Boss Threshold Guide

Boss & Elite HP Lookup

Check the rooms that actually matter. This page tracks elite and boss encounters by Act, room layout, ascension breakpoint, and player count so you can see the real HP line before the fight starts.

24Encounters tracked
12Elite rooms
12Boss rooms
A8HP breakpoint
A0-A7Base HP band

Enemy HP stays on the normal band until Tough Enemies turns on.

A8Tough Enemies

Every room on this page flips to the higher HP band at Ascension 8.

A9Deadly Enemies

Attack values change here. HP does not move again after Ascension 8.

A10Double Boss

The Act 3 boss modifier changes. HP bands remain the same as A8-A9.

Read The Room, Not Just The Unit

Multi-body fights break bad lookup pages. This tool groups the full encounter first, then shows each body inside it. Co-op totals scale each body separately and drop any fractional HP, which is how the room actually resolves.

Open Full Enemy Database
Current lineA0 · Solo

A0-A7 stays on the base HP band. The first HP jump is Ascension 8.

2P room multiplierAct 1 2.2x

Act 2 2.4x · Act 3 elite 2.4x · Act 3 boss 2.6x

3P room multiplierAct 1 3.3x

Act 2 3.6x · Act 3 elite 3.6x · Act 3 boss 3.9x

4P room multiplierAct 1 4.4x

Act 2 4.8x · Act 3 elite 4.8x · Act 3 boss 5.2x

Lookup Editorial

How To Read Boss And Elite HP Without Miscounting The Room

This page exists because boss and elite HP mistakes are almost always room-level mistakes. People remember one body, forget the encounter structure, mix up A8 with A9, or scale co-op totals the wrong way. The lookup is built to kill those errors first.

Reviewed2026-03-28
What It Solves

Room totals matter more than single portraits

This lookup is built for the encounters that actually swing runs: elites and bosses. Those rooms often stop being honest the moment you read only one body or one wiki number.

Multi-body encounters like The Kin, Knight Gang, Queen, or The Decimillipede punish lazy lookup habits. The real planning unit is the room, then the members inside it.

  • Use it when lethal math, route risk, or co-op scaling depends on the whole encounter.
  • Do not use a single-unit lookup for a multi-body room unless you want fake certainty.
Input Meanings

Act, ascension, and player count drive the output

Search filters the encounter index by room name, member name, act, and room type. The ascension slider chooses which HP band to read. Player count picks the co-op multiplier set for that act and room tier.

The result cards then show four different views on purpose: current room total, base room total, tough room total, and the current multiplier line. That lets you compare the live room against the two HP breakpoints without doing mental translation.

  • Act and room type trim the index before sorting.
  • Sort by current HP is the practical default when you care about what is biggest right now.
  • Copy current line exports the exact room total and member totals for the current A-level and player count.
Rule Basis

A8 picks the HP band, then co-op scales each body separately

The page groups elite and boss appearances into encounter records first. For HP, A0-A7 read the base band and A8-A10 read the ascension HP band. A9 changes attack values, not HP. A10 changes the Act 3 boss rule, not the HP numbers shown here.

Co-op scaling happens per body, not on the final room sum. Each member uses the act-specific multiplier for the selected player count, fractional HP is truncated on that member, and only then are the room totals added together.

  • A8 is the only HP breakpoint on this page.
  • Act 3 boss rooms use a different co-op multiplier from Act 3 elites.
  • Stack line means one member range multiplied by the count of that member in the room.
When It Drifts

HP reference is not the whole combat script

This guide intentionally stops at HP math. It does not simulate intent order, artifact stacks, attack damage, or sequencing inside the encounter. That would be a different tool.

It also only indexes elite and boss appearances. If you want hallway packs or full enemy details, the enemy database route is the correct next stop.

  • A9 and A10 do not increase HP again, so reading them as higher-HP bands is user error, not tool error.
  • If you need attack breakpoints or damage patterns, pair this page with the full enemy database instead of demanding one page be everything.
Worked Example

Multi-body co-op rooms are where bad lookup habits break

Take any Act 3 elite room with multiple bodies. The correct co-op read is not to multiply one remembered room total by the player-count number and round once at the end. The page scales each body individually, floors the result on that body, and then rebuilds the room total from those scaled members.

