Necrobinder Sic 'Em Build: Post-Buff Minion Swarm Dominance
The v0.107.0 Sic 'Em buff (2→3 skeleton summons) flew under the radar — overshadowed by the Aeonglass rework and Juggernaut changes. But this +50% summon count transforms Sic 'Em from a situational pick into a legitimate build-around win condition. This guide covers the full Sic 'Em minion swarm strategy, from draft priorities to boss-specific tactics.
Why the Sic 'Em Buff Matters
At 2 summons, Sic 'Em was a 1-energy card that generated 10 block (5 per skeleton) — worse than most block cards. At 3 summons = 15 block, it's now one of the most energy-efficient defensive cards in Necrobinder's kit. But the real power spike comes from synergies:
- Bone Legion + Sic 'Em = 5 skeletons on turn 1. 25 block per turn, passively.
- Devoted Legion (Power) + Sic 'Em = 5 skeletons per turn without spending energy.
- Dark Offering + Sic 'Em: Sacrifice 1 skeleton, gain 2 energy, draw 2. With 5 skeletons, Dark Offering is free cycling.
- Bone Armor (Power): Skeletons gain +3 Block. 3 skeletons × 8 Block = 24 block per Sic 'Em.
💀 The Swarm Engine Combo
Turn 1: Play Devoted Legion (2 energy) + Sic 'Em (1 energy) = 5 skeletons, 25 block/turn.
Turn 2: Play Bone Armor (1 energy) — skeletons now give 8 block each. Play second Sic 'Em (1 energy) = 8 skeletons, 64 block/turn.
Turn 3+: You're generating 64 block passively. Spend all energy on damage or Doom cards. You never need to block again.
Core Cards (Priority Order)
S-Tier (Build Enablers)
- Sic 'Em+ — 3 skeletons for 1 energy. Draft every copy. 2-3 Sic 'Ems in your deck is ideal.
- Devoted Legion — Free Sic 'Em every turn. The single best Power for this build. Take over anything except Death Sentence.
- Bone Armor — +3 Block to all skeletons. Turns your 15 block/turn into 24 block/turn. Stackable — 2 copies = skeletons give 11 block each.
- The Scythe — Buffed to 4 damage in v0.107.0. Deals damage based on number of minions. With 8 skeletons: 32 AoE damage.
A-Tier (Support)
- Dark Offering — Cycle accelerator. Sacrifice 1 skeleton (out of 8) to draw 2 and gain 2 energy.
- Raise Dead — Budget Sic 'Em. 2 skeletons for 1 energy. Worse but provides redundancy.
- Soul Harvest — Skeletons generate Souls on death (each attack cycle). 8 skeletons = 8 Souls per turn = massive chip damage.
Act-by-Act Strategy
Act 1 (Floors 1-16)
Necrobinder's fragile early game is the Swarm Build's biggest weakness. Prioritize Raise Dead and defensive cards. If you see Sic 'Em before the Act 1 boss, grab it — but don't force the build. The Swarm archetype comes online in Act 2 when you can draft Devoted Legion.
Act 2 (Floors 17-33)
This is the build's power spike. Devoted Legion + 2 Sic 'Ems = 8-11 skeletons by turn 3. Act 2 elites (Gremlin Leader, Slavers) are multi-enemy fights where The Scythe shines with AoE damage. The Collector fight is trivialized — 8 skeletons soak his minion attacks while your AoE clears the board.
Act 3-4 (Floors 34-50+)
At full power, the Swarm Build generates 60-100 block per turn without spending energy, while dealing 30-50 AoE damage with The Scythe. Against Time Eater, the 12-card limit barely matters — your skeletons deal passive damage. Against the Heart, each skeleton absorbs one Beat of Death proc, effectively giving you 8+ free card plays per turn.
Also check: Necrobinder Doom Build · Summon Army Build · Necrobinder Master Guide