Volver a guías
Estrategia avanzadaVerificado March 17, 2026

Guía de combos infinitos

Cómo construir combos infinitos en Slay the Spire 2: requisitos del mazo, reliquias habilitadoras, bucles por personaje y los jefes diseñados para cortarlos.

Un combo infinito es una secuencia de cartas que cuesta cero energía neta, se roba a sí misma de vuelta y se repite indefinidamente en un solo turno. Una vez ensamblado, el combo inflige daño ilimitado o genera Bloqueo ilimitado, convirtiendo cualquier combate en una victoria garantizada.

Los combos infinitos son los builds más difíciles de ensamblar en Slay the Spire 2. Requieren eliminación agresiva de cartas, reliquias específicas y un mazo lo bastante compacto como para ciclarse cada turno. La mayoría de partidas no llegarán al infinito. Pero entender cómo funcionan los combos infinitos mejora cualquier partida — incluso aquellas en las que solo llegas a la mitad — porque los mismos principios de adelgazamiento del mazo, eficiencia de robo y gestión de energía hacen más fuertes los mazos no infinitos también.

Nota de verificación

Verificación cruzada con listas de seeds de xModHub, guía de mazos infinitos de GamerBlurb, guías de personajes de Mobalytics y builds reportados por la comunidad. Interacciones de cartas verificadas en la base de datos de Untapped.

Resumen rápido

Esta guía se centra en una pregunta práctica concreta, para que puedas consultarla durante una partida sin tener que leer un resumen general.

Si la respuesta depende de una mecánica, un sistema de personaje o un parche reciente, los enlaces relacionados te indican qué consultar a continuación.

Úsala como referencia rápida durante la partida, no como enciclopedia.

Si la decisión implica una mecánica o un sistema de personaje, consulta también las páginas relacionadas.

Los cambios de equilibrio pueden alterar las recomendaciones: comprueba las páginas de actualizaciones.

What makes a combo infinite

Every infinite combo satisfies three conditions simultaneously: zero net energy cost per cycle, at least one card drawn per card played, and a damage or Block source somewhere in the loop. If any one of these conditions breaks, the loop stops.

The math is simple. If you play a 0-cost card that draws 1 card, you are energy-neutral and draw-neutral — the loop sustains but does nothing. To actually win, you need either a passive damage source (a Power like Juggernaut or Black Hole) or the loop cards themselves must deal damage (Claw, Shivs). The loop must also survive shuffling — when your draw pile empties, the discard pile shuffles back in and the cycle restarts.

  • Energy rule: Every card in the loop must cost 0 energy, or the loop must generate enough energy to cover the cost (via Sundial, Tactician, or an energy-granting relic).
  • Draw rule: Every card played must result in at least one card drawn. Unceasing Top solves this by drawing whenever your hand empties. Alternatively, cards like Dark Embrace (draw on Exhaust) or Reflex (draw on discard) provide the draw engine.
  • Damage rule: The loop must kill the enemy eventually. Claw gains +2 damage per play. Juggernaut deals 5 damage per Block gained. Black Hole deals damage per Star spent. Without a damage source, you loop forever and never win.
  • Deck size rule: Fewer cards means fewer draws needed to cycle the deck. A 5-card deck cycles in 5 plays. A 20-card deck requires 20 draws per cycle and almost certainly stalls.

Key enabler relics

Three relics turn near-infinite decks into true infinite decks. Without at least one of them, most combos need an unrealistically small deck to sustain.

  • Unceasing Top: Draws a card whenever your hand is empty. This is the single most important infinite relic. With Unceasing Top, any 0-cost card that empties your hand immediately draws the next card. A deck of nothing but 0-cost cards goes infinite automatically.
  • Sundial: Grants 2 energy every 3 times your draw pile shuffles. In a small deck that shuffles multiple times per turn, Sundial provides a steady stream of energy. Combined with 0-cost draw cards, Sundial lets you play 1-cost cards inside the loop without stalling.
  • The Abacus: Grants 6 Block every time your draw pile shuffles. In an infinite loop where the deck shuffles 5-10+ times per turn, The Abacus alone generates 30-60+ Block. This turns any infinite draw loop into a defensive infinite even without offensive Block cards.
  • Ice Cream: Preserves unspent energy between turns. Not a direct infinite enabler, but lets you bank energy on setup turns and spend it all when the loop starts.
  • Gambling Chip: Mulligan your opening hand on Turn 1. Essential for finding combo pieces in a small deck that needs specific cards in the starting hand.

