π Slay the Spire 2 β Necrobinder Complete Guide
Meet the Necrobinder
The Necrobinder is Slay the Spire 2's most unique character β a dark summoner who commands the dead. Introduced in STS2 Early Access, she brings entirely new mechanics to the game: minion summoning, the Shadow resource, and sacrifice-based synergies. If you've played the Defect and loved the complexity of managing orbiting orbs, the Necrobinder will feel like a natural (if darker) evolution of that design philosophy. She's not a straightforward character β expect a learning curve, but also expect some of the most satisfying power spikes in the game once you master her systems.
Her starting relic, Shadow Pendant, generates 1 Shadow at the start of each combat. Shadow is a unique resource (similar to Energy but separate) that can be spent to empower certain cards. Unlike Energy, Shadow doesn't refresh each turn β it persists until spent, and you can accumulate it across turns. This creates a push-pull dynamic: do you spend Shadow now for immediate power, or save it for a bigger payoff later? Her starting deck consists of StrikeΓ4, DefendΓ4, Raise Skeleton (1-cost Skill, summon a Skeleton minion), and Shadow Bolt (1-cost Attack, deal 7/10 damage, can spend 1 Shadow for +4 damage).
Core Mechanic: Minions
Minions are the Necrobinder's defining feature. Unlike the Defect's orbs (which orbit passively), minions exist on the battlefield as separate entities with their own HP pools. They can attack enemies, block incoming hits meant for you, and be sacrificed for powerful effects. There are currently three types of minions in Early Access:
- Skeletons (1 HP): Summoned by Raise Skeleton and Bone Call. Deal 3/4 damage to a random enemy each turn. Low HP means they die to almost any hit, but they're cheap to summon and replace. They serve as both chump blockers and passive damage sources.
- Zombies (8-12 HP): Summoned by Animate Dead. Deal 5/7 damage each turn and have enough HP to survive 1-2 hits. Zombies function as your frontline β they absorb damage that would otherwise hit you. Each Zombie you control can redirect one enemy attack per turn to itself instead of you.
- Bone Golems (20 HP): Summoned by Army of the Dead (Rare). Deal 10/14 damage per turn and can absorb 2 hits per turn. Bone Golems are win conditions β a single Golem with Dark Ritual buffs can solo most hallway fights.
The maximum number of minions you can have active at once is 4. This cap is crucial β once you have 4 minions, summoning a new one requires sacrificing an existing one. Managing this cap is a core skill: do you keep your high-value Zombies and sacrifice Skeletons? Do you sacrifice a damaged Zombie to summon a fresh one? The answers depend on board state, and the Necrobinder rewards tactical thinking more than any other character.
Core Mechanic: Shadow Resource
Shadow is the Necrobinder's secondary resource system. You start with 1 Shadow (from Shadow Pendant) and can generate more through certain cards and relics. Cards with the Shadow keyword have an optional additional cost β pay X Shadow to enhance the card's effect. For example, Shadow Bolt baseline deals 7 damage for 1 Energy; spending 1 Shadow adds +4 damage, making it deal 11 for the same Energy cost. At higher Shadow spending, the efficiency becomes extreme.
However, Shadow doesn't come free. Many Shadow-generating cards cost HP. Life Tap (0-cost Skill, lose 2 HP, gain 2 Shadow) is the most efficient generator but adds up over a run. Soul Link (1-cost Power, whenever a minion deals damage, heal 2 HP) is the key sustain tool β it converts minion damage into healing, offsetting Shadow's HP costs. The optimal Necrobinder play pattern is: generate Shadow with Life Tap β spend Shadow on boosted attacks β minions deal damage β Soul Link heals you back β net HP positive while dealing amplified damage.
Archetype 1: Minion Army (A-Tier, Most Consistent)
The Minion Army build is the Necrobinder's bread and butter. It focuses on summoning and buffing as many minions as possible, overwhelming enemies with passive damage and using minions as shields. The build plays similarly to a Frost Defect β you set up your board, then let it do the work while you play defense.
Core engine: Raise Skeleton (summon Skellies) + Dark Ritual (1-cost Power, all minions gain +2/3 attack) + Bone Wall (2-cost Skill, gain 8/11 Block + minions gain 5 Block). Once you have 4 minions with Dark Ritual active, you're dealing 20+ passive damage per turn without spending Energy on attacks. Bone Wall keeps your minions alive through AoE attacks. Army of the Dead (3-cost Rare Attack, summon 2 Bone Golems) is the build's ultimate payoff β it fills most of your board with high-HP, high-damage units instantly.
The build's weakness: AoE enemies. Act 2's Gremlin Leader and Act 3's Reptomancer can wipe your minion board in one turn. Counter with Bone Wall to grant minions block, and always keep a Raise Skeleton in hand to rebuild after a board wipe. The Minion Army build excels against single-target bosses β Time Eater and Awakened One struggle to deal with 4 simultaneous damage sources.
