Slay the Spire 2 Infinite Combos Guide: How to Build Infinite Decks for Every Character

Complete guide to building infinite combos in Slay the Spire 2 covering deck construction rules, enabler relics, and character-specific infinite loops.

What Makes an Infinite Combo

An infinite combo is a loop of cards that plays itself forever during a single turn. You deal damage, gain Block, or trigger effects over and over until the enemy dies. No turn limit. No resource drain. Just a closed circuit your deck runs through on repeat.

Three conditions must all be true at the same time for a loop to work:

Zero net energy. Every card in the loop must refund the energy it costs, or cost zero outright. If your loop spends even one energy more than it generates, it stalls.

Draw parity. The loop must draw at least as many cards as it plays. One card enters your hand for every card that leaves. If you draw fewer than you play, you run out of cards and the cycle breaks.

Small deck. Your draw pile, discard pile, and hand need to cycle fast enough that the loop cards find each other every single shuffle. A 20-card deck can’t go infinite because your combo pieces get buried in filler.

Miss any one of these and you don’t have an infinite. You have a strong turn. Strong turns are fine. But they end.

Deck Construction Rules

I aim for 5-8 cards in a finished infinite deck. That’s the sweet spot. Five cards means you cycle every turn with room for nothing to go wrong. Eight is pushing it, but still works if your draw engine is strong.

Getting there takes aggressive card removal. Every shop you visit, remove a Strike or Defend. Prioritize removal over adding new cards. I know it feels wrong to skip a good card reward, but a tight deck with mediocre combo pieces outperforms a bloated deck with individually strong cards every time.

Remove Strikes first, then Defends, then any off-plan cards you grabbed before committing to the infinite. Curses and statuses are the worst offenders because they eat draw without giving anything back. Shop visits matter more than elite fights for infinite builders. Elites bloat your deck. Shops trim it.

Key Enabler Relics

Some relics turn a “maybe infinite” deck into a guaranteed one.

Unceasing Top is the single most important infinite relic in the game. Whenever your hand is empty, you draw a card. With a small deck of 0-cost cards, every play empties your hand and immediately draws the next card. It removes the need for dedicated draw cards entirely, which means fewer cards in your loop.

Sundial gives you 2 energy every third time your draw pile shuffles. In a 5-card deck, your draw pile shuffles multiple times per turn. Sundial generates a steady stream of energy that lets you include 1-cost cards in an otherwise 0-cost loop. It’s the relic that makes loops with Dropkick or All for One sustainable.

Runic Pyramid keeps your hand between turns. Not a direct infinite enabler, but it guarantees your combo pieces are in hand on the turn you need to go off.

Ironclad: Dropkick Infinite

This is the most straightforward infinite in the game. Dropkick costs 1 energy, deals damage, and if the enemy is Vulnerable, it refunds 1 energy and draws 1 card. Two Dropkicks in a small deck means each one draws the other. The loop is self-sustaining as long as Vulnerability stays active.

Core cards: 2x Dropkick, Bash (to apply Vulnerable). Three cards. Play Bash, play Dropkick, it refunds energy and draws the other Dropkick, play that one, repeat until dead. Upgrade Bash first to extend Vulnerable duration so you have more room if the cycle hiccups.

The catch: Vulnerability expires. If your deck has too many cards between Bash and the Dropkicks, you waste Vulnerable turns drawing filler. Keep the deck at 5-6 cards. Strip everything else.

For more Ironclad synergies, check our Best Combos guide.

Silent: Discard Cycling Infinite

The Silent goes infinite through discard mechanics and the Sly keyword. Sly cards play themselves for free when discarded, turning discard effects into free card plays.

Core cards: Acrobatics (draw 3, discard 1), Tactician (gain energy when discarded via Sly), Reflex (draw 2 when discarded), and Grand Finale (50 AoE damage, playable only when your draw pile is empty).

