Database 4

Enemy HP Quick Reference

Filter enemies by Act, route variant, and room tier, then check HP bands, pressure profile, and the fights that actually show up on that path.

97Enemies indexed
17Elite entries
15Boss entries
97Results in view

Use This Library

Use the enemy page to anchor the route before you trust the number

Enemy data becomes junk the moment you forget which area, tier, and room pool you are actually walking into.

First read

Route context is the answer, HP is the support data

This page exists to tell you what can appear on the path you are about to walk, what pressure shape it brings, and whether the room is asking for burst, scaling, or a safer branch. Enemy HP only matters after that.

When to use it

When this page helps

Open this page when the route question is still broad: what can spawn here, what pressure shape it brings, and which enemy family belongs to the next map branch. It is the right page before you decide whether the room is a burst test, a scaling test, or a setup trap.

Common misread

Most common misread

People search one enemy by name, read the HP band, and forget that the route filter was the real missing variable. That is how they plan around encounters that do not even belong to the path they are taking.

Boundary

What this page cannot replace

This is not a full encounter-total calculator and it is not a combat simulator. Once the route tells you which enemy or room matters, threshold math belongs to the Doom Calculator or the boss HP page.

Real use example

Use it before you lock a risky branch

A real use case is filtering to Act 2 elites, checking whether the likely rooms punish slow setup or weak frontload, then using that read to decide whether the next elite route is still sane.

Go deeper next

Use the narrower page once the lookup is done

Route First, Numbers Second

Act variants change what can actually spawn. Filter the route first, then compare HP and pressure so the numbers match the hallway you are about to walk into.

Open Doom Calculator

Overgrowth

Act 1

29 enemies

Plant-heavy rooms, early swarms, and fast elite pressure.

Underdocks

Act 1

22 enemies

More control-heavy openers, murky chip damage, and slippery elites.

Hive

Act 2

25 enemies

High-HP bugs, scaling elites, and brute-force midgame fights.

Glory

Act 3

23 enemies

Late-game constructs, punishing elites, and thick boss health bars.

Database Editorial

Enemy Data Is Only Useful If It Stays Tied To The Route

Enemy pages go bad when they turn into a pile of disconnected stats. This one is supposed to keep HP, danger, spawn areas, and attack profiles attached to the route context that actually decides whether the next room is free, awkward, or lethal.

Reviewed2026-03-28
Why this page matters

You are not fighting a spreadsheet, you are fighting a route-specific room pool

This page exists so you can stop treating enemy stats like floating trivia. 97 entries only become useful once they are anchored to act, area, tier, and pressure profile. Otherwise you memorize a number, walk into the wrong route variant, and die with a perfectly organized mistake.

That is why the page leads with route context and area filters instead of dumping raw HP alone. Hallway planning, elite routing, and burst math all depend on what can actually spawn where you are going, not on one remembered enemy portrait from somewhere else.

Enemies indexed97Elite entries17Boss entries15
How this page is verified

The data is grouped by real appearances, not by vague enemy reputation

Each entry is tied back to its known appearances, area membership, HP ranges, ascension HP ranges, move titles, attack pattern summaries, and pressure tags in the current enemy dataset. That gives the page enough structure to answer practical route questions without pretending to be a full combat simulator.

The verification line is intentionally narrow. This database tells you where the enemy appears, how much HP it carries, and what pressure shape it presents. If you need exact room totals for elite and boss encounters, the site sends you to the dedicated HP lookup instead of overloading this page with a second job.

  • Area filters are built from the live appearance map.
  • Danger labels summarize route pressure rather than inventing hidden combat formulas.
  • Attack profile pills expose broad hit patterns, not a full turn-order script.
What actually matters

Route area, pressure tags, and hit profile are the fast answers

The most useful read on this page is usually not the exact HP line. It is whether the enemy even belongs to the route you are considering, whether the danger tag points to burst, scaling, summon pressure, or utility, and whether the attack profile punishes slow setup or weak front-load.

The appearance list matters for the same reason. It tells you when an enemy is a true route concern and when it is only a theoretical possibility. That keeps planning grounded instead of making every scary entry feel equally urgent all the time.

