Home / All guides / Slay the Spire 2 Elite Strategy Guide: All 14 Elites, Kill Orders and When to Fight or Skip (v0.111 Beta)

Slay the Spire 2 Elite Strategy Guide: All 14 Elites, Kill Orders and When to Fight or Skip (v0.111 Beta)

Every elite in Slay the Spire 2 v0.111 broken down by act: HP totals, turn loops, kill orders and counter cards for Bygone Effigy through Mecha Knight, plus the HP window math for when hunting elites beats routing around them.
combat Medium 23 min read 📅 2026-09-04
By the STS2 Guide Team · How we research and verify →
Fact-checked against patch notes and the community wiki. Numbers cite game v0.111 and may shift between patches.

Floor 11 With 44 HP: Pricing the Elite Fork Before You Commit

Floor 11. You have 44 HP, a rest site two nodes ahead, and a fork: one branch runs through an elite into the boss approach, the other strings together three normal fights and a shop. Your deck just picked up its second real answer card. Most players make this call on feeling, and feeling usually says avoid the skull icon. In the v0.111 beta build that instinct is wrong more often than it is right, because elites are the only reliable source of relics in a run, and relics are the cheapest power you will ever acquire: no gold, no card slot, no deck space.

Price the fight first. Every elite in the current pool has a documented, telegraphed pattern, so you can compute your expected HP bill before you walk in. Mecha Knight, the deadliest elite in Act 3, runs a fixed four-turn loop: Charge 25, Flamethrower, Windup, Heavy Cleave 35. Sixty unblocked damage per loop. If your deck needs two full loops to chew through 300 HP, budget 120 incoming damage and ask honestly how much of it you can block. Soul Nexus opens with Soul Burn for 29 before cycling anything else. Terror Eel deals less per turn but drags a 140 HP body through a long fight, taxing your block cards every single turn. Speed is defense, and slow decks pay the elite tax twice.

Now price the payout. A dead elite drops a relic from pools your run has not touched, plus a card reward, and the strongest run-shaping entries in the database sit in exactly those pools: Gremlin Horn, Pen Nib, Ice Cream, Mercury Hourglass, Pantograph. The game's own FAQ compresses the whole decision into one sentence: fight elites once you have one to two answers in your deck and a rest site pathed before them. An answer is not a generically good card. It is a card that beats the specific mechanic: area damage for Phrog Parasite and its four Wrigglers, single big hits for Phantasmal Gardener, damage over time or multi-hit for Skulking Colony and its per-hit damage cap.

What most players never price is the bypass. Skipping one elite is often correct. Skipping all of them is a documented common mistake in this game: elites drop relics, and dodging every elite leaves you underpowered for the checks that end runs. The cheapest way to think about a skipped elite is as one unclaimed pull from a pool where tier S relics sit. If your deck is one Gremlin Horn or one Lantern away from functioning, the bypass is expensive. If your engine is already online and the elite in question is Mecha Knight at 40 HP, the bypass is nearly free.

Here is the rule set to use on every fork. Take the elite when three things are true: your current HP minus the fight's expected unblocked damage still clears 20, you can name a card in your deck that answers the elite's signature mechanic, and a rest site or shop sits within two nodes after the fight. Two of three is still a yes in Act 1, where fights are shorter and relics compound longer. One of three in Act 3 is a no, because Act 3 elites punish wishful pathing harder than anything else in the game.

Overgrowth Elites Ranked: Bygone Effigy, Byrdonis, Phrog Parasite

Act 1a, Overgrowth, gives you three elites, and the difficulty order is not what the HP bar suggests. Bygone Effigy (127 HP) looks scary and is actually the friendliest elite for slow decks in the entire act. It cycles between asleep and awakened, and the sleep phase is a free setup window: powers like Inflame, Demon Form, Genesis or Noxious Fumes go down uncontested while it naps. The counterplay is one sentence long. Set up during sleep, hold Block for the wake-up turn. A Demon Form played on a sleep turn that would have cost you a full turn of tempo against any other elite costs nothing here, which makes Bygone the elite scaling decks should path toward on purpose.

