Act 3 — Glory · Slay the Spire 2

How to beat Queen — Slay the Spire 2

A practical, spoiler-light breakdown of the encounter and how to play around its gimmick. Slay the Spire 2 is in Early Access, so exact HP and intent numbers shift between patches — we hedge specifics and link the wiki for live values.

Updated for Early Access patch 0.104.0

The gimmick

What Queen does

The one thing that defines this fight — read this before you draft your route.

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.

Game plan

How to beat Queen

Ordered priorities for the fight. Tools shift by deck, but these beats hold across most archetypes.

  1. Kill the minion first — she stalls behind block while it pressures you, so removing it is the gate to actually winning.
  2. Beat Chains of Binding with card draw: only cards in your opening draw get bound, so cards or potions that draw more mid-turn come in unrestricted.
  3. Respect her cycle — a permanent damage buff, then a multi-hit, then a big single nuke — and pre-block the nuke turn.
  4. Weak is very valuable to shave her scaling multi-hits and nuke; burst or scaling decks with strong draw handle the binding cleanly.

By character

Class-specific tips

How each kit leans into this matchup. Open a class hub for full builds and card priorities.

Defect builds →

Energy- and draw-heavy Defect decks blow past Chains of Binding by simply cycling more cards than she can lock down.

Silent builds →

Silent's draw engine sidesteps the binding, and Weak plus poison handle both the nuke and the long grind.

Verify

Sources

Roster and mechanics cross-checked against the official wiki and EA boss coverage:

← All Slay the Spire 2 bosses