Necrobinder
The Necrobinder is the fourth of the five characters in Slay the Spire 2 . She is unlocked after completing a run with the Regent . She starts with 66 Max HP, the lowest of any character. At Ascension 2 and above she starts with 52 HP.
Starting Relic
Bound Phylactery - At the start of your turn, Summon 1. Can be replaced by Phylactery Unbound .
Strategy Guide
Overview
Necrobinder is the most demanding class in the current roster, and that is exactly why I like being blunt about it. This class feels great when the whole engine is online, but it punishes me harder than any other character when only half the deck is working.
My quick read
Necrobinder is the class I open when I want the most layered run in the game. I am tracking Osty, Doom , Souls, corpses, summon timing, and whether the engine is actually live yet. When everything lines up, the class feels brilliant. When half the deck is missing, the run feels like I drafted a puzzle instead of a deck.
When I pick this character
I pick Necrobinder when I want complexity on purpose. This is the guide I open if I already enjoy resource-heavy classes, if I do not mind losing some runs while learning sequencing, and if I want a character that rewards discipline more than improvisation. I do not come here for a comfortable climb. I come here because the ceiling is absurd once the whole machine is actually running.
What I prioritize early
I want stable corpse and Soul generation before I take expensive payoff cards seriously. I care about glue pieces more than headlines. Necrobinder only feels broken after the boring cards make the engine function. I choose one lane early if the run is giving me one. This class gets much worse when I split the deck across too many half-built ideas. If I have to ask whether the engine is online yet, it usually is not. That one rule saves me from a lot of fake progress on this class.
Best build paths
Doom execution is the cleanest route when the run already gives me reliable ways to stack and cash it out. Summon-heavy control works when Osty and the surrounding support can keep the fight under control while the rest of the engine develops. Sacrifice-value shells become excellent once the deck proves it can turn bodies and corpses into real tempo instead of just setup noise. This is usually the point where Necrobinder stops feeling fragile and starts feeling unfair.
Common mistakes
Drafting flashy finishers before the deck can reliably fuel them. Pretending the engine is online because a few synergies exist on paper. Mixing too many packages together and ending up with turns full of ingredients but no actual payoff.
Who should skip this character
If I am new to the roster, if I want a low-cognitive-load climb, or if I do not enjoy bookkeeping-heavy turns, I would skip Necrobinder for now. It is one of the most rewarding classes in the game, but only after I am willing to learn it on its own terms.
Best cards for Necrobinder
Necrobinder is the most speculative character here after Defect, but the broad direction is still fairly clear: Doom looks like the class's best real shell, with Ethereal and Souls acting more like support packages than the main attraction. If I only wanted the short list, these are the cards I trust first. One of the cleanest defensive payoffs shown for the class and a major reason Doom turns can stay safe. Huge ceiling, excellent momentum, and exactly the kind of risk-reward card that creates broken turns. A clean Doom payoff. Direct, dangerous, and easy to understand in real combat. Replay effects are scary. This has very high upside and actually justifies its slot. Excellent Osty payoff and one of the better cards for turning setup into pressure. Very high-value temporary Strength suppression, which matters a lot in the current tempo. Hover a card to bring it forward. I am lower on cards that ask me to sacrifice Osty, overfeed awkward Ethereal hands, or spend too much effort on small generic debuffs instead of leaning into Doom .
Cards (86)
Attacks (34)
Unleash
Osty deals 6 damage. Deals additional damage equal to Osty's current HP.
Blight Strike
Deal 8 damage. Apply Doom equal to damage dealt.
Defile
Ethereal. Deal 13 damage.
Drain Power
Deal 10 damage. Upgrade 2 random cards in your Discard Pile.
Fear
Ethereal. Deal 7 damage. Apply 1 Vulnerable.
Flatten
Osty deals 12 damage. This card costs 0 Energy if Osty has attacked this turn.
Graveblast
Deal 4 damage. Put a card from your Discard Pile into your Hand. Exhaust.
Poke
Osty deals 6 damage.
Reap
Retain. Deal 27 damage.
Reave
Deal 9 damage. Add a Soul into your Draw Pile.
Sculpting Strike
Deal 8 damage. Add Ethereal to a card in your Hand.
Snap
Osty deals 7 damage. Add Retain to a card in your Hand.
Sow
Retain. Deal 8 damage to ALL enemies.
Bone Shards
If Osty is alive, he deals 9 damage to ALL enemies and you gain 9 Block. Osty dies.
Bury
Deal 52 damage.
Death March
Deal 8 damage. Deals 3 additional damage for each card drawn during your turn.
Debilitate
Deal 7 damage. Vulnerable and Weak are twice as effective against the enemy for the next 3 turns.
Fetch
Osty deals 3 damage. If this is the first time this card has been played this turn, draw 1 card.
High Five
Osty deals 11 damage and applies 2 Vulnerable to ALL enemies.
Pull from Below
Deal 5 damage for each Ethereal card played this combat.
Rattle
Osty deals 7 damage. Hits an additional time for each other time he has attacked this turn.
Right Hand Hand
Osty deals 4 damage. Whenever you play a card that costs 2 Energy or more, return this to your Hand from the Discard Pile.
Severance
Deal 13 damage. Add a Soul into your Draw Pile, Hand, and Discard Pile.
Sic 'Em
Osty deals 5 damage. Whenever Osty hits this enemy this turn, Summon 2.
Veilpiercer
Deal 10 damage. The next Ethereal card you play costs 0 Energy.
Banshee's Cry
Deal 33 damage to ALL enemies. Costs 2 Energy less for each Ethereal card played this combat.
Eradicate
Retain. Deal 11 damage X times.