Byrdonis (91 HP) is the simplest gate in the variant. It alternates Dive and Peck, steady mid-range damage that pressures your HP without ever spiking. Two answers, pick either: apply Weak on the Peck turns, which cuts its output by a quarter (Neutralize does this for 0 cost, Defy is flagged in our database as the best-value mitigation common in the game), or simply race it, because 91 HP dies to almost any deck that took one or two damage cards in the first five floors. Byrdonis is the elite to fight when you want the relic but your deck is still generic. It punishes nothing except pure greed with zero block.

Phrog Parasite (61 to 64 HP) is the real test, because the body you see is only half the fight. It alternates Infect, which puts 3 Infection statuses into your discard pile, with Lash for 4 damage four times. Then it dies and the fight starts over: Infested triggers, 4 Wrigglers spawn, stunned on their first turn, and the fight only ends when every last Wriggler is dead. Two rules. Save your area damage for phase two, and clear Infections with Exhaust or Transform effects so the statuses do not clog your reshuffles during a long phase two. Whirlwind on the stun turn, Festive Popper's 9 damage to all enemies from the relic slot, Seven Stars spending 7 Stars for 49 area damage: anything that hits the full board on turn one of phase two shortens the fight dramatically.

So the Overgrowth plan writes itself. Floors 1 through 5 are for normals and card rewards, and floor 6 has not spawned elites since the v0.101 patch, so early pathing is genuinely safe. Then rank the skulls: Byrdonis if your deck is still formless, Bygone Effigy if you have powers that want a free turn, Phrog Parasite only once you own real area damage. One more habit worth building on floor 1: Overgrowth and Underdocks are randomly chosen Act 1 variants with completely different elite and boss pools, so check which act you rolled before planning a single pick, because the elites you must answer decide what your first ten cards should be.

Underdocks Elites: Skulking Colony, Terror Eel and the Gardener Pack

Underdocks rolls a completely different elite trio, and one of them will make or break specific archetypes. Skulking Colony (79 HP) caps the damage it takes per hit. That single line hard-counters single-big-hit decks: a Regent running the Forge line swings the Sovereign Blade into the cap and wastes most of the hit, and a Body Slam build feeding one huge number into it learns the same lesson. Multi-hit and damage over time bypass the cap entirely. Poison ticks, Doom stacks, Whirlwind, Shiv spam, Claw chains: damage split across many applications ignores the mechanic completely. Rule: if your damage arrives as one number per turn, route around Skulking Colony or lose half a fight's worth of output to the cap. If your damage arrives as ten small numbers, this is a free relic.

Terror Eel (140 HP) is the beefiest elite in either Act 1 variant and it asks exactly one question: can your deck block, every turn, for a long fight. It is not a burst threat, it is an attrition audit. A Frost turtle Defect with Glacier (gain Block and channel 2 Frost) passes comfortably. Shrug It Off (8 Block plus draw 1) passes. A deck of glass cannons fails slowly and expensively. Before clicking the elite node, count your block density: roughly one block card per five deck cards is the practical floor for an attrition fight, and Terror Eel is where you find out whether you actually have it.

Phantasmal Gardener (26 to 31 HP, four bodies) looks like an AoE farm and is actually an AoE trap. All four carry Skittish 6: the first hit they take each turn grants them Block, so multi-hit damage feeds them exactly the resource that punishes your follow-up hits. They share a Bite, Lash, Flail, Enlarge loop at staggered phases, which means one gardener is always closer to Enlarge than the others. The counter is old-fashioned focus fire: kill them one at a time with single big hits, and prioritize whichever is closest to its Enlarge turn, because staggered loops mean staggered threats.

The archetypal losers here are Silent Shiv decks, where every hit after the first grows their Block, and any Whirlwind plan; the winners are Ironclad Strength decks with one fat attack per turn and Regent Star decks banking toward a single Seven Stars. Note what this variant does to Regent specifically: Skulking Colony blanks Forge, and the Gardener pack blanks multi-hit, so an Act 1b Regent wants to fight Terror Eel or wants to walk. Your Act 1 variant is decided before you pick a single card, but reading the map on floor 1 tells you which elites your opening picks need to answer, and Underdocks answers that question before you even see a card reward.