That sounds pedantic until you compare numbers. In multi-body rooms, the truncation step can move the final total enough to matter, which is exactly why this lookup shows unit line and stack line separately instead of hiding the room anatomy.

  • Step 1: choose A-level so the right HP band is active.
  • Step 2: choose player count so the act-tier multiplier is correct.
  • Step 3: read Current room total first, then inspect each member group if the room has multiple bodies.
  • Step 4: never treat co-op scaling as one big multiplier pasted onto the last line of the page.

Maintenance Signals

Who Maintains This Page

A calculator without ownership is just a fancy guess. These signals show who maintains the tool, which live ruleset it matches, and where the responsibility boundary stops.

Maintained bySTS2 Calculator Tools Desk

Independent fan-made editors and data maintainers. This is not an official Slay the Spire 2 or Mega Crit property.

Responsible editorSTS2 Calculator Site Operator

Final site operator and responsible editor. Final contact for corrections, rights notices, and maintenance triage via shwuhen@gmail.com.

Last reviewedMarch 28, 2026

Visible copy, links, and page-level signals were checked in the latest review pass.

Patch verifiedCurrent Early Access elite and boss HP tables

If a patch moves the numbers, wording, or assumptions behind this page, the page gets revised, narrowed, or rechecked again.

Applies toElite and boss room totals, A8 HP breakpoint handling, and co-op body-by-body multipliers shown on this page.

Tool pages cover the math, tables, and assumptions surfaced by the current UI on this route.

DisclaimerTool output is only as honest as the current inputs and published assumptions.

Bad inputs, hidden fight modifiers, or unsupported edge cases still produce bad conclusions. The tool does not guess those for you.

Encounter Filters

Search by encounter or member, lock the Act, then slide the ascension and player count to the line you care about.

Ascension

A0
Base HP band active
Player count

Encounter Results

24 encounters in view. Current line: A0 · Solo.

Queen enemy portrait
BossAct 32 unitsGlory

Queen

Glory route. 2 bodies in the room, so room total matters more than any single target.

Current room total599 HP
Base room total599 HP
Tough room total630 HP
Current multiplier1.00x
Solo599 HP
2P1,557 HP
3P2,336 HP
4P3,114 HP
Queen

Unit line: 400 HP

Torch Head Amalgam

Unit line: 199 HP

Doormaker enemy portrait
BossAct 31 unitGlory

The Doormaker

Glory route. Single-body room, clean lethal math.

Current room total489 HP
Base room total489 HP
Tough room total512 HP
Current multiplier1.00x
Solo489 HP
2P1,271 HP
3P1,907 HP
4P2,542 HP
Doormaker

Unit line: 489 HP

Crusher enemy portrait
BossAct 22 unitsHive

Kaiser Crab

Hive route. 2 bodies in the room, so room total matters more than any single target.

Current room total408 HP
Base room total408 HP
Tough room total428 HP
Current multiplier1.00x
Solo408 HP
2P978 HP
3P1,468 HP
4P1,958 HP
Crusher

Unit line: 209 HP

Rocket

Unit line: 199 HP

Knowledge Demon enemy portrait
BossAct 21 unitHive

Knowledge Demon

Hive route. Single-body room, clean lethal math.

Current room total379 HP
Base room total379 HP
Tough room total399 HP
Current multiplier1.00x
Solo379 HP
2P909 HP
3P1,364 HP
4P1,819 HP
Knowledge Demon

Unit line: 379 HP

The Insatiable enemy portrait
BossAct 21 unitHive

The Insatiable

Hive route. Single-body room, clean lethal math.

Current room total321 HP
Base room total321 HP
Tough room total341 HP
Current multiplier1.00x
Solo321 HP
2P770 HP
3P1,155 HP
4P1,540 HP
The Insatiable

Unit line: 321 HP

Mecha Knight enemy portrait
EliteAct 31 unitGlory

Mecha Knight

Glory route. Single-body room, clean lethal math.