Building toward infinite: deck construction

Going infinite requires the smallest possible deck in combat. The target is 5-8 cards after Exhaust effects and removal. Every card in the deck must either be part of the loop or must Exhaust itself to get out of the way.

  • Remove aggressively from Act 1. Every shop visit should remove a Strike or Defend. The 75-gold cost is worth it. By Act 2, your deck should be under 15 cards.
  • Take Exhaust cards over raw power. Burning Pact, True Grit, and Dark Pact remove non-loop cards from your deck during combat, shrinking it to loop size by Turn 2-3.
  • Skip most card rewards. Adding cards to a deck you are trying to shrink is counterproductive. Only take cards that are part of the loop or that Exhaust themselves.
  • Prioritize card removal events. The Falling event (remove a card), Bonfire Spirits (remove a card for a relic), and the shop are your primary removal tools.
  • Upgrade loop cards. An upgraded Claw+ or Prepared+ is strictly better inside the loop. Upgrading non-loop cards is wasted unless you plan to Exhaust them.

Ironclad: Corruption + Dark Embrace + Feel No Pain

The Ironclad's infinite is built on Exhaust synergy, not 0-cost spam. Corruption makes all Skill cards cost 0 but forces them to Exhaust. Dark Embrace draws a card whenever a card Exhausts. Feel No Pain grants 3 Block (upgraded: 4) whenever a card Exhausts. Together, every Skill you play costs 0, draws a replacement, and generates Block.

The damage source is Juggernaut (5 damage to a random enemy whenever you gain Block) or Barricade + Body Slam (accumulate Block across turns, then slam for the total). With enough Skills in the deck, a single turn cycles through every Skill, generates 40+ Block, and deals 40+ damage through Juggernaut procs.

  • Core cards: Corruption, Dark Embrace, Feel No Pain, Juggernaut. All four are required. Without Corruption, Skills cost energy. Without Dark Embrace, the cycle stalls on draw. Without Feel No Pain, there is no Block generation. Without Juggernaut, there is no damage.
  • Supporting cards: Burning Pact (Exhaust a card, draw 2 — free with Corruption), True Grit (gain Block + Exhaust a random card), Offering (draw 3 + gain 2 energy at the cost of 6 HP).
  • Setup: Play Corruption, Dark Embrace, and Feel No Pain on the first 1-2 turns. Turns 3+ should cycle through Skills at 0 cost, drawing and generating Block and damage with each play.
  • Risk: Once you Exhaust all Skills, you have only Attack cards and Powers left. If Juggernaut has not killed the enemy by then, you have no more cycle fuel. Deck must contain enough Skills to kill through Juggernaut damage alone.

Silent: Tactician + Reflex + Prepared

The Silent's infinite uses the discard engine. Prepared (0 cost, draw 2, discard 1) combined with Reflex (draw 2 when discarded) and Tactician (gain 1 energy when discarded) creates a loop: play Prepared, discard Reflex or Tactician, draw more cards and gain energy, repeat.

Once the deck is thin enough (6-8 cards), the loop sustains indefinitely. Damage comes from Shivs (0-cost attacks generated by Blade Dance or Cloak and Dagger), After Image (1 Block per card played), or Envenom (1 Poison per Attack played).

  • Core cards: Prepared (upgraded draws 2, discards 1), Reflex (draw 2 on discard), Tactician (gain 1-2 energy on discard). The loop needs at least 1 Prepared, 1 Reflex, and 1 Tactician.
  • Damage source: Shivs from Blade Dance (0 cost, 3 Shivs) or Infinite Blades (Power: 1 Shiv per turn). Each Shiv is a 0-cost Attack that procs After Image and Envenom.
  • Acrobatics (draw 3, discard 1) is a stronger version of Prepared if you find it, but costs 1 energy. Tactician solves the energy cost by refunding when discarded.
  • After Image converts every card played into +1 Block. In a loop playing 20+ cards per turn, After Image alone generates 20+ Block.
  • Unceasing Top is especially powerful here — whenever you play out your hand, it draws the next card immediately, keeping the chain alive between shuffles.

