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Advanced · Intermediate · 9 min

Elite Fighting Guide — When to Fight, When to Skip

Act-by-act breakdown of elite fights in STS2. How to prepare for Act 1, 2, and 3 elites, and the gold/relic math that tells you when to take the risk.

AdvancedIntermediate

Elites are the highest-risk, highest-reward nodes in every act. A good elite reward (relic + card + gold) can define your run. A bad elite fight at the wrong time can end it. This guide breaks down the preparation needed for each act's elite pool and gives concrete benchmarks for when you are ready.

Act 1 elites — the fundamentals test

Act 1 elites test basic deck competence: can your deck deal enough damage fast enough while blocking consistently? By floor 6-7, your deck should have: at least 2 reliable attacks (6+ damage each), 1 block card (8+ block), and preferably 1 potion.

Elite pathing: 2-3 elites in Act 1 is ideal for a strong run. But check your first 2-3 card rewards first. If they are slow (potion, events, powers), take a safer path. The gold from elites funds shop removals, and the relics define build direction.

Fire before elite rule: always have a campfire between you and the first elite if possible. That upgrade or rest can be the difference between winning and losing the fight.

Act 2 elites — the scaling check

Act 2 elites demand AoE and scaling. Your Act 1 deck might excel against single targets but get overwhelmed by Act 2's multi-enemy elites. By the end of Act 1, evaluate: do I have AoE? Do I have a scaling plan that works by turn 3-4?

The gap between Act 1 and Act 2 elites is the most common run-killer in STS2. Do not enter Act 2 without checking your deck against these requirements. If you lack AoE, prioritize it in the first few Act 2 floors.

Blessing choice at the start of Act 2 heavily determines your elite prospects. Choose a blessing that addresses your deck's weakness — damage for defensive decks, defense for glass cannons.

Act 3 elites — the consistency test

Act 3 elites demand polished, consistent decks. By this point, your deck should have a clear win condition and the draw/energy to execute it reliably. Act 3 elites punish decks that still "hope to draw well."

Benchmarks for Act 3: consistent 4+ energy or efficient energy generation, reliable draw (3-4 extra cards per turn), a clear scaling path that wins by turn 5-6 in boss fights.

Act 3 elite rewards are excellent — often run-defining relics. But only fight them if your deck is clean. A bloated deck with 25+ cards and mediocre draw will struggle.

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