Quel est le personnage le plus facile pour un infini ?
Le Défectueux. et sont des cartes communes, elles apparaissent fréquemment. est une seule Rare qui complète la boucle.
Comment construire des combos infinis dans Slay the Spire 2 : prérequis du deck, reliques habilitantes, boucles par personnage et les boss conçus pour les couper.
Un combo infini est une séquence de cartes qui ne coûte aucune énergie nette, se pioche elle-même et se répète indéfiniment en un seul tour. Une fois assemblé, le combo inflige des dégâts illimités ou génère du Blocage illimité, transformant n'importe quel combat en victoire garantie.
Les combos infinis sont les builds les plus difficiles à assembler dans Slay the Spire 2. Ils nécessitent une suppression agressive de cartes, des reliques spécifiques et un deck assez compact pour cycler à chaque tour. La plupart des parties n'atteindront pas l'infini. Mais comprendre comment fonctionnent les combos infinis améliore n'importe quelle partie.
Note de vérification
Vérification croisée avec les listes de seeds de xModHub, guide de decks infinis de GamerBlurb, guides de personnages de Mobalytics et builds rapportés par la communauté.
Résumé rapide
Ce guide se concentre sur une question pratique précise, pour que vous puissiez le consulter pendant une partie sans avoir à lire un résumé général.
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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 or ) or the loop cards themselves must deal damage (, Shivs). The loop must also survive shuffling — when your draw pile empties, the discard pile shuffles back in and the cycle restarts.
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.
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.
The Ironclad's infinite is built on Exhaust synergy, not 0-cost spam. makes all Skill cards cost 0 but forces them to Exhaust. draws a card whenever a card Exhausts. 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 (5 damage to a random enemy whenever you gain Block) or + (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 procs.
The Silent's infinite uses the discard engine. (0 cost, draw 2, discard 1) combined with (draw 2 when discarded) and (gain 1 energy when discarded) creates a loop: play , discard or , 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 or ), After Image (1 Block per card played), or (1 Poison per Attack played).
The Defect has the most accessible infinite in the game because is a common card that costs 0 and gains +2 damage permanently for each time any is played during the combat. (2 cost, deal 10 damage, return all 0-cost cards from your discard pile to your hand) retrieves every , , FTL, and you played this turn.
The loop: play all 0-cost cards, play to retrieve them, play them again, play again. (draw 3, discard all non-0-cost cards) finds your 0-cost cards faster and keeps the cycle moving. By the third cycle, each deals 12+ damage. By the fifth cycle, each deals 20+.
The Necrobinder builds toward pseudo-infinite loops through tokens and Exhaust cycling. Souls are 0-cost token cards that draw 2 cards and then Exhaust. Cards like 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 (deals 6 damage per played). With a tight enough deck, you play 4-6 Souls per turn, each drawing 2 cards and dealing 6 damage through , then the Souls Exhaust and the cycle restarts when the draw pile shuffles.
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), (0 energy, costs 2 Stars, gain 9 Block, returns to your hand after playing), and (Power: deal 3 damage to all enemies whenever you gain or spend Stars).
The math: Play for 0 energy and 2 Stars. Sealed Throne grants 2 Stars for playing it. Net Star cost: zero. triggers twice (2 Stars spent, 2 Stars gained) dealing 12 damage total per cycle. returns to your hand. Repeat infinitely. Each cycle also generates 9 Block.
Not every boss allows you to loop indefinitely. Some bosses have mechanics that directly punish stalling or force you to end the fight quickly.
Not every run should go infinite. Before committing to the strategy, verify that you meet the minimum requirements.
FAQ
Le Défectueux. et sont des cartes communes, elles apparaissent fréquemment. est une seule Rare qui complète la boucle.
Oui, mais c'est plus difficile. Les modificateurs d'Ascension ajoutent plus de cartes au deck initial et réduisent la disponibilité de suppression.
Le chronomètre de sables mouvants de l'Insatiable se base sur les tours, pas sur les cartes. Vous pouvez jouer 100 cartes en un tour et le chronomètre ne diminue pas. Le problème est que les boucles infinies ont souvent besoin de 2-3 tours de préparation.
Sources
GamerBlurb: How Infinite Decks Work
AuthorityComprehensive infinite combo guide covering deck requirements, key relics, and per-character setups.
Into Indie Games: Regent Ultimate Build Guide
AuthorityRegent Stars infinite combo guide covering Sealed Throne, Particle Wall, and Black Hole loop.
Mobalytics Defect guide
AuthorityCommunity-maintained Defect build guide with Claw and Orb archetype strategies.
Mobalytics Ironclad guide
AuthorityDetailed Ironclad archetype analysis including Strength, Block, and Exhaust builds.
Mobalytics Necrobinder guide
AuthorityDetailed Necrobinder archetype analysis including Doom, Soul, and Osty builds.
Mobalytics Regent guide
AuthorityDetailed Regent archetype analysis including Stars and Forge builds.
Mobalytics Silent guide
AuthorityDetailed Silent archetype analysis including Sly, Poison, and Shiv builds.
NoobFeed: Defect Claw Deck Tips
AuthorityDefect Claw infinite combo breakdown with All for One and Scrape loop details.
xModHub infinite combo guide
AuthorityDocumented infinite loops with seed examples and math breakdowns.
Steam discussion: Stuck in infinite loop
CommunityCommunity discussion on infinite loop bugs and intentional infinite combo builds in STS2.