Defect: Claw + All for One + Scrape

The Defect has the most accessible infinite in the game because Claw is a common card that costs 0 and gains +2 damage permanently for each time any Claw is played during the combat. All for One (2 cost, deal 10 damage, return all 0-cost cards from your discard pile to your hand) retrieves every Claw, Go for the Eyes, FTL, and Beam Cell you played this turn.

The loop: play all 0-cost cards, play All for One to retrieve them, play them again, play All for One again. Scrape (draw 3, discard all non-0-cost cards) finds your 0-cost cards faster and keeps the cycle moving. By the third cycle, each Claw deals 12+ damage. By the fifth cycle, each deals 20+.

  • Core cards: 2-3 copies of Claw, 1-2 copies of All for One, 1-2 copies of Scrape. Go for the Eyes (0 cost, apply Weak) and FTL (0 cost, draw 1 if under 4 cards played) are excellent support.
  • Beam Cell (0 cost, apply Vulnerable) amplifies all Claw damage by 50%. One Beam Cell in the loop multiplies total damage substantially.
  • All for One costs 2 energy. Sundial (2 energy every 3 shuffles) or a single Plasma Orb solves the energy problem. Without an energy source, you need exactly 3 energy per cycle (the base 3).
  • Scrape discards non-0-cost cards, which means it naturally filters the deck down to 0-cost cards over multiple plays. This makes Scrape function as an in-combat deck thinner.
  • This infinite is the easiest to assemble because Claw and Scrape are Common cards. You do not need rare Power setups — just enough 0-cost cards and one copy of All for One.

Necrobinder: Soul cycling with Exhaust engine

The Necrobinder builds toward pseudo-infinite loops through Soul tokens and Exhaust cycling. Souls are 0-cost token cards that draw 2 cards and then Exhaust. Cards like Soul Siphon and Dark Pact generate Souls and Exhaust other cards, shrinking the deck during combat. When the deck hits 8-10 cards, each turn cycles through the entire deck via Souls and Exhaust draws.

The damage source is Doom (an execution threshold that kills enemies below a certain HP) or Haunt (deals 6 damage per Soul played). With a tight enough deck, you play 4-6 Souls per turn, each drawing 2 cards and dealing 6 damage through Haunt, then the Souls Exhaust and the cycle restarts when the draw pile shuffles.

  • Core cards: Dark Pact (Exhaust a card, draw 2), Soul Siphon (gain 1 energy, generate 1 Soul), Haunt (Power: deal 6 damage per Soul played). Osty (companion) generates Souls passively.
  • The Necrobinder does not need Unceasing Top as badly as other characters because Souls themselves provide the draw engine. However, Unceasing Top still helps bridge gaps when the draw pile empties between Soul plays.
  • Target deck size: below 10 cards by mid-Act 2. Necrobinder has the most built-in Exhaust tools of any character, making deck thinning faster than other classes.
  • No Escape is the finisher — it doubles Doom on the enemy each turn. Once Doom reaches a threshold above the enemy's remaining HP, the fight ends instantly regardless of loop status.

Regent: Sealed Throne + Particle Wall + Black Hole

The Regent has the most self-contained infinite combo in the game. The loop requires exactly three cards: Sealed Throne (Power: every card played gains 2 Stars), Particle Wall (0 energy, costs 2 Stars, gain 9 Block, returns to your hand after playing), and Black Hole (Power: deal 3 damage to all enemies whenever you gain or spend Stars).

The math: Play Particle Wall for 0 energy and 2 Stars. Sealed Throne grants 2 Stars for playing it. Net Star cost: zero. Black Hole triggers twice (2 Stars spent, 2 Stars gained) dealing 12 damage total per cycle. Particle Wall returns to your hand. Repeat infinitely. Each cycle also generates 9 Block.

