Slay the Spire 2 introduces alternate acts, each of which includes new bosses and enemies. The bosses of these alternate acts are a good bit harder than the standard fare, including the Underdocks.
One such boss of the Underdocks is the Soul Fysh, a boss that manipulates Status cards and unblockable damage. Let’s go over exactly how to handle this ghostly fish, its pattern, and how to tackle this early in a run.
Soul Fysh’s Pattern

The Soul Fysh follows a consistent pattern for early run foes, spending a turn at the start of the fight setting up the central effect, then buffing it every few turns.
Let’s go over exactly when it does what, so you know exactly what you’re dealing with.
Turn 1 – Beckoning Call

At the start of it’s pattern, the Soul Fysh will shuffle two Beckons into your discard pile, a one Energy status card that causes you to lose 6 HP if you end the turn with it in your hand.
The wording here is important, Beckon doesn’t deal 6 damage, it causes you to LOSE 6 HP. The distinction is important because blocking only stops damage, so Beckon goes right through typical defenses.
This puts some very difficult decisions onto the player once multiple stacks of Beckon are in your hand on turns the Soul Fysh is attacking. Its often better to spend the Energy playing the Beckon than trying to block, and the Beckons work as great exhaust and discard targets.
You’ll need to get creative both with your hands and Energy, so try not to rely too heavily on expensive cards if you know the Soul Fysh is coming.
Turn 2 – Fin Smack

The Soul Fysh follows up the first turn applying Beckon by tossing out a sizable attack, threatening 16 damage during the first rotation.
This should be easy enough to manage, either by blocking or just face tanking it to get your damage out. These even turns are your openings, just make sure to play the Beckons when you eventually draw them, and keep the pressure on the Soul Fysh.
Turn 3 – Beckoning Bite

On the third turn, Soul Fysh throws out a weak attack and plants another Beckon on the player, this time in the Draw Pile. The other Beckons can be stalled with a large deck, but placing it in the Draw Pile means you’re bound to see it sooner rather than later.
The weak attack starts at only 7 damage, so it’s easy enough to ignore during the first rotation, just don’t get chipped down if you can afford to block it.
Turn 4 – Fade Out

The fourth turn of every rotation sees the Soul Fysh grant itself a buff, a single stack of Intangible. Once it’s up, all damage the Soul Fysh takes is reduced to 1, completely canceling any and all damage output.
The buff only goes into effect during the fifth turn, making this turn your big opening. Apply your buffs and debuffs, deal your damage, and do whatever you have to in order to keep your game plan rolling.
Turn 5 – Vulnerability Ray

The final turn of every rotation is a combo of a moderate attack and three stacks of Vulnerability. This’ll leave you opened up for the first few turns of the next rotation, threatening extra damage as more Beckons hit your deck.
Make sure to block the attack, and hunker down for the next three turns. Vulnerability is a serious debuff, and the lingering Intangible on the Soul Fysh from Turn 4 will make fighting back pointless until it dissipates.
If you can prepare for the upcoming turns, get ready for another opening as Beckons are applied, just don’t fall behind on casting them to avoid their damage, and keep the Soul Fysh reeling wherever you can.
After the Fight

With the battle over, you’ll be able to make your way onwards to Act 2, opening with a visit from an Ancient, and a relic to go with it.
Whether it’s a dragon or a giant eye, the relics on offer will define your run, so make a smart choice.


