Slay the Spire 2 Infinite Combos: Every Character's Infinite Loop Setup

📖 Advanced Guide · Updated May 26, 2026 · 14 min read

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 Infinites

1. 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:

⚠️ Infinites are advanced strategies. They require tight deck construction, aggressive card removal, and specific relic support. Don't force them every run — recognize when the pieces are falling into place. If you're still learning fundamentals, start with our Beginner's Guide first.

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

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.

💡 Pro Tip: Dual Wield can create a second Dropkick mid-combat, turning a near-infinite into a true infinite. If you only have one Dropkick, Dual Wield solves the problem instantly.

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

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

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.

💡 Key Relics: Unceasing Top (draw when hand is empty) turns any 0-cost hand into an infinite. Ice Cream (conserve energy) lets you bank excess Turbo energy. Runic Capacitor gives you more orb slots for passive defense while cycling.

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

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.

⚠️ Board space matters. Necrobinder can only have 4 minions active at a time. Make sure you're killing minions to free space before spawning new ones. Overcrowding breaks the loop.

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

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:

  1. 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.
  2. 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.
  3. Look for card draw. Offering, Acrobatics, Skim, Battle Trance — cards that cycle your deck faster help you reach the infinite state sooner.
  4. Prioritize energy relics. Boss relics like Cursed Key, Coffee Dripper, and Philosopher's Stone give the energy surplus needed for setup turns.
  5. 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.
💡 The Thin Deck Rule: A true infinite requires your entire hand + draw pile ≤ your draw per turn. If you draw 5 cards per turn and have 20 cards total, it takes 4 turns to cycle — too slow. Aim for 10-15 cards post-exhaust. Use our deck building guide for more on deck size optimization.

8. Enemies That Counter Infinites

Some enemies are specifically designed to punish infinite combos:

📖 Explore more: Card Database · Ironclad Builds · Silent Builds · Deck Building Guide