  • Filter route first, then tier, then danger if you want a usable slice.
  • Use pressure tags to see what kind of answer the room demands.
  • Read multi-hit and peak-single lines differently, because block math and Doom math care about different pressure shapes.
Common mistakes / traps

Most enemy lookups fail because the user asks the wrong question

The classic mistake is searching an enemy by name, finding a clean HP range, and forgetting that the route or area filter was the real missing piece. That leads to planning around enemies that do not actually show up on the path you are walking.

The next mistake is treating the danger badge like destiny. It is only a pressure summary. A high-danger enemy can still be trivial for the current deck, while a medium tag can be a disaster if your shell is weak to that specific attack pattern or timing window.

  • Do not read HP without reading appearances.
  • Do not use one danger badge as a substitute for understanding the pressure tags.
  • Do not expect this page to replace encounter-total math for elite and boss rooms.
Related high-value pages

Use the stronger planning page when the lookup becomes a real combat question

These pages take over once you know which enemy or room matters. The database gives you the identity. The pages below handle the threshold math and run-planning questions built on top of it.

Maintenance Signals

Who Maintains This Page

Reference pages need a visible owner and scope, otherwise they read like unmaintained dumps. These signals say what data surface is being maintained and what the page deliberately does not promise.

Maintained bySTS2 Calculator Reference 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 enemy dataset

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

Applies toEnemy pool lookup, route-facing danger tags, HP bands, and appearance grouping shown on this page.

If the site does not expose a stable property cleanly yet, the page should point you deeper instead of inventing certainty.

DisclaimerMaintained reference, not a substitute for full run context.

Database and glossary pages surface the live site dataset cleanly, but they do not replace deck, route, or encounter judgment.

Enemy Filters

The useful version of a lookup page is one that drops you onto the relevant room pool fast.

Enemy Results

Showing 24 of 97 matching enemies.

Assassin Raider enemy portrait
NormalLowOvergrowth

Assassin Raider

Check Doom math →

Single-hit pressure peaks at 11.

HP18-23
Ascension HP19-24
Peak Single11
Peak Multi
Killshot
11
Setup / utility
  • Act 1 · Overgrowth · Normal · Ruby Raiders
Axe Raider enemy portrait
NormalLowOvergrowth

Axe Raider

Check Doom math →

Single-hit pressure peaks at 12. Has defensive turns that can stall the race.

HP20-22
Ascension HP21-23
Peak Single12
Peak Multi
Big Swing
5512
Block
  • Act 1 · Overgrowth · Normal · Ruby Raiders
Brute Raider enemy portrait
NormalLowOvergrowth

Brute Raider

Check Doom math →

Single-hit pressure peaks at 7. Carries a self-scaling line.

HP30-33
Ascension HP31-34
Peak Single7
Peak Multi
BeatClap
7
Scaling
  • Act 1 · Overgrowth · Normal · Ruby Raiders
Crossbow Raider enemy portrait
NormalLowOvergrowth

Crossbow Raider

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Single-hit pressure peaks at 14. Has defensive turns that can stall the race.

HP18-21
Ascension HP19-22
Peak Single14
Peak Multi
Fire!Reload
14
Block
  • Act 1 · Overgrowth · Normal · Ruby Raiders
Cubex Construct enemy portrait
NormalMediumOvergrowthGlory

Cubex Construct

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Mixes single hits up to 7 with multi-hit turns up to 10. Carries a self-scaling line. Has defensive turns that can stall the race.

HP65
Ascension HP70
Peak Single7
Peak Multi5 x 2 (10)
Charge UpRepeater BlastSubmerge
775 x 2 (10)
Multi-hitScalingBlock
  • Act 1 · Overgrowth · Normal · Cubex Construct
  • Act 3 · Glory · Normal · Construct Menagerie
Eye With Teeth enemy portrait
NormalLowOvergrowth

Eye With Teeth

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Mostly pressures through non-damage actions or setup turns. Can disrupt the player with debuffs or tempo loss.

HP6
Ascension HP6
Peak Single
Peak Multi
DistractStartle
Disruption
  • Act 1 · Overgrowth · Normal · Fogmog
Flyconid enemy portrait
NormalLowOvergrowth

Flyconid

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Single-hit pressure peaks at 11. Can disrupt the player with debuffs or tempo loss.

