Act 2 2.4x · Act 3 combat 2.4x · Act 3 boss 2.6x
Co-op Survival Tool
Co-op HP Scaling Calculator
Pick an enemy, set the table size, and read the real HP line for 2P to 4P rooms. This page keeps the body, the room, and the per-body rounding rule together so co-op lethal math stays honest.
Act 2 3.6x · Act 3 combat 3.6x · Act 3 boss 3.9x
Act 2 4.8x · Act 3 combat 4.8x · Act 3 boss 5.2x
Each enemy body is scaled separately, then any fractional HP is dropped before the room total is added up.
A-Grade Page Scope
Co-op HP Reads Break When You Ignore The Room Context
This page keeps the body, the room tier, the act, and the player-count multiplier tied together so co-op lethal math does not drift into garbage.
Use it for real 2P to 4P HP checks
It is strongest when you need the scaled HP for a specific enemy body or room and you care about the exact co-op line rather than the solo base number.
HP is not the same thing as encounter behavior
If the question is attack pattern, intent order, or full elite-room structure, this calculator is only one piece. Treating it like a combat simulator is the usual bad read.
Act, room type, player count, and A-band are the whole promise
The page scales HP with the published co-op multipliers and the A8 band switch. It does not add move-set logic, hallway routing, or damage-per-turn predictions.
How It Works
How the Co-op HP Calculator Scales Enemy Health
This page applies the published co-op multipliers to each enemy body individually, then sums the room total. It keeps Act tier, room type, player count, and the Ascension 8 HP band change tied together so the result matches what the game actually spawns.
Select the enemy, pick the party size, and read the scaled HP
Start by searching for the enemy or room you need. The tool returns the base HP for each body in the encounter, then multiplies it by the co-op scaling factor for your chosen party size and Act tier.
If you are playing on Ascension 8 or higher, enable the A8 toggle. The HP band jumps at A8, and the page will apply the higher scaling values automatically.
- Use the Boss and Elite Lookup page if you only need base solo HP for a named boss without scaling math.
- Use the Co-op Synergy Planner alongside this page when you need both scaled HP and team coverage analysis for the same room.
- Room type matters: Act 3 boss rooms use a different multiplier than Act 3 hallway rooms, even at the same party size.
Per-body scaling with the official co-op multipliers
The formula scales each body individually using the published co-op multiplier for the party size and Act, then sums the bodies to produce the room total. This matches game behavior: the game does not multiply the room total directly, it multiplies each body before adding them together.
Multipliers range from 1.1x at two players to 1.3x at four players, and they shift at Act boundaries. The A8 HP band adds a second breakpoint on top of the multiplier change.
Move sets, intent patterns, and per-player damage are outside the model
This calculator only computes HP totals. It does not simulate enemy move sets, intent order, attack damage per player, or any part of co-op encounter behavior beyond the scaled health number.
If you need to decide whether a room is actually survivable at a given party size, treat the HP number as one input into a broader combat read rather than the final answer.
Maintenance Signals
Who Maintains This Page
A calculator without ownership is just a fancy guess. These signals show who maintains the tool, which live ruleset it matches, and where the responsibility boundary stops.
Independent fan-made editors and data maintainers. This is not an official Slay the Spire 2 or Mega Crit property.
Final site operator and responsible editor. Final contact for corrections, rights notices, and maintenance triage via [email protected].
Visible copy, links, and page-level signals were checked in the latest review pass.
If a patch moves the numbers, wording, or assumptions behind this page, the page gets revised, narrowed, or rechecked again.
Tool pages cover the math, tables, and assumptions surfaced by the current UI on this route.
Bad inputs, hidden fight modifiers, or unsupported edge cases still produce bad conclusions. The tool does not guess those for you.
Start With The Room
Co-op HP is not one big multiplier pasted on the final total. Each body is scaled inside its own room context, then the room total is added. That is why the same enemy can land on different numbers depending on Act and room type.
This room uses one copy of the selected body. The room total updates after each body is scaled and rounded.
A0-A7 stays on the base HP band. The first and only HP jump is Ascension 8.
Doormaker appears once in this room. Current room total: 1,271 HP.
Calculator Controls
Filter the directory first, then lock the exact body you care about. The active room below stays attached to that pick so the multiplier never drifts away from context.

Doormaker
Doormaker is currently anchored to The Doormaker on the Glory route. The selected line reads 1,271 HP per copy and 1,271 HP for the full room.
Room Context
The room is the real data structure. These cards keep encounter context, copy count, and full room totals attached to the selected enemy.
The Doormaker
Glory route. Single-body room, clean per-target scaling.
FAQ
The common mistakes are always the same: reading only the room total, forgetting the Act modifier, or assuming Ascension keeps adding HP past A8.
Does enemy HP keep increasing after Ascension 8?
No. HP flips to the tougher band at Ascension 8 and then stays there. Ascension 9 changes damage patterns, not HP, and Ascension 10 changes the double-boss rule.
Why can the same enemy land on different co-op totals?
Because the room matters. Act 1, Act 2, Act 3 combat rooms, and Act 3 boss rooms do not share the same multiplier, so the same body can scale to different numbers in different encounters.
Is the room total scaled all at once?
No. Each enemy body is scaled separately first, fractional HP is dropped, and then those bodies are added into the room total. That is why per-body context matters.
When should I use this page instead of the Co-op Synergy Planner?
Use this page when the question is enemy HP. Use the planner when the question is team structure, support chains, relic routing, and which seats should peak on the same turn.