How it works: Play Acrobatics, discard a Sly card. The discarded card plays itself free. Tactician refunds energy, Reflex draws more cards. With a thin deck (8-10 cards), you empty your draw pile, play Grand Finale for 50 AoE, shuffle, repeat.

Why it’s harder: The Silent starts with a larger deck and no built-in exhaust. Getting to 8 cards takes more shop visits and deliberate pathing.

Defect: Claw + All for One

The Defect has the most fun infinite in the game, and I’ll die on that hill. Claw costs 0 energy, deals damage, and permanently gains +2 damage for every Claw played during the combat. All for One costs 2 energy, deals damage, and pulls every 0-cost card from your discard pile back into your hand.

Core cards: 2-3x Claw, 1x All for One, plus Go for the Eyes (0-cost Weak) and Beam Cell (0-cost Vulnerable) as support.

How it works: Play all Claws and 0-cost support cards. Play All for One (2 energy, pulls every 0-cost card from discard back to hand). Play them all again. Each cycle, Claws hit harder. Third loop: 12+ per Claw. Fifth loop: 20+. The scaling never stops. With Unceasing Top, you don’t even need All for One because the relic draws the next card whenever your hand empties.

Energy fix: All for One costs 2, so Sundial is your best friend here. It fires every third shuffle, and a 5-card deck shuffles constantly.

Necrobinder: Graveyard Recursion Loop

The Necrobinder’s infinite is the weirdest in the game. Instead of cycling through a draw pile, you loop cards through the Graveyard using retrieval effects.

Core cards: Exhume (retrieve any card from the Graveyard), low-cost Soul cards, and Borrowed Time for cycling. The dream is Lich King, a rare Power that automatically retrieves a Graveyard card each turn.

How it works: Play Soul cards for passive damage, they enter the Graveyard, use Exhume or Graverobber to pull them back. Chain 0-cost Soul plays into an endless damage stream. The loop runs through the Graveyard instead of the draw pile, which means Curses and Statuses don’t necessarily break it because your combo pieces live in a different zone.

Regent: Star Generation Loop

The Regent goes infinite through Star resource generation. Stars fuel powerful payoff cards, and certain loops generate Stars without end.

Core cards: Alignment + Glow for the classic loop (both upgraded, deck under 10 cards). Shining Strike also enables loops because it returns to the top of your deck after being played.

The Unceasing Top variant: Shining Strike plus Unceasing Top is one of the cleanest infinites in the game. Play Shining Strike, it tops your deck, hand empties, Unceasing Top draws it back. Energy-refunding relics or cards sustain the loop. Once Stars are flowing, Comet converts them into triple-digit damage.

When to Go Infinite vs. Play Normally

Not every run should aim for infinite. I’d say maybe 15-20% of my runs actually go infinite. The rest of the time, I’m building a normal synergy deck.

Go for it when: You find Unceasing Top or Sundial early, you’ve drafted two copies of a combo piece by mid-Act 1, shops are positioned well for removal, and the boss path doesn’t include Time Eater.

Don’t force it when: Your deck already has 15+ cards by Act 2, you haven’t found enabler relics, or you’re fighting Time Eater. A solid midrange deck with strong synergies beats a half-built infinite every time.

Risks and Counters

Time Eater is the hard counter. It ends your turn after 12 card plays and gains Strength each time. Your loop stalls every 12 plays, and it gets stronger. You need enough damage within those 12-card windows or a way to bypass the limit.

Multi-enemy fights dilute single-target infinites. Dropkick infinite destroys a single boss but struggles against three enemies. Grand Finale and Claw + All for One handle this better since they hit all enemies.

Status cards bloat your deck mid-combat. Burns, Wounds, and Dazed cards dilute your draw and break the cycle. Kill fast before they pile up, or use Ironclad’s exhaust effects to purge them.

Going infinite is the most satisfying way to win a run. The setup is demanding, but when it clicks, nothing can stop you. Just don’t tunnel on it when the run is telling you to play something else.