The Hive Gatekeepers: Infested Prism, Entomancer and the AoE Trap

Act 2, The Hive, is where elite HP jumps and the game stops pretending your picks do not matter. Infested Prism (200 HP) is the gatekeeper: a wall that checks whether your build actually came online. It was reworked in v0.106, so if your memory of this fight predates May, reread the pattern before you path into it. The blunt community guidance stands: have your engine online before Act 2, or skip elite paths entirely. A deck that is still five good cards in disguise loses 60 to 80 HP grinding through 200 HP and then arrives at the boss with nothing left to give. A deck with Demon Form or Noxious Fumes or a Frost engine running treats the Prism as a long, boring paycheck.

Entomancer (145 HP) summons bees all fight and the board keeps growing. Two lines of play, pick by deck: bring area damage and clear the summons, or burn the caster down directly and ignore the bees. The second line is better than it looks, because every bee alive is damage the Entomancer spent on bodies instead of on you, but the first line is more reliable for decks holding Whirlwind, Astral Pulse (14 area damage for 3 Stars) or End of Days. What you cannot do is half-engage: chip the caster while the board grows, and by turn six you are blocking five attacks a turn with a hand full of filler.

Decimillipede (40 to 46 HP per segment, three segments) is the most instructive elite in the game, because it punishes exactly the tools that beat everything else in the act. The three segments act independently. When a segment dies while the others live, it Reattaches at 25 HP, so spread damage resurrects what it kills. Area damage is a trap, stated plainly in the bestiary tip. Focus one segment at a time, and once two are down the pressure drops sharply. If your whole plan is Festive Popper plus Mercury Hourglass chip damage, this fight actively undoes your relic investment, and routing around it is simply correct. One data note for the v0.111 beta: per-segment HP is 40 to 46 per the patch notes, while the wiki infobox still shows 42 to 48, so plan around the higher number.

That is the Act 2 elite meta in one paragraph: Infested Prism rewards engines, Entomancer rewards area damage or hard focus, Decimillipede rewards single-target damage and punishes AoE. No deck does all three perfectly, so pick the two elites your build answers and path toward those. Since v0.101, floor 6 is elite-free, which pushes the whole risk window later: floors 7 through 13 are the elite band where the standard advice applies with full force, one to two answers in the deck, a rest site pathed before the fight, and the discipline to take the long way around the third elite when your HP bar says so.

The Knight Gang: Why the Kill Order Is Magi, Spectral, Flail

Act 3, Glory, runs a five-elite pool, and three of those entries show up together. The Knight Gang is a single encounter: Magi Knight (82 HP), Spectral Knight (93 HP) and Flail Knight (101 HP), and the kill order is not a preference, it is the fight. Kill Magi first, Spectral second, Flail last, and the reasons are mechanical, not cosmetic.

Magi Knight carries Aura Dampen: while it lives, all your cards are Downgraded, and it cycles toward a 35 damage Magic Bomb. Every turn it survives, your cards are literally worse: your Shrug It Off blocks 8 instead of 11, your Inflame gives 2 instead of 3, and so on down the list, while a 35 damage bomb ticks closer. It is also the lowest HP body in the gang, which makes the correct order the cheapest possible order: spend your burst deleting the aura, and your deck snaps back to full power for the rest of the fight. Killing anything else first means fighting healthy knights with degraded cards, which is how this encounter eats decks that were doing fine.

Spectral Knight carries Aura Hex: while it lives, every card in your hand becomes Ethereal, and unplayed cards are discarded at the end of your turn. Read that again: you cannot hold cards. No banking a Block card for the big turn, no saving Adrenaline for the burst, every hand is use it or lose it. It alternates Soul Slash (15 damage) and Soul Flame (3 damage, three hits). The moment it dies your hand is yours again, so it dies second, immediately after Magi, and the fight becomes honest: your cards, your timing, your block math.

