Necrobinder Build
🪓 The Gallows Doubler
Stack the multipliers, drop one apocalyptic swing
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.

Win condition: 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.
- B-Tier
- Tier
- Advanced
- Difficulty
- 12
- Core cards
- Boss-killer, niche
- Power
Deck core
Core cards
The cards this build is built around — prioritize these on every run.
Must-pick
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.

Osty deals 11 damage and applies 2 Vulnerable to ALL enemies.
Upgraded: Osty deals 13 damage and applies 3 Vulnerable to ALL enemies.

Deal 15 damage. Deals 5 additional damage for each unique debuff on the enemy.
Upgraded: Deal 18 damage. Deals 8 additional damage for each unique debuff on the enemy.

Gain 1 Strength. Gain 1 Dexterity.
Upgraded: Gain 2 Strength. Gain 2 Dexterity.

Gain 5 Strength this turn.
Upgraded: Gain 7 Strength this turn.

Ethereal. Draw 3 cards.
Upgraded: Ethereal. Draw 4 cards.

Ethereal. Deal 7 damage. Apply 1 Vulnerable.
Upgraded: Ethereal. Deal 8 damage. Apply 2 Vulnerable.

Deal 10 damage. Apply 2 Vulnerable.
Upgraded: Deal 12 damage. Apply 3 Vulnerable.

Retain. Deal 11 damage X times.
Upgraded: Retain. Deal 14 damage X times.

Flex picks
Deal damage equal to the number of cards played this combat.
Upgraded: Retain. Deal damage equal to the number of cards played this combat.

Innate. Deal damage equal to the number of cards in your Draw Pile.
Upgraded: Cost changes from 1 to 0

Deal 8 damage. Deals 3 additional damage for each card drawn during your turn.
Upgraded: Deal 9 damage. Deals 4 additional damage for each card drawn during your turn.

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.

Apply 3 Weak and Vulnerable to ALL enemies. Exhaust.
Upgraded: Apply 5 Weak and Vulnerable to ALL enemies. Exhaust.

Gain 3 Energy. Draw 2 cards. At the start of your turn, apply 3 Doom to yourself.
Upgraded: Gain 4 Energy. Draw 2 cards. At the start of your turn, apply 3 Doom to yourself.

Ethereal. At the start of your turn, gain 1 Energy and draw 1 additional card.
Upgraded: Cost changes from 3 to 2

Innate. Upgrade ALL your cards. Exhaust.
Upgraded: Cost changes from 2 to 1

Deal 7 damage. Gain Block equal to damage dealt.
Upgraded: Deal 9 damage. Gain Block equal to damage dealt.

Ethereal. Deal 13 damage.
Upgraded: Ethereal. Deal 17 damage.

Synergy
Relic priorities
What to grab from shops, bosses and chests to power the engine.
History CourseCoreReplays your last Attack at the start of your turn — a free extra Hang cast every turn, doubling the multiplier hands-off.
Throwing AxeCoreFirst card each combat is played an extra time — open on Hang for an immediate double-cast head start.
Paper PhrogStrongVulnerable makes enemies take 75% more damage instead of 50% — a flat multiplier on your finishing Hang.

Unsettling LampStrongDoubles your first debuff card each combat — double a Debilitate or Putrefy to over-amplify the target.

Ruined HelmetSituationalDoubles your first Strength gain each combat — fattens the base of every Hang before it's multiplied.
AkabekoSituational8 Vigor at combat start adds flat damage to your first attack, padding the number under the doubling.
Game plan
How to play
Step-by-step through the run, from opening hands to the win.
Honest take
Pros & cons
Strengths
- Deletes single high-HP bosses and elites outright once the doubling chain gets going.
- Hang is a 1-cost card, so the combo is cheap to fire once the multiplier is built.
- Layers cleanly with the class's debuff cards (Debilitate, Putrefy) the deck already wants.
Weaknesses
- Almost no AoE — multi-enemy rooms and swarms are a real weakness.
- Needs Hang plus a replay enabler to come online; bricks without the combo pieces.
- Setup window leaves you exposed, and a target dying early can strand your invested doublings.
Opening
Mulligan & priorities
What to keep, what to ditch in your opening hands.
- Keep Hang above almost everything — it's the whole archetype and needs to start doubling early.
- Keep Lethality so your first-attack-of-turn finisher gets the percentage bonus.
- Keep a Vulnerable applier (Putrefy, High Five, Squash) plus Debilitate to amplify the target.
- Hold Strength sources (Prowess, Feeding Frenzy) for the setup turn rather than spending them early.
- Toss raw AoE and broad-board cards — this build wants everything aimed at one enemy.
Map strategy
Pathing
How to route the map to assemble the build and stay healthy.
Hunt replay and multiplier relics
History Course, Throwing Axe, and Music Box all give Hang extra casts, which is where the exponential growth comes from. Pen Nib (every 10th Attack double damage) and Paper Phrog (Vulnerable = +75%) directly multiply your finisher — prioritize them at shops and elites.
Take Strength and Vulnerable enablers
Akabeko's Vigor, Sword of Jade / Vajra Strength, and Ruined Helmet (double first Strength gain) all pad the base damage that then gets doubled. Bag of Marbles and Red Mask hand you free opening debuffs to amplify with Debilitate.
Avoid these
Common mistakes
- Spreading Hang casts across multiple enemies — the doubling is per-target, so splitting it resets the snowball.
- Firing the doubled Hang as your second or third attack of the turn, wasting Lethality's first-attack bonus.
- Forgetting to apply (and Debilitate-amplify) Vulnerable before the finishing swing.
- Spending Strength buffs early instead of on the payoff turn, so they don't sit under the multiplier.
- Running no replay source — without History Course, Throwing Axe, Music Box, or Duplicator, Hang doubles too slowly to one-shot a boss.
Quick answers
FAQ
Common questions about the The Gallows Doubler Necrobinder build.
Why is Hang the centerpiece of this build?
Hang deals 10/13 damage and doubles the damage ALL Hang cards deal to that enemy with every cast. That exponential per-target doubling is the only true damage multiplier in the Necrobinder pool, so a few replays turn it into a number large enough to one-shot a boss.
How do I get Hang to fire multiple times in one turn?
Use replay effects: History Course replays your last Attack at turn start, Throwing Axe plays the first card of combat an extra time, Music Box makes an Ethereal copy of your first Attack, and the Duplicator potion plays your next card an extra time. Each extra Hang cast doubles the running total.
Does the doubling apply to other enemies?
No — Hang's doubling is tracked per individual enemy it hits. Splitting Hang casts across a pack resets the snowball on each one, which is why the build commits hard to a single high-value target and is weak against swarms.
What's my backup if I don't draw Hang or a replay enabler?
Rend deals 15/18 plus 5/8 per unique debuff, so the Weak + Vulnerable + Doom stack you build also powers it. An X-cost Eradicate dumped into one target, or a Gigantification potion on any big attack, gives you another single-turn burst when the Hang combo isn't assembled.
Provenance
Sources & video guides
This build's strategy is informed by these community creators.

