Slay the Spire 2 · Act 3
Act 3 bosses — Glory
Glory is the current finale of Slay the Spire 2 Early Access — there is no Act 4 or Heart fight yet. These are the bosses your fully-built deck has to close out, and each is a distinct check on a different kind of deck.
Act 3 is where your run is won or lost on payoff sequencing. The Queen gates her own fight behind a minion and binds your hand; the Test Subject is a multi-phase marathon that punishes the wrong damage type on the wrong turn; and Aeonglass taxes wide, cheap-card decks with forced Wither status cards. Front-loaded mitigation plus a way to deliver burst on demand handles most of them.
One roster note for accuracy: the old Doormaker boss was removed from the live game in patch 0.105.0 and replaced by Aeonglass, so it is not listed here. Older roster lists (including some cached wiki text) predate that change. As always in Early Access, confirm live HP and intents in-game.
Act 3
Bosses you can face
One of these three is the Act 3 boss for your run. Each links to a full how-to-beat breakdown.
How to beat Queen
A two-stage fight. She arrives with a minion (a Torch Head Amalgam) and a Chains of Binding mechanic that 'binds' the first cards you draw each turn so you can only play one of them, on top of heavy long-duration debuffs. The minion must fall before you can properly close on her, and she follows a predictable buff/multi-hit/nuke cycle.
How to beat Test Subject
A multi-phase marathon: it revives into successive phases with more HP and a fresh modifier each time, and cleanses its debuffs on transition. Reported phases punish Skill spam (gaining Strength), insert Wounds on unblocked hits, and go Intangible on alternating turns — so each phase demands a different gameplan.
How to beat Aeonglass
The newest Act 3 gatekeeper, added in patch 0.105.0 to replace the removed Doormaker. Its Withering Presence punishes wide, cheap-card decks: after you play enough non-status cards across the fight, it forces a Wither status card on you (a 1-energy Retain/Exhaust card that damages you if left in hand). It runs a short rotating pattern with a permanent self-buff each cycle, so finishing fast matters.