Hang
Deal 10 damage. Double the damage ALL Hang cards deal to this enemy.
Misery
Deal 7 damage. Apply any debuffs on the enemy to ALL other enemies.
Soul Storm
Deal 9 damage. Deals 2 additional damage for each Soul in your Exhaust Pile.
Squeeze
Osty deals 25 damage. Deals 5 additional damage for ALL your other Osty Attacks.
The Scythe
Deal 13 damage. Permanently increase this card's damage by 3. Exhaust.
Time's Up
Deal damage equal to the enemy's Doom. Exhaust.
Protector
Osty deals 10 damage. Deals additional damage equal to Osty's Max HP.
Skills (34)
Bodyguard
Summon 5.
Afterlife
Summon 6. Exhaust.
Defy
Ethereal. Gain 6 Block. Apply 1 Weak.
Grave Warden
Gain 8 Block. Add a Soul into your Draw Pile.
Invoke
Next turn, Summon 2 and gain 2 Energy.
Negative Pulse
Gain 5 Block. Apply 7 Doom to ALL enemies.
Pull Aggro
Summon 4. Gain 7 Block.
Scourge
Apply 13 Doom. Draw 1 card.
Wisp
Gain 1 Energy. Exhaust.
Borrowed Time
Apply 3 Doom to yourself. Gain 1 Energy.
Capture Spirit
Enemy loses 3 HP. Add 3 Souls into your Draw Pile.
Cleanse
Summon 3. Exhaust 1 card from your Draw Pile.
Death's Door
Gain 6 Block. If you applied Doom this turn, gain Block 2 additional times.
Deathbringer
Apply 21 Doom and 1 Weak to ALL enemies.
Delay
Gain 11 Block. Next turn, gain 1 Energy.
Dirge
Summon 3 X times. Add X Souls into your Draw Pile.
Dredge
Put 3 cards from your Discard Pile into your Hand. Exhaust.
Enfeebling Touch
Ethereal. Enemy loses 8 Strength this turn.
Legion of Bone
ALL players Summon 6. Exhaust.
Melancholy
Gain 13 Block. Reduce this card's cost by 1 Energy whenever ANYONE dies.
No Escape
Apply 10 Doom, plus an additional 5 Doom for every 10 Doom already on this enemy.
Parse
Ethereal. Draw 3 cards.
Putrefy
Apply 2 Weak. Apply 2 Vulnerable. Exhaust.
Spur
Retain. Summon 3. Osty heals 5 HP.
Eidolon
Exhaust your Hand. If 9 cards were Exhausted this way, gain 1 Intangible.
End of Days
Apply 29 Doom to ALL enemies. Kill enemies with at least as much Doom as HP.
Glimpse Beyond
ALL players add 3 Souls into their Draw Pile. Exhaust.
Oblivion
Whenever you play a card this turn, apply 3 Doom to the enemy.
Reanimate
Summon 20. Exhaust.
Sacrifice
Retain. If Osty is alive, he dies and you gain Block equal to double his Max HP.
Seance
Ethereal. Transform a card in your Draw Pile into Soul.
Shared Fate
Lose 2 Strength. Enemy loses 2 Strength. Exhaust.
Transfigure
Add Replay to a card in your Hand. It costs an extra 1 Energy. Exhaust.
Undeath
Gain 7 Block. Add a copy of this card into your Discard Pile.
Powers (18)
Calcify
Osty's attacks deal 4 additional damage.
Countdown
At the start of your turn, apply 6 Doom to a random enemy.
Danse Macabre
Whenever you play a card that costs 2 Energy or more, gain 3 Block.
Friendship
Lose 2 Strength. Gain 1 Energy at the start of each turn.
Haunt
Whenever you play a Soul, a random enemy loses 6 HP.
Lethality
Ethereal. The first Attack each turn deals 50% additional damage.
Pagestorm
Whenever you draw an Ethereal card, draw 1 card.
Shroud
Whenever you apply Doom, gain 2 Block.
Sleight of Flesh
Whenever you apply a debuff to an enemy, they take 9 damage.
Call of the Void
At the start of your turn, add 1 random card into your Hand. It gains Ethereal.
Demesne
Ethereal. At the start of your turn, gain 1 Energy and draw 1 additional card.
Devour Life
Whenever you play a Soul, Summon 1.
Necro Mastery
Summon 5. Whenever Osty loses HP, ALL enemies lose that much HP as well.
Neurosurge
Gain 3 Energy. Draw 2 cards. At the start of your turn, apply 3 Doom to yourself.
Reaper Form
Whenever Attacks deal damage, they also apply that much Doom.
Sentry Mode
At the start of your turn, add 1 Sweeping Gaze into your Hand.
Spirit of Ash
Whenever you play an Ethereal card, gain 4 Block.
Forbidden Grimoire
At the end of combat, you may remove a card from your Deck. Eternal.
Exclusive Relics (9)
Big Hat
At the start of each combat, add 2 random Ethereal cards into your Hand.
Bone Flute
Whenever Osty attacks, gain 2 Block .
Book Repair Knife
Whenever a non- Minion enemy dies to Doom , heal 3 HP.
Bookmark
At the end of each turn, lower the cost of a random Retained card by 1 until played.
Bound Phylactery
At the start of your turn, Summon 1.
Funerary Mask
At the start of each combat, add 3 Souls into your Draw Pile.
Ivory Tile
Whenever you play a card that costs 3 Necrobinder Energy or more, gain Necrobinder Energy .
Phylactery Unbound
At the start of each combat, Summon 5. At the start of your turn, Summon 2.
Undying Sigil
Enemies with at least as much Doom as HP deal 50% less damage.
Exclusive Potions (1)
Bone Brew
Summon 15.