Flail Knight is the tank and the simple one. It opens with a 15 damage Ram, then cycles Breaker (+3 Strength), Flail (9 damage, twice) and more Rams. Strength gain with no aura attached: block the Rams, answer its scaling with your own scaling, and mop it up while it is the last body standing. Leaving it for last is correct not because it is weak but because its threat is the most predictable in the gang, and predictability is what you want once two auras are gone.

Practical numbers for the whole encounter: you need block for a 35 bomb, 15 and 9x2 swings, and 15 plus Rams with growing Strength, so a block floor of roughly 20 per turn covers an average turn with slack for the bomb. Bring a Weak source if you own one, since the entire gang attacks every rotation, and Red Mask (1 Weak to all enemies at combat start) quietly removes a quarter of the encounter's damage before it begins. If your deck cannot delete 82 HP quickly, the gang fight is a skip: it is a tempo check wearing an elite icon, and Act 3 has safer places to spend 30 HP.

Mecha Knight and Soul Nexus: The Two Fight Enders of Act 3

The other two Act 3 elites are solo fights, and both end undercooked runs on the spot. Mecha Knight (300 HP) is widely considered the deadliest elite in the game, and its loop is the reason. Fixed four-turn rotation: Charge for 25, Flamethrower putting 4 Burns into your hand, Windup for +5 Strength and +15 Block, then Heavy Cleave for 35. It also carries 3 Artifact, so your first three debuff applications, whether Weak, Vulnerable or Poison, simply vanish. Plan around the Artifact stacks instead of into them, and count your debuffs before relying on any.

Three rules for Mecha Knight, taken straight from the loop. First, play or exhaust the Burns immediately. Four Burns per loop in your hand is a fifth of your draw smothered every cycle, and exhaust outlets (True Grit, or the Corruption engine that makes skills exhaust) convert the tax into fuel; Charon's Ashes owners even collect 3 damage to all enemies per exhausted card. Second, skip attacking on the Windup turn. It gains +15 Block and +5 Strength, so attacking into the Block is throwing a card away: bank energy, play draw or powers, let the turn pass. Third, hold 40 or more Block for Heavy Cleave, because 35 base damage plus accumulated Strength does not leave room for almost enough. Two full unblocked loops cost 120 damage before Strength scaling, which is why the honest advice for undercooked decks is written into the bestiary itself: skip it.

Soul Nexus (234 HP) is a tempo exam with one trick: it never repeats an action back-to-back. It opens with Soul Burn for 29, then cycles Soul Burn, Maelstrom (6 damage, four hits) and Drain Life (18 damage plus 2 Vulnerable and 2 Weak) in non-repeating order. That constraint makes it the most predictable big elite in the act: if it just cast Soul Burn, the next action is Maelstrom or Drain Life, full stop. Bring 29 or more Block on turn one, because the opener is guaranteed and it is the biggest single hit of the fight. After that, read the last icon each turn and cover two possibilities instead of three.

Two tech notes worth their word count. Maelstrom is a four-hit attack, so Plating (Gorget starts each combat with 4) and Weak (Red Mask applies 1 to all enemies) each reduce all four hits, multiplying the value of every stack. Drain Life applies 2 Vulnerable and 2 Weak to you at once, and the bestiary tip flags debuff-cleansing relics (Orange Pellets-style effects) as a huge edge, because one cleanse restores your damage output and your block math simultaneously. Notice what the fight actually wants from you: mitigation relics and clean debuff answers, not more damage. A deck that produces 29 Block on turn one and plays steadily solves Soul Nexus, and a deck that cannot produce that block total should treat the node as decoration.

The HP Window: Budgeting Life Across Elites, Rest Sites and Bosses

Knowing every loop is half the skill. The other half is knowing when your HP bar can afford the fight, and that is a routing decision made floors in advance. HP in this game is a resource, and the beginner FAQ says it outright: anything above 1 is spare. The question is never whether you can survive the elite. It is whether the total package of elite, rest site and boss fits inside the HP you hold plus the HP you can recover before the next checkpoint.