  • Core cards: Sealed Throne (upgraded: 2 Stars per card played), Particle Wall (upgraded: 9 Block, returns to hand), Black Hole (upgraded: 4 damage per Star event). All three are required.
  • The upgraded versions are important. Sealed Throne+ grants 2 Stars (base: 1, which breaks the loop since Particle Wall costs 2). Black Hole+ deals 4 damage per trigger instead of 3.
  • This is the only character where the infinite requires exactly 0 additional deck thinning beyond finding three specific cards. Other cards in the deck do not matter because Particle Wall returns to hand — it never enters the draw pile.
  • Damage per cycle: 12 damage (Black Hole triggers on 2 Stars spent + 2 Stars gained = 4 triggers x 3 damage). With Black Hole+, this rises to 16 per cycle. After 10 cycles: 120-160 damage plus 90 Block.
  • Stars persist between turns, so partial setups still generate value. Even without all three pieces, a Sealed Throne + Particle Wall setup provides unlimited 9-Block cycles.

When infinite combos fail

Not every boss allows you to loop indefinitely. Some bosses have mechanics that directly punish stalling or force you to end the fight quickly.

  • The Insatiable (Act 2 boss): Applies a Sandpit death timer that starts at 4. Each turn the counter decreases by 1. When it hits 0, you die instantly. Frantic Escape cards in your deck add 1 to the timer but increase in cost each use. Infinite loops cannot outrun this timer because the timer is turn-based, not card-based.
  • Doormaker (Act 3 boss): Limits you to 3 Attack cards per turn. Playing a 4th Attack triggers Retaliation (15 damage). Infinite Attack loops like Claw spam hit a hard cap of 3 Attacks per turn, capping your damage output.
  • Test Subject (Act 3 boss): Gains Intangible every 2 turns, reducing all damage to 1. Infinite damage loops still deal only 1 damage per hit during Intangible turns. Poison and Doom bypass Intangible, making Necrobinder and Silent infinite loops more effective than Ironclad or Defect loops here.
  • Knowledge Demon (Act 2 boss): Forces a choice between permanent negative effects every turn. Sloth limits you to 3 card plays per turn. If Sloth is active, any infinite loop that relies on playing 5+ cards per cycle is capped.
  • General anti-loop design: STS2 bosses are more likely to have turn-based timers and per-turn caps than STS1 bosses. Build your infinite to handle these constraints, or have a backup win condition.

Checklist before committing to infinite

Not every run should go infinite. Before committing to the strategy, verify that you meet the minimum requirements.

  • Do you have at least one core enabler relic (Unceasing Top, Sundial, or Gambling Chip) or a character-specific loop that does not need one (Regent Sealed Throne)?
  • Is your deck at or below 15 cards by the end of Act 1? If you are above 20 cards entering Act 2, pivoting to infinite is too late.
  • Have you found at least 2 of the 3-4 core loop cards for your character? Missing one piece means you might never complete the combo.
  • Are there enough card removal opportunities remaining (shops, events) to thin below 10 cards by Act 3?
  • Do you have a backup win condition if the infinite does not come together? A half-built infinite deck with no backup plan loses to Act 2 bosses.

FAQ

¿Cuál es el personaje más fácil para hacer un infinito?

El Defectuoso. Claw y Scrape son cartas comunes, así que aparecen con frecuencia. All for One es una sola Rara que completa el bucle. El combo de El Monarca con Trono Sellado + Muro de Partículas + Agujero Negro es más autocontenido, pero las tres piezas son Infrecuentes o Raras.

¿Se puede hacer un infinito en Ascensión 20?

Sí, pero es más difícil. Los modificadores de Ascensión añaden más cartas al mazo inicial (Ascensión 10: 1 maldición adicional Maldición del Ascenso), reducen la disponibilidad de eliminación de cartas y hacen que los jefes golpeen más fuerte durante los turnos de preparación. La mecánica del bucle sigue funcionando, solo que la fase de ensamblaje es más arriesgada.

¿El jefe Insaciable mata los builds infinitos?

El temporizador de arenas movedizas del Insaciable se basa en turnos, no en cartas. Puedes jugar 100 cartas en un turno y el temporizador no disminuye. El problema es que los bucles infinitos a menudo necesitan 2-3 turnos de preparación antes de activarse, y el temporizador solo te da 4 turnos en total. Si tu bucle está activo en el turno 1-2, puedes infligir suficiente daño a tiempo. Si tarda 3 turnos en prepararse, probablemente mueras.