Patch Guide

Slay the Spire 2 V103.2 Enemy Changes

This archived V103.2 enemy pass trims two Act 1 elite HP bands and records the Doormaker damage distribution from that patch. Byrdonis drops to 81-84 HP, Skulking Colony drops to 70 HP, and the current Glory boss read now belongs on the Aeonglass guide.

The practical read is simple: early elite kill windows got cleaner. The Doormaker notes below are kept for patch history, not for current Act 3 boss planning.

Byrdonis HP81-84 / 90Skulking HP70 / 75Doormaker HP489 / 512Hunger30 / 35Scrutiny24 / 26Grasp10x2 / 11x2
Doormaker boss portrait

Core Judgment

The clean read is that the early elite races loosened, while the Act 3 boss script stayed settled.

This patch gives players a little more breathing room against two Act 1 elites, but it does not change what those rooms are asking from your deck.

Byrdonis is still a fast race. Skulking Colony still punishes slow lines with Strength and Block. The Doormaker section remains here as patch context.

The correct update is not to invent new matchup myths. It is to stop budgeting damage around the old HP bands and the retired Grasp spike.

Elite HP Changes

Read these top to bottom. The HP shifts matter because elite races are built on exact breakpoints, not vibes.

Byrdonis enemy portrait

Act 1 Elite

Byrdonis

Previous base / tough

91-94 HP / 99 HP

Current base / tough

81-84 HP / 90 HP

Peck stays at 3x3 and Swoop stays at 17, so the pressure pattern is familiar even though the race closes sooner.

Ten to thirteen missing HP is a real breakpoint. More openers can now finish Byrdonis before the second clean Swoop cycle matters.

Multi-hit mitigation still matters because Peck remains the tempo tax that keeps weak starts honest.

Doom and poison decks gain the most from the lower band because the elite dies before the setup tax compounds as hard.

Skulking Colony enemy portrait

Act 1 Elite

Skulking Colony

Previous base / tough

74 HP / 79 HP

Current base / tough

70 HP / 75 HP

The loop is still Smash, Zoom, Inertia, then Piercing Stabs. Peak single-hit pressure stays at 14, with Zoom still adding Block and Inertia still feeding Strength.

Four missing HP does not erase the fight, but it does matter for decks that were barely missing the first-cycle kill.

The room is still a scaling check. If you let Inertia and Zoom repeat, the lower HP line stops feeling generous fast.

Wide damage still reads better than narrow setup because Piercing Stabs and the Block turn keep dragging the room forward.

Archived Doormaker Damage Read

The useful update is not “Doormaker got softer.” This section is an archived read of how that patch distributed pressure.

Hunger

30 / 35

This was the biggest single hit in the archived loop.

Scrutiny

24 / 26

Scrutiny remains the redraw shutdown turn. If the hand needs extra draw to stabilize, it was not stable.

Grasp

10x2 / 11x2

In this archived loop, Grasp drained 1 Energy every time you played a card and still granted 3(4) Strength.

What This Means In Real Runs

The point of a patch page is to change your decisions, not to make you memorize a changelog.

Recount Act 1 lethal math

If you were building elite plans around the older Byrdonis or Skulking Colony HP lines, update the benchmark. Some borderline keeps and shop lines now clear those fights cleanly.

Do not use old boss notes as current boss notes

The Doormaker section is patch history. Current Glory boss planning should use Aeonglass, Withering Presence, Ebb, and Increasing Intensity.

Use the right page for the right question

Enemy HP pages answer threshold math. The dedicated Aeonglass guide answers current boss sequencing. Mashing both jobs into one read is how players carry the wrong answer into the room.

Related Pages

Open the narrower page that answers the next real question instead of forcing one patch page to impersonate a full database.

FAQ

Short answers for the numbers that still get repeated wrong.

What is the live Byrdonis HP band now?

Byrdonis now sits at 81-84 HP on the base band and 90 HP on the tougher band.

What is the live Skulking Colony HP band now?

Skulking Colony now sits at 70 HP on the base band and 75 HP on the tougher band.

Was archived Grasp a single 20 damage hit?

No. This archived pass used Grasp for 10x2 damage, or 11x2 on the higher attack band, while keeping the per-card Energy drain.

Which Doormaker turn hit hardest in this archive?

Hunger remains the biggest single hit at 30 damage, or 35 on the higher attack band.