Key cards: Dark Ritual > Army of the Dead > Bone Wall > Raise Skeleton > Animate Dead > Bone Call. Key relics: Necronomicon (double your first 2+ cost Attack each turn β Army of the Dead summons 4 Golems!), Dark Crystal (+1 Shadow per minion death), Graveyard Dirt (start each combat with 1 Skeleton).
Archetype 2: Shadow Sacrifice (B-Tier, High Risk/Reward)
The Shadow Sacrifice build leans hard into the Shadow mechanic, treating HP and minions as expendable resources to fuel devastating burst damage. It's the Necrobinder's glass cannon build β capable of one-shotting elites but vulnerable to chip damage and bad draws.
Core engine: Life Tap generates Shadow at HP cost β Sacrificial Dagger (1-cost Attack, sacrifice a minion, deal 15/20 damage + spend Shadow for +5 per Shadow) converts minions and Shadow into massive burst β Soul Link heals you from surviving minion damage β Death's Embrace (2-cost Power, whenever a minion dies, gain 3 Block and draw 1 card) turns sacrifices into sustain and card advantage.
The ideal sequence: turn 1, play Dark Ritual + Life TapΓ2 (lose 4 HP, gain 3 Shadow). Turn 2, summon 2 Skeletons. Turn 3, play Sacrificial Dagger (sacrifice Skeleton, spend 3 Shadow = 30+ damage), trigger Death's Embrace (gain 3 Block, draw 1), play remaining cards. Against bosses, you can chain 2-3 Sacrificial Daggers in one turn if you have enough minions on the board and Shadow in reserve. The damage ceiling is among the highest in the game β but so is the risk. Missing a Soul Link draw means your HP cost is permanent.
The build struggles against multi-phase bosses (Awakened One resets your board) and fights where you need sustained output (Book of Stabbing punishes setup time). It's not recommended for A20 until more data emerges, but it's extremely fun and viable through A15.
Key cards: Soul Link > Sacrificial Dagger > Death's Embrace > Life Tap > Shadow Bolt. Key relics: Blood Chalice (heal 3 when spending Shadow), Shadow Pendant (start with +1 Shadow), Soul Gem (minions deal +2 damage β boosts both your passive damage and Soul Link healing).
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Check Out Razer β As an affiliate, we may earn a commission from qualifying purchases.Necrobinder Card Tier List (Early Access)
Based on community testing as of Patch 0.4.2. These rankings will likely shift as the meta develops:
| Card | Type | Cost | Tier | Notes |
|---|---|---|---|---|
| Dark Ritual | Power | 1 | S | Scales your entire board. The Defragment of Necrobinder. |
| Soul Link | Power | 1 | S | Solves sustain. Enables Shadow sacrifice builds. |
| Army of the Dead | Attack | 3 | S | Win condition. Two Bone Golems is usually game over. |
| Death's Embrace | Power | 2 | A | Card draw + block on minion death. Engine enabler. |
| Bone Wall | Skill | 2 | A | Protects minions and you. Essential for AoE fights. |
| Sacrificial Dagger | Attack | 1 | A | Huge burst ceiling. Requires setup. |
| Raise Skeleton | Skill | 1 | B | Bread and butter summon. Good, not exciting. |
| Animate Dead | Skill | 2 | B | Zombie is tanky but expensive to summon. |
| Life Tap | Skill | 0 | B | Shadow generator. HP cost adds up without Soul Link. |
| Shadow Bolt | Attack | 1 | B | Solid early damage, falls off late. |
| Bone Call | Skill | 1 | C | Summons 2 Skeletons. Outclassed by Raise Skeleton. |
| Grave Robber | Attack | 2 | C | Deal damage, if fatal summon a Zombie. Too situational. |
Necrobinder A20 Tips
The Necrobinder at A20 is still being explored, but early community wisdom suggests: (1) Minion Army is your safest path β consistent, scales well, and Soul Link sustain offsets the A20 damage spike. (2) Don't skip Bone Wall. It looks like a mediocre block card, but protecting your minions against AoE is the difference between a won and lost run. (3) The Necrobinder's frontline minions fundamentally change how you evaluate Block cards β you need less personal block than other characters because Zombies absorb hits. This lets you draft more aggressively. (4) Against A20 double bosses, prioritize keeping minions alive over dealing damage. Minions are your scaling engine; if your board gets wiped between boss phases, you lose.
As STS2 Early Access continues, the Necrobinder will likely receive balance adjustments and possibly new cards. Check our card database for the latest changes. She's the most exciting addition to the Slay the Spire formula, and mastering her now means you'll be ahead of the curve when the full release drops.