Set the window by act. Act 1 elites (61 to 140 HP) rarely survive more than two loops of a competent deck, so you need your post-fight HP to clear roughly 35 to 45 while still reaching the boss. Act 2 wants more, because Infested Prism's 200 HP stretches fights, and the act's normals tax you on the way in: Tunneler strikes for 23 a turn once it burrows, and Ovicopter spawns 3 eggs that hatch into larvae within two turns if you cannot pop them. Act 3 wants the most: Mecha Knight at 300 HP and Soul Nexus at 234 HP are the two longest elite fights in the game, and both sit in a five-elite pool where the elite you actually draw is not the elite you planned for.

Now the recovery side of the ledger. Rest sites are the currency of elite greed: the mid-game band of floors 7 through 13 is where you path elite into rest into elite, sleeping at one and upgrading at the other whenever the FAQ rule holds (if the next fight will not kill you, upgrade the key card instead, and remember Defragment literally doubles from 1 to 2 Focus when upgraded). Pantograph rewires the entire endgame budget by healing 25 at the start of every boss combat, which converts your safety-floor HP into spendable greed for the last elite stretch. Strawberry (+7 Max HP) and Pear (+10 Max HP) widen the same window quietly. Potions are the emergency bracket: Fairy in a Bottle is never drunk, it is held as insurance against elites and bosses, and a Weak Potion thrown at an elite opener cuts a Mecha Knight Charge from 25 toward 19 before anything else happens.

The cost of routing around an elite is easier to compute than players believe. A bypass spends zero HP and gains zero relics, and the missing relic is the entire price. So bypass is correct when the expected HP bill would drop you under your boss safety line, meaning you would arrive at the boss unable to survive its documented big turn, Vantom's turn-3 killer swing of 25 plus in Act 1a, or the Knowledge Demon's escalating debuff rounds in Act 2. Bypass is wrong when you are spending a comfortable HP surplus to dodge a fight your deck demonstrably answers. Comfortable surplus plus a matching answer plus a rest site after: that is a fight, every time. Any two of the three in Act 1: still usually a fight. Run that arithmetic honestly on floors 7 through 13 and it is worth more win rate than any card tier list.

Relic Weight: What Elite Drops Are Worth and the Snowball Math

Elites are the only node type that guarantees a relic, so the real question under every elite fight is what one relic is actually worth. Start with the pool. The site database carries 42 relics and 19 of them are tier S, the take-on-sight class, and a large share of the S list sits exactly in the rarity bands elites draw from: Lantern, Strawberry, Festive Popper, Gremlin Horn, Mercury Hourglass, Pantograph, Pen Nib, Red Mask, Pear, plus the rare entries Ice Cream, Unceasing Top and Gambling Chip. When you skip an elite you are not skipping a random trinket. You are declining a pull from the strongest pool in the game.

Weight the reward by what your deck lacks, not by what is shiny. The honest way to score a future relic is hole-filling value. A deck with damage and no tempo wants Lantern (+1 energy on turn one) so powers come down early. A deck with an engine and no block wants Anchor (10 Block at combat start) or Sai (7 Block every turn). A deck one finisher short of closing fights wants Pen Nib, because every 10th Attack dealing double damage turns a slow grind into a scheduled execution. Elites are the cheapest place to buy any of these, since the entry fee is HP you were going to spend on something anyway.

Then count the snowball, because elite rewards compound. Black Star (Ancient, tier S) makes every elite drop an additional relic, and its own text is the strategy: the earlier you take it, the harder it snowballs. Black Star before a three-elite stretch means each of those fights pays double. Gremlin Horn is the same mathematics from the other side: whenever an enemy dies, you gain 1 energy and draw 1 card. In Phrog Parasite phase two, four Wrigglers dying across two turns is 4 energy and 4 cards, an entire extra turn of resources generated inside a fight that was already paying you a relic. That is what multiplicative value means: the relic does not add a number, it changes how many fights you can take, which changes how many relics you get.

