Slay the Spire 2 Infinite Combos: Every Character's Infinite Loop Setup
Table of Contents
1. What Is an Infinite Combo? 2. Ironclad Infinite Combos 3. Silent Infinite Combos 4. Defect Infinite Combos 5. Necrobinder Infinite Combos 6. Regent Infinite Combos 7. How to Build Toward an Infinite 8. Enemies That Counter Infinites1. What Is an Infinite Combo?
An infinite combo is a sequence of card plays that generates enough energy and card draw to repeat itself indefinitely — letting you play the same cards over and over until every enemy is dead, all in a single turn. In Slay the Spire 2, infinites are the ultimate expression of deck mastery: once assembled, they bypass the game's core resource constraints (energy and card draw) entirely.
Why build toward an infinite? Three reasons:
- 100% consistent kills — once the loop starts, nothing stops it (except certain counter-enemies, covered below)
- Ignores enemy scaling — boss has 500 HP? Doesn't matter. You'll deal 5 damage 100 times.
- Ascension 20 viable — when enemies have 25% more HP and deal 50% more damage, infinites bypass those numbers entirely
2. Ironclad Infinite Combos
Ironclad has the easiest infinites to assemble in the game. His kit naturally supports thin-deck strategies with exhaust mechanics and cheap attacks.
Combo A — Double Dropkick (Most Reliable)
The classic Ironclad infinite. Requires: two copies of Dropkick (1-cost, deal 5-8 damage, draw 1 card if enemy has Vulnerable).
🔥 Setup Requirements
- 2× Dropkick (upgraded recommended) — the engine
- Vulnerable source: Bash, Thunderclap, Uppercut, or Shockwave
- Thin deck: Under 10 cards after exhausting. Remove ALL Strikes and Defends.
- Energy: You need 2 energy per cycle, but Dropkick refunds if enemy is already Vulnerable
How it works: Apply Vulnerable once. Then play Dropkick → it draws the second Dropkick → second Dropkick draws the first → repeat infinitely. Each cycle deals 5-8 damage for 1 energy (the Vulnerable condition is already satisfied).
Best relics: Sundial (gain 2 energy every 3 shuffles), Peace Pipe (remove cards at campfires), Medical Kit (exhaust status cards so they don't clog the deck). Snecko Eye is a trap — randomization ruins the combo.
Combo B — Pommel Strike Loop
A variant using Pommel Strike+ (9 damage, draw 2 cards) instead of Dropkick. Requires more energy (1 per play) but doesn't need Vulnerable. Pair with Offering or energy relics to sustain the loop. Flash of Steel (colorless, 0-cost, deal 3 damage, draw 1) is an excellent filler piece.
3. Silent Infinite Combos
Silent's infinite relies on discard synergy. Unlike Ironclad's straightforward attack loop, Silent infinites generate infinite energy and draw through discard chains.
Combo — Tactician + Reflex Engine
🔥 Setup Requirements
- 1-2× Tactician+ — when discarded, gain 2 energy
- 1-2× Reflex+ — when discarded, draw 2-3 cards
- Discard outlets: Calculated Gamble+ (discard hand, draw new), Acrobatics (draw 3-4, discard 1), Prepared+ (draw 2, discard 2)
- Damage: Eviscerate (cost decreases per discard), or any 0-cost attack
- Draw engine: Enough Acrobatics and Backflips to cycle the deck
How it works: Play Calculated Gamble+ → discard hand (triggering Tactician+ and Reflex+) → gain 2-4 energy, draw 4-8 new cards → the new hand contains more Acrobatics/Prepared cards → discard again → the cycle self-perpetuates. Eventually you generate more energy than you spend and more draw than your deck size.
Once you have infinite energy, any attack card in your hand can be played repeatedly. Sneaky Strike (gains energy on discard) is an excellent bridge piece. Eviscerate scales to 0 cost with enough discards.
Combo B — Shiv Infinite (with Relics)
Requires Dead Branch + massive shiv generation (Infinite Blades, Cloak and Dagger, Blade Dance). Dead Branch adds random cards to your hand when shivs exhaust — some of those cards will be 0-cost attacks or draw cards, extending the turn indefinitely. Less reliable than the discard engine but easier to stumble into.
4. Defect Infinite Combos
Defect infinites revolve around 0-cost energy generation and the Recycle engine. They're harder to set up but absolutely devastating once online.
Combo — Recycle + All for One Loop
🔥 Setup Requirements
- Recycle — exhaust a card, gain energy equal to its cost
- All for One — return all 0-cost cards from discard to hand
- 0-cost cards: Claw, Go for the Eyes, Beam Cell, Zap, Dualcast
- Energy generation: Turbo, Double Energy, Aggregate
How it works: Recycle your entire deck until only All for One and 0-cost attacks remain. Play All for One → retrieve all 0-cost cards → play them all → All for One returns to your hand next cycle → repeat. Claw scales damage with each play, so after 10+ cycles it's hitting for 30-40 damage per Claw.
