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Slay the Spire 2 Enemies Guide
An enemies guide for Slay the Spire 2 focused on encounter risk, act routing, damage checks, and boss-prep links.
Quick answer
Enemy pages should teach what an encounter tests: damage, block, scaling speed, debuff handling, or card-flow resilience.

What to check first
Use this page as a practical search-intent answer first, then follow the related database links for deeper card, relic, character, boss, and patch context.
- Group enemies by act and risk profile.
- Connect enemy pressure to card pick order.
- Link elite and boss-like checks into boss prep.
Enemies teach draft pressure
Enemy pages are useful before the full data table is complete because they explain pressure. Some encounters test front-loaded damage, some test block density, some punish slow setup, and some expose decks that cannot handle debuffs or awkward draws.
- Record the turn where the enemy first threatens the run.
- Link dangerous encounter patterns to card-pick priorities.
- Separate normal fights, elites, boss-like encounters, and final bosses.
Risk profiles make enemy notes useful early
Before exact enemy tables are finished, every enemy note should still answer one practical question: what does this fight punish? A fight can punish low damage, thin block, slow setup, status clutter, bad draw, or overconfident routing. Those risk labels help readers draft better even before the database is complete.

- Tag enemies by pressure type before publishing exact values.
- Send elite-style pressure into boss-prep and ascension pages.
- Use community notes to collect missing enemy names, turns, and screenshots.
Quick answer
Use enemy notes as pressure labels before exact tables are complete. If an encounter punishes slow setup, draft earlier damage. If it punishes thin block, add defensive density. Exact enemy names, turn patterns, damage values, and act placement are needs verification until current-patch footage and screenshots are reviewed.
Common mistake
The common mistake is building only for bosses while ignoring hallway and elite pressure. Enemies are the checks that decide whether the deck reaches the boss with HP, potions, and upgrades intact. Treat dangerous enemies as draft feedback, not just obstacles.
Evidence to collect next
The next enemies evidence pass should capture the encounter name, act, first dangerous turn, visible intent, damage or status pressure, and the deck job that answered it. Loss clips are especially useful because they show whether the deck lacked damage, block, draw smoothing, potion cover, or a safer route before the enemy became lethal.
Editorial note
This page is part of the first English-only content batch. It is written conservatively for Early Access and should be tightened whenever a major patch changes public information or run data.