So build a rough expectation table for a full run. A player who kills two to three elites per act enters the Act 3 boss pool with roughly six to nine extra relics compared to a player who dodged them all. The database's own common-mistakes list finishes the sentence: dodging every elite leaves you underpowered. Six relics is the difference between a deck that shrugs off The Queen's turn-2 debuff slam with Artifact in hand and a deck that discovers, at roughly 400 HP plus 199 guard, that it never actually had a plan for turn two.

One efficiency note to close the loop: elite card rewards are where archetype cores arrive, a Catalyst, an Echo Form, a Genesis, and elite gold funds the shop removals your deck-thinning plan wants. The elite node is not a gamble with a relic attached. It is the highest-density value node on the map, and the only real question is whether your current HP and answer count let you pay the entry fee.

Elite Answers by Hero: From Whirlwind to Doom Executes

Ironclad wants every elite in the game. Whirlwind (5 damage to all enemies X times, 8 upgraded) answers Phrog Parasite's Wrigglers and Entomancer's bees with a single card. Bash applies Vulnerable, and with Paper Phrog raising that from +50 percent to +75 percent attack damage, every elite becomes a damage race the Strength deck wins. Shrug It Off and True Grit cover the Mecha Knight Burns, with upgraded True Grit letting you choose the burn. The Exhaust Block engine is arguably the best Mecha Knight deck in existence: Corruption converts skills into fuel, Charon's Ashes pays 3 damage to all enemies per exhaust, Barricade holds the Block, and Body Slam cashes it. A Corruption deck pathing into Mecha Knight is a happy deck.

Silent techs by line. Poison stacks bypass Skulking Colony's per-hit cap entirely, and Noxious Fumes ticking 2 Poison (3 upgraded) to all enemies every turn is passive value against every multi-body elite. But Poison is the wrong tool for Decimillipede unless you focus one segment, because spread damage triggers Reattach and resurrects what you killed. Wraith Form (2 Intangible, 3 upgraded) is the premium Mecha Knight and Knight Gang answer, since Intangible reduces a 35 Heavy Cleave to 1 damage. Neutralize's 1 Weak for 0 cost shaves Byrdonis Peck turns for free all act long.

Regent reads the act before the elite. Star decks want single bursts, which is exactly what Phantasmal Gardener rewards and exactly what Skulking Colony forbids, so check which variant you rolled. Seven Stars (49 area damage for 7 Stars) clears bee boards and Wriggler boards, and Alignment converts banked Stars into the energy that funds the burst turn. Forge decks should treat Underdocks elite nodes as hostile terrain, because Sovereign Blade into a per-hit damage cap is a dead swing every turn.

Necrobinder brings the percentage plan. Doom executes enemies at turn end once Doom meets or exceeds their max HP, which makes it the cleanest answer to segment mechanics and scaling bodies: Decimillipede segments carry 40 to 46 HP, a very reachable threshold, and Scourge (13 Doom, 16 upgraded, plus a draw) stacks toward it while replacing itself. Osty body-blocks elite attacks, and Reave shuffles Souls into the draw pile, 0-cost tokens that draw 2 and then exhaust themselves. End of Days wipes multi-body fights outright, and in co-op the same Doom math ignores player-count HP scaling entirely.

Defect splits down the middle. Frost turtle (Glacier gaining Block while channeling 2 Frost) grinds Terror Eel and Soul Nexus safely but is slow against 300 HP. Lightning burst (Tempest channeling X orbs, Dualcast evoking twice, Ball Lightning) wants short fights and pays for the privilege in defense. Claw decks kill elites faster than any other archetype, which is its own form of blocking: the shorter the Mecha loop, the fewer Heavy Cleaves you eat. Compile Driver draws per different orb type, keeping mixed boards fed through long fights. And for any hero without dedicated tech: Weak is always an answer, Defy exists on Necrobinder, Block Potion covers any telegraphed 25-plus turn, and three stacks from a Weak Potion blunts the biggest swing on any elite's card.

Pro tip: Before you click an elite node, recite its next two turns out loud from the bestiary loop and name the card in your deck that answers each. The moment you cannot name an answer card, you do not have one, and that elite is a skip regardless of how healthy you feel.