Defect Build
🦾 Claw Machine
Stack Claw, recur it for free, and bury the room under a flood of zero-cost attacks
Deal 3 damage. Increase the damage of ALL Claw cards by 2 this combat.
Upgraded: Deal 4 damage. Increase the damage of ALL Claw cards by 3 this combat.

Win condition: Permanently buff Claw by playing it over and over in a single fight, then use Feral, All for One, and empty-hand draw to keep cheap attacks flowing until one Claw-heavy turn deletes the room.
- A-Tier
- Tier
- Advanced
- Difficulty
- 12
- Core cards
- Snowballing zero-cost aggro
- Power
Deck core
Core cards
The cards this build is built around — prioritize these on every run.
Must-pick
Deal 3 damage. Increase the damage of ALL Claw cards by 2 this combat.
Upgraded: Deal 4 damage. Increase the damage of ALL Claw cards by 3 this combat.

The first time you play a 0 Energy Attack each turn, return it to your Hand.
Upgraded: Cost changes from 2 to 1

Deal 10 damage. Put ALL 0 Energy cards from your Discard Pile into your Hand.
Upgraded: Deal 14 damage. Put ALL 0 Energy cards from your Discard Pile into your Hand.

Deal 7 damage. Draw 4 cards. Discard all cards drawn this way that do not cost 0 Energy.
Upgraded: Deal 10 damage. Draw 5 cards. Discard all cards drawn this way that do not cost 0 Energy.

Deal 18 damage. Add a 0 Energy copy of this card into your Discard Pile.
Upgraded: Deal 23 damage. Add a 0 Energy copy of this card into your Discard Pile.

Deal 5 damage. Draw 1 card.
Upgraded: Deal 8 damage. Draw 1 card.

Gain 4 Block. Draw 1 card.
Upgraded: Gain 7 Block. Draw 1 card.

Every time you play 5 cards in a single turn, deal 10 damage to ALL enemies.
Upgraded: Every time you play 5 cards in a single turn, deal 14 damage to ALL enemies.

Deal 7 damage. Draw 1 card. Exhaust.
Upgraded: Deal 10 damage. Draw 1 card. Exhaust.

Retain. If your Hand is empty, draw 2 cards and gain 2 Energy.
Upgraded: Retain. If your Hand is empty, draw 3 cards and gain 3 Energy.

Gain 1 Energy. Draw 1 card. Exhaust.
Upgraded: Gain 1 Energy. Draw 2 cards. Exhaust.

Draw 3 cards.
Upgraded: Draw 4 cards.

Flex picks
If you have no Attacks in your Hand, draw 2 cards.
Upgraded: If you have no Attacks in your Hand, draw 3 cards.

Deal 5 damage. If you have played fewer than 3 cards this turn, draw 1 card.
Upgraded: Deal 6 damage. If you have played fewer than 4 cards this turn, draw 1 card.

Deal 3 damage. If the enemy intends to attack, apply 1 Weak.
Upgraded: Deal 4 damage. If the enemy intends to attack, apply 2 Weak.

Deal 3 damage. Apply 1 Vulnerable.
Upgraded: Deal 4 damage. Apply 2 Vulnerable.

Draw 2 cards. Put 1 card from your Hand on top of your Draw Pile. Exhaust.
Upgraded: Draw 2 cards. Put 1 card from your Hand on top of your Draw Pile.

Draw 2 cards. Exhaust.
Upgraded: Draw 3 cards. Exhaust.

Draw 3 cards. Exhaust.
Upgraded: Draw 4 cards. Exhaust.

Deal 7 damage. Draw 1 card for each unique Orb you have.
Upgraded: Deal 10 damage. Draw 1 card for each unique Orb you have.

Gain 9 Block.
Upgraded: Gain 12 Block.

Innate. Gain 10 Block. Exhaust.
Upgraded: Innate. Gain 13 Block. Exhaust.

Synergy
Relic priorities
What to grab from shops, bosses and chests to power the engine.
Power CellCoreAdds 2 zero-cost cards from your draw pile to hand each combat, often kicking off your Claw chain on turn one.
Unceasing TopCoreDraws a card whenever your hand is empty during your turn, so a fully spent zero-cost hand refills itself for free.

KunaiStrongGain 1 Dexterity every 3 Attacks per turn, padding Block on your defensive cards while you spam attacks.

PocketwatchSituationalStrong on the rare slow turns; if you play 3 or fewer cards you draw 3 extra next turn to reload the chain.
Mummified HandSituationalIf you run Feral or Panache as your only Powers, each one makes a random card free, smoothing a non-zero-cost play.
Bag of PreparationSituationalTwo extra opening cards help you find Claws and enablers a turn faster against fast enemies.
Game plan
How to play
Step-by-step through the run, from opening hands to the win.
Honest take
Pros & cons
Strengths
Opening
Mulligan & priorities
What to keep, what to ditch in your opening hands.
- Keep Claw, the more the better; you need bodies on the board to start the permanent buff.
- Keep Feral so your first 0-cost attack recurs every turn from the opening.
- Keep Scrape to dig toward more Claws and filter out non-zero-cost clog.
- Toss All for One turn 1; it is a payoff that wants a loaded discard pile to reload, not an opener.
Map strategy
Pathing
How to route the map to assemble the build and stay healthy.
Draft every Claw you see
Claws scale off each other, so card-reward screens offering Claw are almost always a take. Three or four Claws turns the build from a gimmick into a fight-ending engine by Act 2.
Prioritize 0-cost draw and recursion
Flash of Steel, Finesse, Minion Strike, and Restlessness all keep the chain moving, while Feral and All for One recur your attacks. These enablers matter more than raw single attacks for sustaining the turn.
Avoid these
Common mistakes
- Playing your big attacks before stacking Claws, so the Claws you play later miss out on the damage buff you could have had.
- Adding lots of 1-2 cost cards that Scrape just discards and that clog the zero-cost flow.
- Forgetting Feral only returns the first 0-energy attack each turn, so playing a non-attack 0-cost first wastes nothing but mis-sequencing the recur does.
- Cashing All for One on a near-empty discard pile instead of after you have spent a wave of 0-cost cards.
- Ignoring Block entirely; the deck needs a turn or two to come online and you still need to survive the windup.
Quick answers
FAQ
Common questions about the Claw Machine Defect build.
Is the Claw Machine build good in Slay the Spire 2?
Yes, it is a strong A-tier aggro engine when you can draft several Claws, because each Claw permanently buffs all the others within a combat and you replay them for free. It is draft-dependent and starts every fight at a weak baseline, which keeps it just below the top orb engines.
Best cards for a Claw Defect build?
Claw is the centerpiece, with Feral returning your first 0-energy attack each turn and All for One reloading every spent 0-cost card from your discard. Scrape digs toward more Claws while filtering clog, and Panache turns your high card count into free AoE.
What relics does the Claw Machine want?
Power Cell adds 2 zero-cost cards to hand each combat to jump-start the chain, and Unceasing Top draws a card whenever your hand empties, so a fully spent turn refills itself. Shuriken and Kunai reward the many attacks you play with permanent Strength and Dexterity.
Does the Claw build really infinite?
It can chain a very long turn rather than a true infinite: Feral recurs one 0-cost attack per turn, All for One reloads your discard, and empty-hand draw from Restlessness and Unceasing Top keeps cards coming. In practice you flood a single massive Claw turn that ends the fight rather than looping forever.
Provenance
Sources & video guides
This build's strategy is informed by these community creators.