Current room total300 HP
Base room total300 HP
Tough room total320 HP
Current multiplier1.00x
Solo300 HP
2P720 HP
3P1,080 HP
4P1,440 HP
Mecha Knight

Unit line: 300 HP

Flail Knight enemy portrait
EliteAct 33 unitsGlory

Knight Gang

Glory route. 3 bodies in the room, so room total matters more than any single target.

Current room total276 HP
Base room total276 HP
Tough room total294 HP
Current multiplier1.00x
Solo276 HP
2P661 HP
3P992 HP
4P1,323 HP
Flail Knight

Unit line: 101 HP

Spectral Knight

Unit line: 93 HP

Magi Knight

Unit line: 82 HP

Ceremonial Beast enemy portrait
BossAct 11 unitOvergrowth

Ceremonial Beast

Overgrowth route. Single-body room, clean lethal math.

Current room total252 HP
Base room total252 HP
Tough room total262 HP
Current multiplier1.00x
Solo252 HP
2P554 HP
3P831 HP
4P1,108 HP
Ceremonial Beast

Unit line: 252 HP

Kin Priest enemy portrait
BossAct 12 unitsOvergrowth

The Kin

Overgrowth route. 2 bodies in the room, so room total matters more than any single target.

Current room total248-249 HP
Base room total248-249 HP
Tough room total261-262 HP
Current multiplier1.00x
Solo248-249 HP
2P545-547 HP
3P818-821 HP
4P1,091-1,095 HP
Kin Priest

Unit line: 190 HP

Kin Follower

Unit line: 58-59 HP

Waterfall Giant enemy portrait
BossAct 11 unitUnderdocks

Waterfall Giant

Underdocks route. Single-body room, clean lethal math.

Current room total240 HP
Base room total240 HP
Tough room total250 HP
Current multiplier1.00x
Solo240 HP
2P528 HP
3P792 HP
4P1,056 HP
Waterfall Giant

Unit line: 240 HP

Soul Nexus enemy portrait
EliteAct 31 unitGlory

Soul Nexus

Glory route. Single-body room, clean lethal math.

Current room total234 HP
Base room total234 HP
Tough room total254 HP
Current multiplier1.00x
Solo234 HP
2P561 HP
3P842 HP
4P1,123 HP
Soul Nexus

Unit line: 234 HP

Lagavulin Matriarch enemy portrait
BossAct 11 unitUnderdocks

Lagavulin Matriarch

Underdocks route. Single-body room, clean lethal math.

Current room total222 HP
Base room total222 HP
Tough room total233 HP
Current multiplier1.00x
Solo222 HP
2P488 HP
3P732 HP
4P976 HP
Lagavulin Matriarch

Unit line: 222 HP

Soul Fysh enemy portrait
BossAct 11 unitUnderdocks

Soul Fysh

Underdocks route. Single-body room, clean lethal math.

Current room total211 HP
Base room total211 HP
Tough room total221 HP
Current multiplier1.00x
Solo211 HP
2P464 HP
3P696 HP
4P928 HP
Soul Fysh

Unit line: 211 HP

Infested Prism enemy portrait
EliteAct 21 unitHive

Infested Prism

Hive route. Single-body room, clean lethal math.

Current room total200 HP
Base room total200 HP
Tough room total215 HP
Current multiplier1.00x
Solo200 HP
2P480 HP
3P720 HP
4P960 HP
Infested Prism

Unit line: 200 HP

Vantom enemy portrait
BossAct 11 unitOvergrowth

Vantom

Overgrowth route. Single-body room, clean lethal math.

Current room total173 HP
Base room total173 HP
Tough room total183 HP
Current multiplier1.00x
Solo173 HP
2P380 HP
3P570 HP
4P761 HP
Vantom

Unit line: 173 HP

Entomancer enemy portrait
EliteAct 21 unitHive

Entomancer

Hive route. Single-body room, clean lethal math.

Current room total145 HP
Base room total145 HP
Tough room total155 HP
Current multiplier1.00x
Solo145 HP
2P348 HP
3P522 HP
4P696 HP
Entomancer

Unit line: 145 HP

Terror Eel enemy portrait
EliteAct 11 unitUnderdocks

Terror Eel

Underdocks route. Single-body room, clean lethal math.

