Necrobinder Build
⏳ The Doom Clock
Stack the timer, then collect the corpse
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.

Win condition: 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.
- A-Tier
- Tier
- Intermediate
- Difficulty
- 10
- Core cards
- Top-tier vs bosses
- Power
Deck core
Core cards
The cards this build is built around — prioritize these on every run.
Must-pick
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 apply Doom, gain 2 Block.
Upgraded: Whenever you apply Doom, gain 3 Block.

Gain 6 Block. If you applied Doom this turn, gain Block 2 additional times.
Upgraded: Gain 7 Block. If you applied Doom this turn, gain Block 2 additional times.

Gain 5 Block. Apply 7 Doom to ALL enemies.
Upgraded: Gain 6 Block. Apply 11 Doom to ALL enemies.

Apply 13 Doom. Draw 1 card.
Upgraded: Apply 16 Doom. Draw 2 cards.

Deal damage equal to the enemy's Doom. Exhaust.
Upgraded: Retain. Deal damage equal to the enemy's Doom. Exhaust.

Deal 8 damage. Apply Doom equal to damage dealt.
Upgraded: Deal 10 damage. Apply Doom equal to damage dealt.

Flex picks
Whenever Attacks deal damage, they also apply that much Doom.
Upgraded: Retain. Whenever Attacks deal damage, they also apply that much Doom.

Whenever you play a card this turn, apply 3 Doom to the enemy.
Upgraded: Whenever you play a card this turn, apply 4 Doom to the enemy.

Apply 3 Doom to yourself. Gain 1 Energy.
Upgraded: Apply 3 Doom to yourself. Gain 2 Energy.

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.

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.

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.

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.

Synergy
Relic priorities
What to grab from shops, bosses and chests to power the engine.
Undying SigilCoreDoomed enemies (Doom ≥ HP) deal 50% less damage — turns the ramp window safe.
Book Repair KnifeStrongHeal 3 whenever a non-Minion enemy dies to Doom; great in trash-heavy acts.
Unsettling LampStrongFirst debuff card each combat is doubled — double a big Deathbringer or No Escape.
Bag of MarblesSituationalFree Vulnerable at combat start helps your Doom-adjacent attacks land harder.
AnchorSituationalBridges the ramp turns before the clock pays off.
Tungsten RodStrongLose 1 less HP from every source — keeps you healthy through the ramp before the execute lands.
Game plan
How to play
Step-by-step through the run, from opening hands to the win.
Honest take
Pros & cons
Strengths
- End of Days is one of the cleanest boss/elite executes in the class.
- Shroud and Death's Door make offense and defense the same action.
- Doom persists and ignores enemy Block, so the plan rarely 'whiffs'.
Weaknesses
- Has a ramp window where enemies are still alive and hitting you.
- Time-pressure fights (enemies that buff fast) can outrace the clock.
Opening
Mulligan & priorities
What to keep, what to ditch in your opening hands.
- Keep an ALL-enemy Doom applier (Deathbringer, Negative Pulse, Scourge) to start the clock immediately.
- Keep Shroud — turning Doom into Block early is what keeps this deck healthy.
- Hold End of Days for when the pile is near lethal; don't fire it into fresh enemies.
- Keep Countdown as a Power for passive, hands-off Doom every turn.
- Toss pure Block cards with no Doom synergy; Shroud/Death's Door usually cover defense.
Map strategy
Pathing
How to route the map to assemble the build and stay healthy.
Bank on the execute relics
Undying Sigil (Doomed enemies deal 50% less) and Book Repair Knife (heal when an enemy dies to Doom) make the clock both safer and sustaining. Take shop/elite detours that can hand them to you.
Keep the deck lean
Doom is about reaching a threshold, not raw card count. Thin out Strikes so you draw appliers and your finisher reliably; Forbidden Grimoire's end-of-combat removal helps.
Avoid these
Common mistakes
- Firing End of Days too early, before any enemy's Doom has reached its HP — you waste the execute and just deal the flat amount.
- Playing Death's Door before applying Doom that turn, missing its extra Block.
- Spending No Escape on low-HP trash when an AoE applier would Doom the whole pack faster.
- Forgetting Doom is a debuff Misery can copy — leaving free spread on the table.
- Going all-in on Time's Up against multiple enemies; it only hits one target.
Quick answers
FAQ
Common questions about the The Doom Clock Necrobinder build.
What exactly does End of Days do?
It applies 29/37 Doom to ALL enemies and instantly kills any enemy whose Doom is already at least equal to its current HP. That makes it a true execute: build the Doom pile with appliers first, and when an enemy's Doom meets its HP, End of Days finishes it outright rather than just dealing flat damage.
When should I use Time's Up instead of End of Days?
Time's Up deals damage equal to a single enemy's Doom, so it shines against one huge-HP target you can't push over the execute threshold — you cash the whole accumulated pile into one hit. Against multiple enemies, End of Days is better because it tops up and executes the entire room at once.
How does this deck survive the ramp before the clock pays off?
Shroud turns every Doom application into 2-3 Block, and Death's Door grants its Block extra times if you applied Doom that turn — so the same cards that build the clock also wall up your face. Just remember to apply Doom before playing Death's Door each turn.
Is No Escape better than the AoE appliers?
On a single fat target, yes. No Escape applies 10/15 Doom plus 5 more for every 10 Doom already on the enemy, so it accelerates as the pile grows. For trash packs, AoE appliers like Deathbringer, Negative Pulse, and Scourge put everyone on the clock faster.
Provenance
Sources & video guides
This build's strategy is informed by these community creators.
