Necrobinder

Doom Execution Threshold Calculator

Figure out exactly how much Doom you need to execute any enemy. Plan your kill turns, optimize your Doom output, and never waste a card again.

77Enemies Tracked
13Doom Cards
5Synergy Sources

How the Doom Mechanic Works

The Execution Rule

At the end of the enemy's turn, if it has accumulated Doom equal to or greater than its current HP, it dies instantly — regardless of armor or block.

Timing Window

Doom checks happen at the end of the enemy's turn. You must have enough Doom stacked before the enemy finishes their action — not when you play the card.

End of Days Exception

The card "End of Days" is unique — it both applies Doom AND immediately checks the execution condition in a single play. No need to wait for the turn cycle.

📈
HP Matters, Not Max HP

The threshold is based on the enemy's current HP, not their maximum. Chip away first, then Doom executes become far easier to set up.

Calculator Editorial

How To Read Doom Thresholds Without Lying To Yourself

This page is not guessing. It is a threshold read built from current HP, existing Doom, card-by-card application rules, and the end-of-turn execute check. Enter the room state honestly and the output stays useful.

Reviewed2026-03-28
What It Solves

Doom kills are threshold math, not vibes

Necrobinder Doom turns usually fail for one boring reason: players know they are close, but not whether they are actually over the line before the enemy turn ends.

This page answers the only question that matters in those rooms: how much real Doom lands on this target right now, and does that total cross the enemy current HP line.

  • Use it when you are deciding whether to commit the execute turn or wait one more cycle.
  • Use it after chip damage, because Doom checks current HP, not max HP.
Input Meanings

Current HP and existing Doom do most of the work

Enemy Current HP is the live threshold. Existing Doom is what is already sitting on the target before you play this turn. Melancholy stacks add flat Doom per application event, not per Doom point.

Card picks model only the cards you actually plan to play. Oblivion needs the real cards-played count, and No Escape reads the Doom already on the enemy before each cast.

  • Ascension only changes the recommended HP band selector; the execute rule itself does not change.
  • Self-Doom cards like Borrowed Time and Neurosurge stay visible in the reference, but they do not inflate target Doom in the calculator result.
Rule Basis

The calculator mirrors the real trigger windows

The baseline rule is simple: Doom Required always equals enemy current HP. Total Doom equals existing Doom plus the new Doom you create this turn.

The special cases are narrow and explicit. No Escape snowballs from existing Doom in 10-point bands, Melancholy adds +2 per stack for every Doom application event, and End of Days is the only listed card that applies Doom and checks execution immediately in one play.

  • No Escape base: 10, or 15 when upgraded.
  • No Escape bonus: +5 for each full 10 Doom already on the enemy before that cast.
  • Melancholy bonus: +2 per stack for each Doom application event.
  • Gap to Execute = max(0, current HP - existing Doom - new Doom this turn).
When It Drifts

The page is honest about what it does not model

This page does not simulate every combat modifier. It will not guess hidden future card draw, Strength scaling from attacks unless the card formula already bakes it in, or enemy behavior after the Doom turn.

AOE powers and self-Doom synergies also have room-level value that is not the same as single-target execute value. That is why this page stays focused on one threshold read at a time.

  • If Blight Strike damage changes because of outside buffs, update your mental line instead of treating the default card value as sacred.
  • If a fight has multiple targets, the page tells you one target crosses the line; it does not solve target priority for you.
Worked Example

36 HP target with 10 Doom already stacked

Suppose the enemy is sitting at 36 current HP with 10 Doom already on it. You queue one upgraded No Escape, one Scourge, and you have 1 Melancholy stack active.

The tool will show that this is already enough. The reason is mechanical, not mystical: No Escape+ opens at 20 Doom here, Scourge adds 13 more, and Melancholy adds 4 more because you created Doom through two separate applications.

  • Start from 10 existing Doom.
  • Play No Escape+: 15 base + 5 bonus from the first 10 existing Doom = 20 new Doom.
  • Play Scourge: +13 Doom.
  • Melancholy 1 stack across 2 applications: +4 Doom.
  • Final total: 10 + 20 + 13 + 4 = 47 Doom, so the enemy dies when the turn check resolves.

Maintenance Signals

Who Maintains This Page

A calculator without ownership is just a fancy guess. These signals show who maintains the tool, which live ruleset it matches, and where the responsibility boundary stops.

Maintained bySTS2 Calculator Tools Desk

Independent fan-made editors and data maintainers. This is not an official Slay the Spire 2 or Mega Crit property.

Responsible editorSTS2 Calculator Site Operator

Final site operator and responsible editor. Final contact for corrections, rights notices, and maintenance triage via [email protected].

Last reviewedMarch 28, 2026

Visible copy, links, and page-level signals were checked in the latest review pass.

Patch verifiedCurrent Early Access Doom rules + enemy HP tables

If a patch moves the numbers, wording, or assumptions behind this page, the page gets revised, narrowed, or rechecked again.