HP47-49
Ascension HP51-53
Peak Single11
Peak Multi
Frail SporesSmashWeakening Spores
811
Disruption
  • Act 1 · Overgrowth · Normal · Overgrowth Flora
  • Act 1 · Overgrowth · Normal · Shroom and Slime
Fogmog enemy portrait
NormalMediumOvergrowth

Fogmog

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Single-hit pressure peaks at 14. Carries a self-scaling line. Can add bodies or backup to the room.

HP74
Ascension HP78
Peak Single14
Peak Multi
Illusory SporesThwack
8814
ScalingSummons
  • Act 1 · Overgrowth · Normal · Fogmog
Fuzzy Wurm Crawler enemy portrait
NormalLowOvergrowth

Fuzzy Wurm Crawler

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Single-hit pressure peaks at 4. Carries a self-scaling line.

HP55-57
Ascension HP58-59
Peak Single4
Peak Multi
Acid GoopInhale
44
Scaling
  • Act 1 · Overgrowth · Normal · Fuzzy Wurm Crawler
  • Act 1 · Overgrowth · Normal · Overgrowth Crawlers
Inklet enemy portrait
NormalLowOvergrowth

Inklet

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Mixes single hits up to 10 with multi-hit turns up to 6.

HP11-17
Ascension HP12-18
Peak Single10
Peak Multi2 x 3 (6)
JabPiercing GazeWindup Punch
32 x 3 (6)10
Multi-hit
  • Act 1 · Overgrowth · Normal · Inklets
Leaf Slime (M) enemy portrait
NormalLowOvergrowth

Leaf Slime (M)

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Single-hit pressure peaks at 8. Can disrupt the player with debuffs or tempo loss.

HP32-35
Ascension HP33-36
Peak Single8
Peak Multi
Clump ShotSticky Shot
8
Disruption
  • Act 1 · Overgrowth · Normal · Group of Slimes
  • Act 1 · Overgrowth · Normal · Shroom and Slime
  • Act 1 · Overgrowth · Normal · Strangler and Friend
  • Act 1 · Overgrowth · Normal · Swarm of Slimes
Leaf Slime (S) enemy portrait
NormalLowOvergrowth

Leaf Slime (S)

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Single-hit pressure peaks at 3. Can disrupt the player with debuffs or tempo loss.

HP11-15
Ascension HP12-16
Peak Single3
Peak Multi
GoopTackle
3
Disruption
  • Act 1 · Overgrowth · Normal · Group of Slimes
  • Act 1 · Overgrowth · Normal · Strangler and Friend
  • Act 1 · Overgrowth · Normal · Swarm of Slimes
Mawler enemy portrait
NormalMediumOvergrowth

Mawler

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Mixes single hits up to 14 with multi-hit turns up to 8. Can disrupt the player with debuffs or tempo loss.

HP72
Ascension HP76
Peak Single14
Peak Multi4 x 2 (8)
ClawRip and TearRoar
144 x 2 (8)
Multi-hitDisruption
  • Act 1 · Overgrowth · Normal · Mawler
Nibbit enemy portrait
NormalMediumOvergrowth

Nibbit

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Single-hit pressure peaks at 12. Carries a self-scaling line. Has defensive turns that can stall the race.

HP42-46
Ascension HP44-48
Peak Single12
Peak Multi
ButtHesitant SliceHiss
126
ScalingBlock
  • Act 1 · Overgrowth · Normal · A Lone Nibbit
  • Act 1 · Overgrowth · Normal · A Pair of Nibbits
Shrinker Beetle enemy portrait
NormalLowOvergrowth

Shrinker Beetle

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Single-hit pressure peaks at 13. Can disrupt the player with debuffs or tempo loss.

HP38-40
Ascension HP40-42
Peak Single13
Peak Multi
ChompShrinkerStomp
713
Disruption
  • Act 1 · Overgrowth · Normal · Overgrowth Crawlers
  • Act 1 · Overgrowth · Normal · Shrinker Beetle
Slithering Strangler enemy portrait
NormalMediumOvergrowth

Slithering Strangler

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Single-hit pressure peaks at 12. Can disrupt the player with debuffs or tempo loss. Has defensive turns that can stall the race.

