Slay the Spire
Slay the Spire

Enemy Compendium

Prepare for every foe in Slay the Spire with this Enemy Compendium. Study enemy weaknesses, attack patterns, and key interactions for victorious runs.

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Enemy Compendium

Welcome, Slayers, to the definitive guide on the myriad foes you'll face within the treacherous Spire! This compendium provides detailed strategies, weaknesses, and key interactions for each enemy, ensuring you're always prepared for the challenges ahead. Remember, knowledge is power, and a well-informed player is a victorious player.

Act 1: The Exordium

The first act introduces you to the fundamental mechanics of combat. Enemies here often test your ability to manage basic attacks, blocks, and status effects. Don't underestimate them, as even early mistakes can snowball into a run-ending scenario.

Cultist

  • Location: Common encounter throughout Act 1.
  • Strategy: The Cultist is a straightforward enemy. On its first turn, it will use "Incantation," gaining 3 Strength. Subsequent turns will see it attack for moderate damage.
  • Actionable Steps:
    • Prioritize eliminating Cultists quickly, especially if there are multiple. Their Strength gain can make their attacks surprisingly potent if left unchecked.
    • If you have cards that apply Weak or Vulnerable, use them early to mitigate their damage or amplify your own.
    • For Ironclad, cards like "Bash" or "Cleave" are excellent for early burst damage. Silent can utilize "Neutralize" for Weak or "Poisoned Stab" for consistent damage. Defect benefits from "Strike" and "Zap" to set up or deal damage.

Louse (Green & Red)

  • Location: Common encounter throughout Act 1.
  • Strategy: Louses come in two varieties. Green Louses start with 12 HP and apply 2 Weak to you on their first attack. Red Louses start with 10 HP and attack for more damage. Both have a "Curl Up" ability, gaining 5 Block.
  • Actionable Steps:
    • Focus fire on one Louse at a time to reduce incoming damage.
    • If a Louse uses "Curl Up," consider switching targets if another Louse is vulnerable, or use multi-hit attacks to break through their Block efficiently.
    • For Ironclad, "Cleave" or "Whirlwind" can be great against multiple Louses. Silent's "Dagger Spray" or "Blade Dance" are also effective. Defect's "Ball Lightning" can deal good single-target damage.
    • Be mindful of the Green Louse's Weak application; plan your attacks accordingly or use cards that remove debuffs if available.

Jaw Worm

  • Location: Common encounter throughout Act 1.
  • Strategy: The Jaw Worm has three primary actions: "Chomp" (attack), "Thrash" (attack and gain 5 Block), and "Bellow" (gain 6 Block and 3 Strength). It often alternates between attacking and defending/buffing.
  • Actionable Steps:
    • The Jaw Worm can be deceptively tanky due to "Thrash" and "Bellow." Try to burst it down before it accumulates too much Block or Strength.
    • If it uses "Bellow," you'll want to prioritize dealing damage to overcome its Block and prevent its strengthened attacks.
    • Cards that ignore Block, like "Searing Blow" (Ironclad) or "Poison" (Silent), are highly effective. Defect's "Claw" can also scale well if the fight drags on.
    • Consider using a Potion like a Strength Potion or Explosive Potion to quickly dispatch it.

Lagavulin (Elite)

  • Location: Elite encounter in Act 1.
  • Strategy: Lagavulin is a stationary elite that starts "Asleep" for 3 turns, during which it takes no damage. After waking, it will debuff you with -2 Strength and -2 Dexterity, then proceed to attack and gain Block.
  • Actionable Steps:
    • Preparation is Key: Use the "Asleep" turns to set up your hand. Draw cards, play powers that don't deal damage, or use Attack Potions to prepare for the onslaught.
    • Burst Damage: Once it wakes, you need to deal significant damage quickly to overcome its Block and the debuffs it applies.
    • Debuff Mitigation: Cards like "Disarm" (Ironclad) or "Piercing Wail" (Silent) can help mitigate its Strength. For Dexterity, Silent's "Footwork" or Defect's "Defragment" can help.
    • Potions: Strength Potion, Dexterity Potion, or Vulnerable Potion are all excellent choices for this fight.
    • Ironclad Specifics: "Limit Break" can be devastating if played after it wakes. "Heavy Blade" benefits greatly from accumulated Strength.
    • Silent Specifics: Poison builds up over time, making it a strong choice. "Burst" combined with high-damage attacks or more Poison can be very effective.
    • Defect Specifics: Focus on building up Orbs. "Dark Orb" can deal massive damage if channeled. "Electrodynamics" can help clear its Block with multiple Lightning Orbs.

Gremlin Nob (Elite)

  • Location: Elite encounter in Act 1.
  • Strategy: The Gremlin Nob starts with a "Rage" buff, gaining 1 Strength for every Skill card you play. It attacks for high damage and can also apply Vulnerable.
  • Actionable Steps:
    • Minimize Skill Usage: This is the golden rule for fighting Gremlin Nob. Avoid playing unnecessary Skill cards.
    • Prioritize Attacks: Focus on dealing as much damage as possible with Attack cards.
    • Block Strategically: You will need to block, but try to do so with Attack cards that also deal damage (e.g., Ironclad's "Body Slam" if you have Block).
    • Potions: Strength Potion or Vulnerable Potion are incredibly useful for bursting it down before its Strength gets out of control. Explosive Potion is also excellent.
    • Ironclad Specifics: "Carnage," "Pummel," and "Heavy Blade" are your best friends. "Reckless Charge" can be good if you can manage the Exhaust.
    • Silent Specifics: "Poison" is less affected by Rage, making it a viable strategy. "Blade Dance" is a Skill but can deal significant damage, sometimes worth the Strength gain.
    • Defect Specifics: "Claw" scales well. "Ball Lightning" and "Streamline" are good attack options. Be careful with "Cold Snap" or "Genetic Algorithm" as they are Skills.

Sentries (Elite)

  • Location: Elite encounter in Act 1.
  • Strategy: You face three Sentries. Each Sentry has a "Daze" ability, adding a Dazed card to your discard pile whenever it attacks. They also have a "Beam" attack.
  • Actionable Steps:
    • Focus Fire: Eliminate one Sentry at a time to reduce the number of Dazed cards entering your deck. The sooner you take one down, the fewer Dazes you'll draw.
    • AoE Damage: Cards that hit all enemies are very strong here.
    • Card Draw: Having extra card draw can help you cycle through Dazed cards more effectively.
    • Potions: Explosive Potion or Attack Potion can help burst down a Sentry quickly.
    • Ironclad Specifics: "Cleave," "Whirlwind," and "Immolate" are excellent. "Battle Trance" can help with card draw.
    • Silent Specifics: "Dagger Spray," "Blade Dance," and "Poison" applied to multiple targets can clear them efficiently. "Adrenaline" for extra energy and draw.
    • Defect Specifics: "Electrodynamics" is incredibly powerful here. "Sweeping Beam" and "Ball Lightning" are also good.