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The Spire bosses

Health below is for 1 / 2 / 3 / 4 players. Damage numbers are in health points (2 = one heart).

Tier Gear
T1 Iron armour or better, iron or diamond sword, shield, bow, food, a few golden apples
T2 Full diamond with Protection II-III on every piece, Sharpness III+ diamond sword, shield, 4+ golden apples
T3 Full diamond Protection IV (or netherite Protection III+), Sharpness V diamond or netherite sword, Unbreaking and Mending, 8+ golden apples, healing or regeneration potions, Fire Resistance where noted
T4 Full netherite Protection IV, Sharpness V netherite sword, Mending, 12+ golden apples, Fire Resistance, Strength II and Regeneration potions, a Totem of Undying in the off-hand

Ilsa at the Spire camp sells Fire Resistance, Slow Falling and golden apples for Cinders.

An armoured zombie with an iron sword. Health 300 / 525 / 750 / 975.

  • Heavy sword swings.
  • At 50% and again at 25% he calls zombie guards.

Gear: T1 for any group. Tip: kill the guards fast or keep them grouped; a shield blocks his swings.

A skeleton with a Power II bow. Health 400 / 700 / 1,000 / 1,300.

  • Shoots from range. If anyone gets within 4 blocks she blinks away (every 6 s).
  • Every 8 s two players get a circle: 1.5 s later it hits for about 6 and gives Slowness for 3 s.

Gear: T1, and a bow. Tip: a bow beats chasing her; step out of circles immediately, because the Slowness makes the next one hard to dodge.

A giant spider. Health 550 / 962 / 1,375 / 1,787.

  • Every 10 s cobwebs appear around every player (ash particles warn first; they last 5 s).
  • Every 15 s cave spiders hatch, and they poison.

Gear: T1 (T2 is comfortable solo). Tip: move when you see the ash; milk or a golden apple for the poison; a sword clears webs fast.

Health 700 / 1,225 / 1,750 / 2,275.

  • Throws harming, poison, slowness and weakness potions.
  • Every 12 s bogged skeletons join and shoot poison arrows.
  • At 50% she drinks something foul and regenerates for 10 s.

Gear: T2 solo, T1-T2 in a pair, T1 for 3-4. Tip: save your burst for the 50% heal; bring milk; kill the bogged first in groups.

An iron golem. Health 1,000 / 1,750 / 2,500 / 3,250. Checkpoint floor.

  • Heavy melee that throws you upward.
  • Every 9 s a ground slam: rings out to 5 blocks for 1.5 s, then 12 damage and knockback.
  • Below 30% it overheats: faster and stronger.

Gear: T2 (T3 comfortable solo). Tip: back out of the slam ring every time; iron armour isn’t enough here.

A stray with a Power V bow. Health 1,100 / 1,925 / 2,750 / 3,575. Room hazards start here.

  • Strong arrows with Slowness.
  • Every 10 s a frost ring from 3 to 8 blocks around the boss: heavy damage, Slowness and freezing.
  • Every 15 s strays join.
  • Hazard: every 16 s the dispensers on the rim flood a third of the room with water (warning first).

Gear: T2-T3 solo (Projectile Protection on one piece helps), T2 in groups. Tip: hug the boss (inside 3 blocks) or stay far away for the frost ring; leave the flooded third.

A giant blaze with Strength II. Health 1,250 / 2,187 / 3,125 / 4,062.

  • Fireballs and burning melee.
  • Every 7 s fire tiles erupt on the floor.
  • Every 9 s a flame circle under every player (15 damage).
  • Below 40% it burns hotter.
  • Hazard: every 14 s lava floods a third of the room for 7 s.

Gear: T3 solo, T2-T3 in groups, and Fire Resistance for everyone. Tip: Fire Resistance makes the lava and fire tiles harmless; without it this floor kills. Keep moving. Ilsa has a daily for clearing it without touching lava.

A ravager ridden by an evoker. Health 1,500 / 2,625 / 3,750 / 4,875.

  • Ravager melee and charges; the evoker summons fangs and vexes, with more vexes every 15 s.
  • Every 11 s a slam (4.5 blocks, heavy damage and knockback).
  • Hazard: every 9 s an arrow volley sweeps across the room from the rim (two volleys with 2+ players).

Gear: T3-T4 solo, T3 in groups. Tip: shields block the volleys and the ravager; kill vexes as they come; dodge sideways out of the volley lines.

An enderman. Health 1,700 / 2,975 / 4,250 / 5,525.

  • Every 8 s it teleports 3 blocks behind a player and blinds them for 2 s.
  • Every 14 s endermites swarm.
  • Hazard: every 11 s patches of the floor crumble (smoke shows which). Falling through puts you back on the pad and costs 18 damage.

Gear: T3 (T4 comfortable solo). Tip: keep turning; after the blindness, swing behind you; stay off smoking floor.

A piglin brute in netherite armour with a netherite axe. Health 2,400 / 4,200 / 6,000 / 7,800. The final exam, in three phases.

  • Phase 1: huge melee hits; a slam every 10 s (20 damage, knockback, Wither); zombie adds every 18 s.
  • Phase 2 (below 66%): adds fire tiles every 9 s and frost rings every 12 s.
  • Phase 3 (below 33%): enraged; soul-fire circles on 3 players every 6 s (20 damage); teleports behind players.
  • Hazard: every 10 s (8 s in phase 3) one of: lava flood, water flood, arrow volley, or (phase 3) crumbling floor.

Gear: T4 solo, T3-T4 for two, T3 for 3-4, and everyone with Fire Resistance, golden apples and milk. Tip: one tank in netherite holds its attention while the others hit; never stand still in phase 3; a Totem of Undying gives you one mistake. A full clear pays a Legendary key, [Spirebreaker] and the Spire Imp companion.

Minimum gear tier per player:

Boss Solo 2 3 4 Bring
Cinder Colossus T2 T1-T2 T1 T1 Milk
1 Hollow Knight T1 T1 T1 T1 Shield
2 Bone Archer T1 T1 T1 T1 Bow
3 Broodmother T1 T1 T1 T1 Milk, golden apples
4 Bog Witch T2 T1-T2 T1 T1 Milk
5 Iron Sentinel T2 T2 T2 T2 -
6 Frost Lich T2-T3 T2 T2 T2 Projectile Protection
7 Blaze Lord T3 T2-T3 T2-T3 T2-T3 Fire Resistance
8 Ravager Warlord T3-T4 T3 T3 T3 Shield
9 Void Stalker T3 T3 T3 T3 Golden apples
10 The Riftborn T4 T3-T4 T3 T3 Fire Resistance, milk, totem

Dungeon gear with higher Power makes every floor easier; see Power and stats.