Applies toNecrobinder Doom execute math using the enemy, card, synergy, and current-HP inputs surfaced by this page.

Tool pages cover the math, tables, and assumptions surfaced by the current UI on this route.

DisclaimerTool output is only as honest as the current inputs and published assumptions.

Bad inputs, hidden fight modifiers, or unsupported edge cases still produce bad conclusions. The tool does not guess those for you.

Doom Threshold Calculator

Enter your setup below to calculate the exact Doom needed for an execution.

1Select Enemy or Enter Custom HP
2Configure Your Doom Amplifiers
0
3Select Cards to Play This Turn
Blight Strike
1
attack

Deal {damage} damage. Apply Doom equal to damage dealt.

Doom:= damage dealt
Scourge
1
skill

Apply 13 Doom. Draw 1 card.

Doom:flat 13
Deathbringer
2
skill

Apply 21 Doom and 1 Weak to ALL enemies.

Doom:flat 21 (AOE)
Negative Pulse
1
skill

Gain 5 Block. Apply 7 Doom to ALL enemies.

Doom:flat 7 (AOE)
Countdown
1
power

At the start of your turn, apply 6 Doom to a random enemy.

Doom:6 per turn (random)
No Escape
2
skill

Apply 10 Doom, plus 5 more per 10 Doom already on enemy.

Doom:10 base + 5 per 10 existing
Oblivion
0
skill

Whenever you play a card this turn, apply 3 Doom to the enemy.

Doom:3 per card played
End of Days
3
skill

Apply 29 Doom to ALL enemies. Kill enemies with Doom ≥ HP.

Doom:flat 29 (AOE) + execute
Reaper Form
3
power

Whenever Attacks deal damage, they also apply that much Doom.

Doom:= attack damage (all attacks)
Shroud
1
power

Whenever you apply Doom, gain 2 Block.

Doom:2 Block per Doom event
Borrowed Time
0
skill

Apply 3 Doom to yourself. Gain 1 Energy.

Doom:3 self-Doom + 1 Energy
Time's Up
2
attack

Deal damage equal to the enemy's Doom. Exhaust. (Upgraded: Retain)

Doom:converts Doom to damage
Neurosurge
0
skill

Gain 3 Energy. Draw 2 cards. At turn start, apply 3 Doom to yourself.

Doom:3 self-Doom per turn

Execution Analysis

Doom Required
0
= enemy's current HP (?)
Doom This Turn
0
0 new + 0 existing
Gap to Execute
✓ Ready
Execution threshold met
Energy Spent
0
Total energy cost
Enter enemy HP to see results

Enemy HP Reference

Doom execution thresholds for all tracked enemies. HP ranges reflect normal to hard difficulty variance.

EnemyTypeActMin HPMax HPMin Doom to ExecuteMax Doom to Execute
Assassin Raidernormal118231823
Axe Raidernormal120222022
Bowlbug (Egg)normal121222122
Bowlbug (Nectar)normal135383538
Bowlbug (Rock)normal145484548
Bowlbug (Silk)normal140434043
Brute Raidernormal130333033
Crossbow Raidernormal118211821
Fat Gremlinnormal113171317
Exoskeletonnormal124282428
Inkletnormal111171117
Noisebotnormal118231823
Stabbotnormal118231823
Zapbotnormal118231823
Eye With Teethnormal16666
Guardbotnormal116201620
Gas Bombnormal17777
Phantasmal Gardenernormal126312631
Sneaky Gremlinnormal128322832
Parafrightnormal221212121
Phrog Parasitenormal245504550
Calcified Cultistnormal238413841
Damp Cultistnormal251535153
Gremlin Mercnormal247494749
Sewer Clamnormal256565656
Spiny Toadnormal2116119116119
Fossil Stalkernormal251535153
Flyconidnormal247494749
Fogmognormal274747474
Crusherelite2209209209209
Haunted Shipnormal263636363
Hunter Killernormal2121121121121
Corpse Slugnormal225272527
Mytenormal261676167
Nibbitnormal242464246
Fuzzy Wurm Crawlernormal255575557
Living Fognormal380808080
Living Shieldnormal355555555
Globe Headnormal3148148148148
Infested Prismnormal3200200200200
Magi Knightnormal382828282
Mawlernormal372727272
Ovicopternormal3124130124130
Terror Eelnormal3140140140140
Spectral Knightnormal393939393
Louse Progenitornormal3134136134136
Axebotelite140444044
Bygone Effigyelite1127127127127
Byrdoniselite191949194
Chomperelite160646064
Skulking Colonyelite174747474
Cubex Constructelite165656565
Seapunkelite29810298102
Entomancerelite2145145145145
Flail Knightelite2101101101101
Frog Knightelite2191191191191
Ceremonial Beastelite2252252252252
Decimillipede (Segment)elite240464046
Devoted Sculptorelite3162162162162
The Forgottenelite3106106106106
The Lostelite393939393
The Obscuraelite3123123123123
Spectral Knight (Elite)elite393939393
Knowledge Demonboss1379379379379
Doormakerboss1489489489489
Fabricatorboss2150150150150
Kin Priestboss2190190190190
Slimed Berserkerboss2266266266266
Owl Magistrateboss3234234234234
Lagavulin Matriarchboss3222222222222
Mecha Knightboss3300300300300
Waterfall Giantboss3240240240240
The Insatiableboss3321321321321
The Queenboss3400400400400
The Adversary Mk. Iboss1100100100100
The Adversary Mk. IIboss2200200200200
The Adversary Mk. IIIboss3300300300300

Doom Card Reference

Every Necrobinder card that interacts with the Doom mechanic, with base and upgraded values.