The key enabler is deck thinning via Recycle. Every card you Recycle is permanently removed from that combat. A 25-card deck becomes 10 cards within 3-4 turns. Once only the essential pieces remain, the infinite starts.
Combo B — Hologram + Madness Zero-Cost Loop
Use Madness (event card, makes a random card cost 0) to reduce Hologram+ to 0 cost. Then Hologram+ retrieves itself from the discard pile — generating infinite block (from Frost orbs) and letting you stall until any win condition (Claw scaling, Blizzard, Thunder Strike) kicks in.
5. Necrobinder Infinite Combos
Necrobinder is the newest character and has the most creative infinites using minion recursion. These loops are harder to explain but brutally effective.
Combo — Minion Death-Recursion Loop
🔥 Setup Requirements
- Soul Harvest — when a minion dies, draw 1 card and gain 1 energy
- Cheap minion spawn: Raise Dead, Bone Fragments, Summon Wisp
- Sacrifice outlets: Dark Ritual (kill minion, gain strength), Blood Offering
- Recursion: Grave Call (return dead minion to hand)
How it works: Spawn a 0-1 cost minion → immediately sacrifice it with Dark Ritual or similar → Soul Harvest triggers (draw + energy) → play Grave Call to return the minion → spawn it again → sacrifice again → repeat. Each loop is net energy-positive and draws cards, meaning you can keep going until you build lethal Strength or overwhelm with corpse explosion effects.
The beauty of this engine is that many Necrobinder cards naturally support it. You're not hunting for exotic rares — most of these pieces are commons and uncommons.
6. Regent Infinite Combos
Regent relies on Command stacking and clever interaction chains. His infinites are the most conditional but can output astronomical damage.
Combo — Sly Star Recursion
🔥 Setup Requirements
- Scheme — next turn, gain 2 Command and draw 2 cards
- Court Intrigue — Command abilities trigger twice
- Sly Star generators: Starfall, Royal Decree, Constellation
- Star consumers: Cards that spend Sly Stars for scaling effects
How it works: Scheme chains into itself — play Scheme to gain Command + draw, use Command to generate Sly Stars, spend Stars to trigger abilities that draw more Schemes, repeat. With Court Intrigue doubling Command triggers, each cycle generates net-positive resources. The loop culminates in spending 10+ Sly Stars on Imperial Wrath (deal damage per Star spent) for a one-turn kill.
Regent's infinites are the least reliable to force, but when the pieces align — typically from Act 2 onward — they're among the most satisfying payoffs in the entire game.
7. How to Build Toward an Infinite
Infinites don't happen by accident. Here's the 5-step framework:
- Thin your deck relentlessly. Remove Strikes and Defends at every shop and event. A 15-card deck goes infinite; a 35-card deck doesn't. The difference is 5-7 removals.
- Skip aggressively. Every card you take makes the infinite harder. In Act 2-3, skip card rewards unless they're direct combo pieces or essential defense.
- Look for card draw. Offering, Acrobatics, Skim, Battle Trance — cards that cycle your deck faster help you reach the infinite state sooner.
- Prioritize energy relics. Boss relics like Cursed Key, Coffee Dripper, and Philosopher's Stone give the energy surplus needed for setup turns.
- Survive until the combo assembles. Infinites take time to set up. You need strong Act 1 block and AoE to reach the point where your thin deck pops off. Don't die chasing the dream.
8. Enemies That Counter Infinites
Some enemies are specifically designed to punish infinite combos:
- Time Eater (Act 3 Boss) — The biggest counter. After you play 12 cards, Time Eater ends your turn and gains Strength. For infinite builds against Time Eater, play exactly 11 cards, deal maximum damage on the 12th, then block on the forced end-turn. Plan your 12-card bursts carefully.
- The Heart (Act 4) — Beats of Death deals 1-2 damage per card played. Playing 30 cards = 30-60 damage taken. You need block generation per card (After Image, Feel No Pain, Orichalcum) or enough max HP to tank it.
- Nemesis (Act 3 Elite) — Gains Intangible on alternating turns. Your 5-damage ping hits Intangible for 1. Time your infinite burst for the non-Intangible turn, or bring enough block to stall through it.
- Spikers (Act 3) — Reflects damage when taking damage. Multiple small hits = multiple thorns procs. Use Disarm or pack healing to survive.
📖 Explore more: Card Database · Ironclad Builds · Silent Builds · Deck Building Guide