Slay the Spire 2 Necrobinder Guide: Keeping Your Skeletal Pet Alive
Sixty-six health sounds like a death sentence until you realize the Necrobinder was never designed to survive on her own.
I put her in A-Tier in my Slay the Spire 2 tier list, and the reasoning comes down to one thing: this character isn't really one unit, she's two. Between her own fragile HP total and a summoned hand named Osty, and three genuinely different ways to build around them, she's got more going on under the hood than anyone else currently in the game.
Scythe Is Worth Detouring For
Before getting into the archetypes, one card deserves a mention on its own. Scythe shows up as an Act 1 rare, costs two energy, and hits for a forgettable 13 damage. Nothing about that number should impress you. What matters is that its damage goes up permanently every time you play it, so a card that looks like a dead pick on floor one turns into a genuine finisher by the time a boss is standing in front of you. It Exhausts after each use, meaning one swing per fight unless you've got a way to dig it back out of your discard, but treating it like a long term project across a full run is worth the patience. Grab it early and you're looking at triple digit damage from a single card by Act 3.
Building Around Osty
Osty enters every fight at 1 HP, which sounds disposable until you realize dying just means he's back on your next turn. That respawn is the entire reason a character with this little health works at all. The one thing to watch for right now is that his damage absorption doesn't always hold up the way it's supposed to. Attacks occasionally get through when he should be soaking them, and a stray 15 damage hit against a 66 HP pool can end things fast, so it's worth playing a little more cautiously than the numbers suggest you need to.
Cards like Symbiosis and Bodyguard exist to keep his HP climbing, and the higher it sits, the longer he sticks around to keep swinging. Once that's stable, the real payoff is stacking Squeeze into Flatten. Squeeze runs three energy for 25 damage and adds 5 more for every Osty-related attack card sitting in your deck, so it directly rewards how far you've committed to the build. Flatten follows it up, normally a two energy, 12 damage skill, except its cost drops to zero the moment Osty has already swung that turn. Land Squeeze, then Flatten comes free right behind it.
The Slow Route: Doom
If you'd rather win through patience than pet management, Doom gives you an execution condition instead of a damage race. It gets mixed up with the Silent's poison sometimes, but they don't function alike at all. Poison wears an enemy down. Doom is a threshold, once their stacks match or pass their current health, they're wiped out at the end of their turn.
Scourge is the cheap entry point here, applying 13 Doom while drawing a card so your hand keeps moving instead of stalling out. Doom Spike does the same job while chipping in direct damage too, which lowers the enemy's health and raises their Doom count at the same time, closing the gap from both directions at once. No Escape is the card that actually makes the archetype click, since it stacks 10 Doom and then tacks on 5 more per every 10 stacks already in place, meaning it gets more efficient the longer a fight drags on. Death's Door rewards you for playing this style defensively too, handing out a large block bonus any turn you land Doom, which lets you sit behind your shields while the countdown does the killing for you.
Going Infinite With Souls
The last build skips defense almost entirely. Soul is a free card that draws two more on its own, which is already useful as pure filtering before you add anything else to it. Reave and Capture Spirit both exist to feed the supply, the former a cheap attack that slips a Soul into your draw pile, the latter dealing direct damage while adding three Souls at once.
Haunt is what turns that cycling into a kill condition. It's a one cost power that drains 6 HP off a random enemy every time a Soul gets played, and that drain ignores block completely. Two copies of Haunt with a lean enough deck and you're chaining free cards into more free cards while the enemy's health disappears with nothing they can do about it. One thing worth avoiding if you're leaning this way: skip Quest Cards. The entire engine depends on cycling fast, and a dead card sitting in your hand is exactly the kind of thing that stalls it out mid-loop.
Which Cards to Prioritize First
A few picks are worth grabbing on sight no matter which direction you end up leaning:
Undeath — zero cost, 7 Block, and it copies itself back into your discard pile, which makes long Doom setups much easier to survive.
No Escape — the backbone of the execution build, since its scaling Doom output makes it close to mandatory once you're committed.
Haunt — the single card that turns the Soul engine from a cycling gimmick into an actual win condition.
Squeeze — the strongest single target hit in her kit, and it only gets better the more you've built around Osty.
Most runs don't lock into one archetype from floor one anyway. Grab whatever Osty or Soul support shows up early and only commit hard to Doom once you've actually seen enough pieces to justify it. Just don't lose track of Osty's health bar in the meantime. He's doing more work than your own HP total ever will.