Necrobinder · Slay the Spire 2
Necrobinder Builds
Ranked Necrobinder archetypes for Slay the Spire 2 — each with core cards, relic priorities, mulligan plans, and how to pilot them. Tiers are editorial judgment from the current Early Access card pool.
- 6
- Builds
- A
- Top tier
- 2026-06-06
- Updated
- Necrobinder
- Class
At a glance
Necrobinder builds compared
Every archetype side by side — tier, difficulty, and win condition. Jump to any guide for the full plan.
| Build | Tier | Difficulty | Win condition | Archetype |
|---|---|---|---|---|
| 💀 Osty's Warband | A | Intermediate | Stack Osty's Max HP with Summon effects so his HP-scaling attacks (Unleash, Protector, Squeeze) hit for absurd numbers, while Osty's body absorbs enemy attacks and Necro Mastery converts every point of HP he loses into damage on every enemy. | Summon |
| ⏳ The Doom Clock | A | Intermediate | Apply enough Doom that End of Days kills enemies outright (it kills anything with Doom ≥ HP), or that Time's Up converts the whole pile into one giant hit, while Shroud and Death's Door turn your Doom application into Block. | Doom |
| 👻 Soul Harvest | B | Advanced | Generate a steady stream of Soul tokens (each draws 2 and Exhausts) and attach payoffs so every Soul played also Summons (Devour Life), drains enemy HP (Haunt), or fuels a scaling Soul Storm — converting card draw into the whole game plan. | Soul |
| 🌫️ Banshee's Veil | B | Advanced | Play a high volume of Ethereal cards each combat so Spirit of Ash and Pagestorm snowball Block and draw, then unload Banshee's Cry — which costs 2 Energy less per Ethereal played this combat — to hit ALL enemies for 33/39, often for 0 Energy. | Ethereal |
| ☠️ Rot & Ruin | B | Intermediate | Layer multiple debuffs (Weak, Vulnerable, Doom, Strength loss) onto enemies so Sleight of Flesh deals 9-13 every time you apply one, Debilitate doubles Weak/Vulnerable potency, and Misery spreads the entire stack to all other enemies. | Debuff |
| 🪓 The Gallows Doubler | B | Advanced | Cast Hang repeatedly on one target so its damage doubles every time (10 → 20 → 40 → 80...), multiply that with Lethality's first-attack bonus and an amplified Vulnerable from Debilitate + Putrefy, then deliver a single overwhelming hit that deletes the boss or elite outright. | Big Hit |
Apply 29 Doom to ALL enemies. Kill enemies with at least as much Doom as HP.
Upgraded: Apply 37 Doom to ALL enemies. Kill enemies with at least as much Doom as HP.

The Doom Clock
Pile Doom onto every enemy and let End of Days execute anything whose Doom meets its HP — a debuff-control deck that wins by counting down.
Key cards
Apply 29 Doom to ALL enemies. Kill enemies with at least as much Doom as HP.
Upgraded: Apply 37 Doom to ALL enemies. Kill enemies with at least as much Doom as HP.

Apply 21 Doom and 1 Weak to ALL enemies.
Upgraded: Apply 26 Doom and 1 Weak to ALL enemies.

Apply 10 Doom, plus an additional 5 Doom for every 10 Doom already on this enemy.
Upgraded: Apply 15 Doom, plus an additional 5 Doom for every 10 Doom already on this enemy.

At the start of your turn, apply 6 Doom to a random enemy.
Upgraded: At the start of your turn, apply 9 Doom to a random enemy.
Whenever you play a Soul, Summon 1.
Upgraded: Whenever you play a Soul, Summon 2.

Soul Harvest
Flood your draw pile with 0-cost Souls and turn each one into card draw, free Summons, and chip damage through Devour Life and Haunt.
Key cards
Whenever you play a Soul, Summon 1.
Upgraded: Whenever you play a Soul, Summon 2.

Whenever you play a Soul, a random enemy loses 6 HP.
Upgraded: Whenever you play a Soul, a random enemy loses 8 HP.

Deal 9 damage. Deals 2 additional damage for each Soul in your Exhaust Pile.
Upgraded: Deal 9 damage. Deals 3 additional damage for each Soul in your Exhaust Pile.

Deal 9 damage. Add a Soul into your Draw Pile.
Upgraded: Deal 11 damage. Add a Soul+ into your Draw Pile.

Deal 33 damage to ALL enemies. Costs 2 Energy less for each Ethereal card played this combat.
Upgraded: Deal 39 damage to ALL enemies. Costs 2 Energy less for each Ethereal card played this combat.

Banshee's Veil
Spam Ethereal cards for Block and draw, then drop Banshee's Cry — which gets 2 cheaper for every Ethereal played this combat — as a near-free room-clearing nuke.
Key cards
Deal 33 damage to ALL enemies. Costs 2 Energy less for each Ethereal card played this combat.
Upgraded: Deal 39 damage to ALL enemies. Costs 2 Energy less for each Ethereal card played this combat.

Whenever you play an Ethereal card, gain 4 Block.
Upgraded: Whenever you play an Ethereal card, gain 5 Block.

Whenever you draw an Ethereal card, draw 1 card.
Upgraded: Cost changes from 1 to 0

Deal 5 damage for each Ethereal card played this combat.
Upgraded: Deal 7 damage for each Ethereal card played this combat.

Whenever you apply a debuff to an enemy, they take 9 damage.
Upgraded: Whenever you apply a debuff to an enemy, they take 13 damage.

Rot & Ruin
Pile Weak, Vulnerable, and Doom onto enemies so Sleight of Flesh punishes every debuff with damage and Misery copies the whole stack across the room.
Key cards
Whenever you apply a debuff to an enemy, they take 9 damage.
Upgraded: Whenever you apply a debuff to an enemy, they take 13 damage.

Apply 2 Weak. Apply 2 Vulnerable. Exhaust.
Upgraded: Apply 3 Weak. Apply 3 Vulnerable. Exhaust.

Deal 7 damage. Vulnerable and Weak are twice as effective against the enemy for the next 3 turns.
Upgraded: Deal 9 damage. Vulnerable and Weak are twice as effective against the enemy for the next 4 turns.

Deal 7 damage. Apply any debuffs on the enemy to ALL other enemies.
Upgraded: Retain. Deal 9 damage. Apply any debuffs on the enemy to ALL other enemies.

Deal 10 damage. Double the damage ALL Hang cards deal to this enemy.
Upgraded: Deal 13 damage. Double the damage ALL Hang cards deal to this enemy.

The Gallows Doubler
Replay Hang to double its damage to a single target turn after turn, soften it with amplified Vulnerable, then crash one exponential hit through for a guaranteed one-shot on the biggest enemy in the room.
Key cards
Deal 10 damage. Double the damage ALL Hang cards deal to this enemy.
Upgraded: Deal 13 damage. Double the damage ALL Hang cards deal to this enemy.

Ethereal. The first Attack each turn deals 50% additional damage.
Upgraded: Ethereal. The first Attack each turn deals 75% additional damage.

Deal 7 damage. Vulnerable and Weak are twice as effective against the enemy for the next 3 turns.
Upgraded: Deal 9 damage. Vulnerable and Weak are twice as effective against the enemy for the next 4 turns.

Apply 2 Weak. Apply 2 Vulnerable. Exhaust.
Upgraded: Apply 3 Weak. Apply 3 Vulnerable. Exhaust.