HP53-55
Ascension HP54-56
Peak Single12
Peak Multi
ConstrictLashThwack
712
DisruptionBlock
  • Act 1 · Overgrowth · Normal · Strangler and Friend
Snapping Jaxfruit enemy portrait
NormalLowOvergrowth

Snapping Jaxfruit

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Single-hit pressure peaks at 3. Carries a self-scaling line.

HP31-33
Ascension HP34-36
Peak Single3
Peak Multi
Collect PowerEnergy Orb
3
Scaling
  • Act 1 · Overgrowth · Normal · Overgrowth Flora
  • Act 1 · Overgrowth · Normal · Strangler and Friend
Tracker Raider enemy portrait
NormalLowOvergrowth

Tracker Raider

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Leans on multi-hit turns up to 8. Can disrupt the player with debuffs or tempo loss.

HP21-25
Ascension HP22-26
Peak Single
Peak Multi1 x 8 (8)
Unleash the HoundsTrack
1 x 8 (8)
Multi-hitDisruption
  • Act 1 · Overgrowth · Normal · Ruby Raiders
Twig Slime (M) enemy portrait
NormalLowOvergrowth

Twig Slime (M)

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Single-hit pressure peaks at 11. Can disrupt the player with debuffs or tempo loss.

HP26-28
Ascension HP27-29
Peak Single11
Peak Multi
ChompPokey PounceSticky Shot
11
Disruption
  • Act 1 · Overgrowth · Normal · Group of Slimes
  • Act 1 · Overgrowth · Normal · Shroom and Slime
  • Act 1 · Overgrowth · Normal · Strangler and Friend
  • Act 1 · Overgrowth · Normal · Swarm of Slimes
Twig Slime (S) enemy portrait
NormalLowOvergrowth

Twig Slime (S)

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Single-hit pressure peaks at 4.

HP7-11
Ascension HP8-12
Peak Single4
Peak Multi
GoopTackle
4
Setup / utility
  • Act 1 · Overgrowth · Normal · Group of Slimes
  • Act 1 · Overgrowth · Normal · Strangler and Friend
  • Act 1 · Overgrowth · Normal · Swarm of Slimes
Vine Shambler enemy portrait
NormalMediumOvergrowth

Vine Shambler

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Mixes single hits up to 16 with multi-hit turns up to 12. Can disrupt the player with debuffs or tempo loss.

HP61
Ascension HP64
Peak Single16
Peak Multi6 x 2 (12)
ChompGrasping VinesSwipe
86 x 2 (12)16
Multi-hitDisruption
  • Act 1 · Overgrowth · Normal · Vine Shambler
Bygone Effigy enemy portrait
EliteHighOvergrowth

Bygone Effigy

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Single-hit pressure peaks at 13. Carries a self-scaling line. Can disrupt the player with debuffs or tempo loss. Elite pacing and punishment.

HP127
Ascension HP132
Peak Single13
Peak Multi
SlashesSleep
13
ScalingDisruptionElite room
  • Act 1 · Overgrowth · Elite · Bygone Effigy
Byrdonis enemy portrait
EliteHighOvergrowth

Byrdonis

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Mixes single hits up to 17 with multi-hit turns up to 9. Elite pacing and punishment.

HP91-94
Ascension HP99
Peak Single17
Peak Multi3 x 3 (9)
BitePeckProtect
3 x 3 (9)17
Multi-hitElite room
  • Act 1 · Overgrowth · Elite · Byrdonis
Phrog Parasite enemy portrait
EliteMediumOvergrowth

Phrog Parasite

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Leans on multi-hit turns up to 16. Can disrupt the player with debuffs or tempo loss. Elite pacing and punishment.

HP61-64
Ascension HP66-68
Peak Single
Peak Multi4 x 4 (16)
InfectLashLeap Slam
4 x 4 (16)
Multi-hitDisruptionElite room
  • Act 1 · Overgrowth · Elite · Phrog Parasite