Blight Strike1attack

Deal {damage} damage. Apply Doom equal to damage dealt.

Base Doom8
Upgraded10

Doom scales with Strength. Reaper Form doubles output.

Scourge1skill

Apply 13 Doom. Draw 1 card.

Base Doom13
Upgraded16

Reliable Doom engine. Upgraded draws 2 cards.

Deathbringer2skill

Apply 21 Doom and 1 Weak to ALL enemies.

Base Doom21
Upgraded26

Mass Doom + AOE Weak. Best multi-enemy room card.

Negative Pulse1skill

Gain 5 Block. Apply 7 Doom to ALL enemies.

Base Doom7
Upgraded11

Block + AOE Doom together. Efficient defensive and offensive hybrid.

Countdown1power

At the start of your turn, apply 6 Doom to a random enemy.

Base Doom6
Upgraded9

Passive Doom engine. Upgraded to 9. Best in longer fights.

No Escape2skill

Apply 10 Doom, plus 5 more per 10 Doom already on enemy.

Base Doom10
Upgraded15

Exponential Doom scaling. At 50 Doom already stacked: applies 35 Doom. Snowballs fast.

Oblivion0skill

Whenever you play a card this turn, apply 3 Doom to the enemy.

Base Doom3
Upgraded4

0-cost, great combo turn enabler. With 5 cards: +15 Doom.

End of Days3skill

Apply 29 Doom to ALL enemies. Kill enemies with Doom ≥ HP.

Base Doom29
Upgraded37

Signature execute card. Applies Doom AND triggers execution in one play.

Reaper Form3power

Whenever Attacks deal damage, they also apply that much Doom.

Base Doom
Upgraded

Transforms every Attack into a Doom applicator. Massive synergy with Blight Strike.

Shroud1power

Whenever you apply Doom, gain 2 Block.

Base Doom2
Upgraded3

Block per Doom application (not per point). AOE doom cards trigger this once per enemy.

Borrowed Time0skill

Apply 3 Doom to yourself. Gain 1 Energy.

Base Doom3
Upgraded3

Upgraded version keeps the 3 self-Doom and increases the Energy gain to 2.

Time's Up2attack

Deal damage equal to the enemy's Doom. Exhaust. (Upgraded: Retain)

Base Doom
Upgraded

Alternative to execution — burst damage path. At 100 Doom stacked: 100 direct damage.

Neurosurge0skill

Gain 3 Energy. Draw 2 cards. At turn start, apply 3 Doom to yourself.

Base Doom3
Upgraded4

Self-Doom power. Pairs with Borrowed Time. Upgraded gives +1 Energy and +1 self-Doom.

Necrobinder Doom Strategy Guide

Phase 1 — Stack Phase

Focus the early turns on building Doom stacks. Cards like Scourge, Deathbringer, and Negative Pulse are your workhorses here. Against bosses, start stacking from turn one — they have too much HP to rush the execute.

  • Scourge: efficient 1-cost Doom + card draw
  • Deathbringer: AOE Doom with AOE Weak in one card
  • Negative Pulse: Block + AOE Doom simultaneously

Phase 2 — Amplify Phase

Once Melancholy or Shroud is active, every point of Doom you apply gets multiplied. Reaper Form transforms your entire attack suite into a Doom machine. The amplify phase is where the Necrobinder pulls ahead in efficiency.

  • Melancholy Power: +2 bonus Doom per stack per application
  • Shroud Power: Block generation per Doom event
  • Reaper Form: converts all attack damage to Doom simultaneously

Phase 3 — Execute Phase

When Doom reaches or exceeds the enemy's current HP, the execution triggers at end of turn. You can force it immediately with End of Days or wait for the passive trigger. Plan around the enemy's HP — chip them down first to reduce the threshold.

  • End of Days: applies Doom AND executes in a single play
  • No Escape: scales exponentially on high-Doom targets
  • Time's Up: burst damage alternative when execution is off

Relic Synergies

Book Repair Knife rewards Doom kills with healing — essential for longer runs. Undying Sigil is a defensive powerhouse once the Doom threshold is near: 50% damage reduction before the execute lands means far fewer deaths on the journey.

  • Book Repair Knife: heal on every Doom execution
  • Undying Sigil: -50% incoming damage at threshold
  • Potion of Doom: emergency Doom injection in tough spots
Corrections

Report stale data through the contact page or [email protected]. Source scope lives on the editorial standards page.