Current room total140 HP
Base room total140 HP
Tough room total150 HP
Current multiplier1.00x
Solo140 HP
2P308 HP
3P462 HP
4P616 HP
Terror Eel

Unit line: 140 HP

Decimillipede enemy portrait
EliteAct 23 unitsHive

The Decimillipede

Hive route. 3 bodies in the room, so room total matters more than any single target.

Current room total120-138 HP
Base room total120-138 HP
Tough room total138-156 HP
Current multiplier1.00x
Solo120-138 HP
2P288-330 HP
3P432-495 HP
4P576-660 HP
Decimillipedex3

Unit line: 40-46 HP

Stack line: 120-138 HP

Bygone Effigy enemy portrait
EliteAct 11 unitOvergrowth

Bygone Effigy

Overgrowth route. Single-body room, clean lethal math.

Current room total127 HP
Base room total127 HP
Tough room total132 HP
Current multiplier1.00x
Solo127 HP
2P279 HP
3P419 HP
4P558 HP
Bygone Effigy

Unit line: 127 HP

Test Subject #C{Count} enemy portrait
BossAct 31 unitGlory

Test Subject

Glory route. Single-body room, clean lethal math.

Current room total100 HP
Base room total100 HP
Tough room total111 HP
Current multiplier1.00x
Solo100 HP
2P260 HP
3P390 HP
4P520 HP
Test Subject

Unit line: 100 HP

Byrdonis enemy portrait
EliteAct 11 unitOvergrowth

Byrdonis

Overgrowth route. Single-body room, clean lethal math.

Current room total91-94 HP
Base room total91-94 HP
Tough room total99 HP
Current multiplier1.00x
Solo91-94 HP
2P200-206 HP
3P300-310 HP
4P400-413 HP
Byrdonis

Unit line: 91-94 HP

Phrog Parasite enemy portrait
EliteAct 12 unitsOvergrowth

Phrog Parasite

Overgrowth route. 2 bodies in the room, so room total matters more than any single target.

Current room total78-85 HP
Base room total78-85 HP
Tough room total84-90 HP
Current multiplier1.00x
Solo78-85 HP
2P171-186 HP
3P257-280 HP
4P342-373 HP
Phrog Parasite

Unit line: 61-64 HP

Wriggler

Unit line: 17-21 HP

Skulking Colony enemy portrait
EliteAct 11 unitUnderdocks

Skulking Colony

Underdocks route. Single-body room, clean lethal math.

Current room total74 HP
Base room total74 HP
Tough room total79 HP
Current multiplier1.00x
Solo74 HP
2P162 HP
3P244 HP
4P325 HP
Skulking Colony

Unit line: 74 HP

Phantasmal Gardener enemy portrait
EliteAct 11 unitUnderdocks

Phantasmal Gardeners

Underdocks route. Single-body room, clean lethal math.

Current room total26-31 HP
Base room total26-31 HP
Tough room total27-32 HP
Current multiplier1.00x
Solo26-31 HP
2P57-68 HP
3P85-102 HP
4P114-136 HP
Phantasmal Gardener

Unit line: 26-31 HP

FAQ

The common mistakes are always the same: mixing up A8 with A9, reading one body instead of the room, or treating co-op totals like one big multiplier on the final sum.

Does enemy HP keep increasing after Ascension 8?

No. Enemy HP flips to the tougher band at Ascension 8 and then stays there. Ascension 9 changes attack values, not HP. Ascension 10 changes the Act 3 boss rule, not the HP band.

Why does this page show encounter totals instead of only one enemy?

Because rooms like The Kin, The Decimillipede, Knight Gang, Queen, and Phrog Parasite are not single-body fights. If you only read one unit, your lethal math is wrong before the turn starts.

How is co-op HP calculated here?

Each enemy body is scaled by player count and the act multiplier for that room, then fractional HP is dropped. The room total is the sum of those scaled bodies, not one rounded multiplier on the final sum.