neutralize trivializes them)
Defect
- Nob: Rough matchup. Take Ball Lightning, Cold Snap early. Powers kill you.
- Book of Stabbing: Go for the Eyes (Weak on demand). Frost orbs for passive block.
- Reptomancer: Electrodynamics is an instant win. Tempest + Thunder Strike.
- Best Act 1 Elite: Lagavulin (3 turns to set up orb slots and Powers)
Watcher (if available)
- Nob: Wrath stance + attacks. Kill in 2 turns. Easiest matchup.
- Book of Stabbing: Talk to the Hand trivializes multi-hit. Wallop for block.
- Reptomancer: Conclude kills both Daggers. Blasphemy + Ragnarok ends the fight.
Elite Reward Priorities
- Act 1: Any energy relic is S-tier. Damage relics (Bag of Marbles, Akabeko) secure early Elites.
- Act 2: Defensive/sustain relics (Meat on the Bone, Eternal Feather) to stabilize for Act 3.
- Act 3: Scaling relics (Girya, Du-Vu Doll, Vajra) to push damage through Boss gauntlet.
Key Takeaways
- Act 1 frontload check: If your deck can't kill Nob, don't path into Act 1 Elites. Period.
- Weak is universal anti-Elite tech: It shuts down Nob, Book of Stabbing, Reptomancer, and Giant Head.
- AoE is mandatory for Act 2: Gremlin Leader, Slavers, and (in Act 3) Reptomancer all demand it.
- Act 3 Elites are scaling checks: If you can't kill Giant Head in 8 turns or burst Reptomancer's Daggers in 1, your deck isn't ready for the Act 3 Boss.
- 2 Elites per Act = 6 extra relics per run. That's how you win at A20.
Also see: Pathing & Map Strategy ยท Ascension Guide (A1โA20) ยท Deck Building Principles ยท Boss Strategy Guide