Slay the Spire 2 · Act 1

Act 1 bosses — Overgrowth & Underdocks

Act 1 is short, but the boss you draw is decided by which biome the run rolls. You will face one boss from the active biome's pool of three, so route and draft with both possibilities in mind.

Updated for Early Access patch 0.104.0

Act 1 in Slay the Spire 2 uses alternate biomes. Each run lands in either the Overgrowth or the Underdocks, and you fight one boss from that biome. The act is the runway — you cannot draft a perfect answer to every boss this early, so the goal is a deck with enough damage density and a real burst turn, plus at least one tool that does not care about your stats (poison, orbs, AoE).

Because you do not get to pick the biome, prioritise flexible power over a hard counter: Weak to tame multi-hit attacks, a way to bypass block or Strength scaling, and enough block to survive a telegraphed big swing. Knowing each boss's one defining trick is more useful than memorising numbers, which shift between Early Access patches.

Act 1

Overgrowth bosses

The forested biome. These fights reward scaling setup during dormant turns and consistent Weak/Vulnerable once the boss commits.

Act 1

Underdocks bosses

The flooded biome. Expect stat drains, status-card pressure, and a detonation gimmick — block-ignoring damage and hand-cycling shine.