The Necrobinder
The Necrobinder
Guide 66 HP · 3 Energy

The Necrobinder

The Necrobinder summons allies and binds souls for persistent effects. Summons attack and block on your behalf each turn. Managing your board state is key — AoE enemies and summon limits create real decision points.

Starting Relic: Phylactery Unbound — summon 5 at the start of combat and 2 at the start of each turn.

Strengths

  • + Summons provide extra damage and block
  • + Soul Binding creates powerful persistent effects
  • + Good at managing multiple threats simultaneously
  • + Unique sacrifice mechanics offer strategic depth

Weaknesses

  • - Summons can be killed by enemies
  • - Requires careful summon management
  • - Some builds are board-state dependent
  • - Can struggle without key summoning cards
01

Summon Swarm

Fill your board with summons that deal damage and block for you each turn. Every summon is a body that absorbs hits, deals chip damage, or provides Block. Prioritize cards that summon efficiently and protect your board.

Core Cards

Unleash
Unleash
Core
Attack · Basic · 1 Energy

Core summoning card — fills your board quickly

Sculpting Strike
Sculpting Strike
Core
Attack · Common · 1 Energy · 8 DMG

Deals damage AND summons — two effects in one card

Early Pick Cards

Bodyguard
Bodyguard
Early Pick
Skill · Basic · 1 Energy

Basic summon — reliable early game board presence

Blight Strike
Blight Strike
Early Pick
Attack · Common · 1 Energy · 8 DMG

Attack that applies Doom and summons — flexible early pick

Payoff Cards

Legion of Bone
Legion of Bone
Payoff
Skill · Uncommon · 2 Energy

Summons for all players — massive board presence

Spirit of Ash
Spirit of Ash
Payoff
Power · Rare · 1 Energy

Powerful summon with scaling potential

Key Relics

Phylactery Unbound
Phylactery Unbound Starter

Starting relic — free summons every combat and every turn

Lantern
Lantern Common

Extra Energy turn 1 — lets you summon and play cards immediately

02

Soul Binding

Bind souls for ongoing passive effects that stack up over time. Each bound soul adds persistent value that compounds across the fight. A control-oriented approach that excels in longer encounters.

Core Cards

Capture Spirit
Capture Spirit
Core
Skill · Uncommon · 1 Energy · 3 DMG

Binds a soul for a persistent passive effect — core mechanic

Haunt
Haunt
Core
Power · Uncommon · 1 Energy

Power that applies soul-binding effects passively

Early Pick Cards

Unleash
Unleash
Early Pick
Attack · Basic · 1 Energy

Versatile card that helps set up your board state

Blight Strike
Blight Strike
Early Pick
Attack · Common · 1 Energy · 8 DMG

Early damage that also contributes to soul effects

Sculpting Strike
Sculpting Strike
Early Pick
Attack · Common · 1 Energy · 8 DMG

Damage + summon — supports your board while building souls

Payoff Cards

Soul Storm
Soul Storm
Payoff
Attack · Rare · 1 Energy

Deals damage based on bound souls — your scaling finisher

Key Relics

Phylactery Unbound
Phylactery Unbound Starter

Free summons each turn — provides board presence while you invest in souls

Forgotten Soul
Forgotten Soul Event

Soul-related relic that accelerates your passive scaling

03

Doom Build

Apply Doom stacks to enemies, then detonate with Time's Up for massive burst damage. Countdown and Reaper Form accelerate the ticking clock. A unique damage-over-time approach that excels against high-HP bosses.

Core Cards

Countdown
Countdown
Core
Power · Uncommon · 1 Energy

Applies Doom that ticks each turn — your primary Doom source

Reaper Form
Reaper Form
Core
Power · Rare · 3 Energy

Passively accelerates Doom application every turn — the engine

Early Pick Cards

Neurosurge
Neurosurge
Early Pick
Power · Rare · 0 Energy

Power that enhances Doom application and scaling

Shroud
Shroud
Early Pick
Power · Uncommon · 1 Energy · 2 BLK

Provides defense while your Doom stacks tick down

Payoff Cards

Time's Up
Time's Up
Payoff
Attack · Rare · 2 Energy

Deals damage equal to enemy's Doom — your burst finisher

End of Days
End of Days
Payoff
Skill · Rare · 3 Energy

Applies Doom to ALL enemies — devastating in multi-enemy fights

Key Relics

Phylactery Unbound
Phylactery Unbound Starter

Free summons provide board presence while you wait for Doom to resolve

Lantern
Lantern Common

Extra Energy turn 1 — set up Countdown or Reaper Form faster

Boss Matchups

Ceremonial Beast

Ceremonial Beast

Medium

Ringing (1 card/turn) is tough but summons still attack. Burst during stun windows. Re-summon aggressively — the Beast's Strength scaling kills boards over time.

Vantom

Vantom

Medium

Summons help strip Slippery stacks. Save Block and Shared Fate for Turn 3 Dismember (27 dmg). Your board absorbs hits between danger turns.

Lagavulin Matriarch

Lagavulin Matriarch

Medium

Use sleep turns to set up summons and Soul Binding. She debuffs Strength — Soul/Doom builds ignore that. Shared Fate protects key summons.

Soul Fysh

Soul Fysh

Easy

Summons attack during Intangible phases (each hit counts separately). Play Beckon cards immediately. Board presence makes this fight easy.

Waterfall Giant

Waterfall Giant

Easy

Summons chip away at 250 HP reliably. Doom ticks effectively against the big HP pool. Board presence wins this war of attrition.

Crusher

Crusher

Hard

Big single hits kill key summons. Protect with Shared Fate or accept losses. Kill Rocket first — its Laser deals 31 damage.

Knowledge Demon

Knowledge Demon

Hard

Play aggressively — Ponder heals 30 HP. Doom build sustains through debuffs. Pick Disintegration over Mind Rot (keep card draw for summons).

The Insatiable

The Insatiable

Medium

DPS race — summons provide extra damage each turn. Always play Frantic Escape cards. Never use random Exhaust effects. Doom ticks help the race.

Queen

Queen

Easy

Your summons vs their Amalgam. Necrobinder wins the war of attrition. Kill Amalgam first. End of Days with Doom wipes everything.

Doormaker

Doormaker

Medium

Re-summon between Door/Doormaker phases. Soul Storm is reliable across transitions. Burst the Doormaker during its stun turn each cycle.

Draft Priority

01
Act 1

Board presence and early damage. Every summon counts in Act 1 fights.

02
Act 2

Key archetype cards. Commit to Summon, Soul, or Doom based on offerings.

03
Act 3+

Win conditions. These cards end boss fights. Skip everything else.

Ascension Tips

1

A1-4: Summon Swarm is strong and forgiving. Take any summoning card and let your board do the work.

Funerary Mask
Funerary Mask
2

A5: Ascender's Bane is an extra card that can't be played — it dilutes your hand. Remove it fast or draft more card draw.

Funerary Mask
Funerary Mask
3

A6-7: Fewer Rest Sites and rarer cards. Enemies hit harder — summons die faster. Add Shared Fate and Protector for board protection.

Anchor
Anchor
Captain's Wheel
Captain's Wheel
4

A8-9: Enemies have more HP and damage. Soul Binding becomes more reliable than pure summoning — passive scaling survives AoE better.

Funerary Mask
Funerary Mask
5

A10: Double boss at Act 3 end. Doom build with Reaper Form has the highest ceiling. Need tight decks (15-18 cards) to find Time's Up.

Funerary Mask
Funerary Mask
GGEZ.GG · Slay the Spire 2 · Early Access · March 2026
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