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Volpedia/Games/Slay the Spire/Bosses
SLAY THE SPIRE / BOSSES

Bosses

All ten Act I–IV bosses, patterns, positioning and counterplay.

10 entries · Reviewed 2026-10-28
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Bosses reference library

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10 of 10 entries · Original Slay the Spire 1

Bosses · REFERENCE

The Guardian

Act I boss that changes combat stances as damage thresholds are reached.

Bosses · REFERENCE

Hexaghost

Act I boss whose opening pattern and later multi-hits test reliable defense and scaling.

Bosses · REFERENCE

Slime Boss

Act I boss whose split can create a major shift in enemy count and immediate pressure.

Bosses · REFERENCE

Bronze Automaton

Act II boss that summons minions and threatens an extremely powerful Hyper Beam.

Bosses · REFERENCE

The Collector

Act II boss relying on summons and recurring buffs and debuffs.

Bosses · REFERENCE

The Champ

Act II boss with a dangerous phase transition and large burst sequences.

Bosses · REFERENCE

Awakened One

Act III boss whose scaling punishes careless Power plays and includes a second phase.

Bosses · REFERENCE

Time Eater

Act III boss who limits how many cards can be played across turns.

Bosses · REFERENCE

Donu and Deca

Act III paired boss where repeated buffs and attacks demand target priority.

Bosses · REFERENCE

Corrupt Heart

Optional final boss of Act IV, gated behind gathering three colored keys.

Independent Volpedia editorial resource, not affiliated with Mega Crit. Original game (Slay the Spire 1), reviewed 2026-10-28. Slay the Spire 2 has separate rules, cards and characters and is not included here. Category graphics are original conceptual illustrations, not game screenshots or actual card artwork. Detailed numerical card costs, damage, upgrade effects and drop percentages are omitted where not individually checked. Editorial verification records are stored separately from public articles.

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