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.

97Enemies Tracked
12Doom 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.

ReviewedMarch 28, 2026
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.
  • Reference-only cards like Neurosurge, Reaper Form, and Shroud stay visible for planning context, 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 lines and delayed-resource cards 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.

Tool Dependency Matrix

What This Doom Tool Depends On

Doom math only stays honest when Necrobinder rule facts and enemy HP bands are both reading from the last trusted dataset instead of a stale handwritten snapshot.

All tracked datasets for this tool are currently verified against V0.103.0.

Cards · VerifiedEnemies · Verified
Live manifestV0.103.0

Version facts were last rechecked on April 13, 2026.

Enemy HP lines97

HP bands now read from the maintained enemy dataset while keeping the curated Doom notes layer.

Playable lines7 live / 12 tracked

Only cards that can move this turn target Doom stay in the calculator input list. The rest stay in the reference section.

Rule overridesdoom-data-overrides.json

Doom-only special cases now live in one override file instead of being hardcoded through the page component.

  • Enemy HP drift moves execute thresholds immediately.
  • Reference-only cards still matter for planning, but only cards that can change this turn target Doom stay in the calculator input list.

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 reviewedApril 13, 2026

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

Patch verifiedDoom rule model maintained; live card and enemy status are exposed on this route.

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 8 damage. Apply Doom equal to damage dealt.

Doom:= damage dealt
Scourge
1
Skill

Apply 13 Doom. Draw 1 card.

Doom:flat Doom
Deathbringer
2
Skill

Apply 21 Doom and 1 Weak to ALL enemies.

Doom:flat Doom (AOE)
Negative Pulse
1
Skill

Gain 5 Block. Apply 7 Doom to ALL enemies.

Doom:flat Doom (AOE)
No Escape
1
Skill

Apply 10 Doom, plus an additional 5 Doom for every 10 Doom already on this enemy.

Doom:base plus 5 per 10 existing Doom
Oblivion
0
Skill

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

Doom:Doom per card played this turn
End of Days
3
Skill

Apply 29 Doom to ALL enemies. Kill enemies with at least as much Doom as HP.

Doom:flat Doom plus immediate execute check

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
Brute Raidernormal130333033
Bygone Effigynormal1127127127127
Byrdonisnormal181848184
Calcified Cultistnormal138413841
Ceremonial Beastnormal1252252252252
Corpse Slugnormal125272527
Crossbow Raidernormal118211821
Cubex Constructnormal165656565
Damp Cultistnormal151535153
Eye With Teethnormal16666
Fat Gremlinnormal113171317
Flyconidnormal147494749
Fogmognormal174747474
Fossil Stalkernormal151535153
Fuzzy Wurm Crawlernormal155575557
Gas Bombnormal17777
Gremlin Mercnormal147494749
Haunted Shipnormal163636363
Inkletnormal111171117
Kin Followernormal158595859
Kin Priestnormal1190190190190
Lagavulin Matriarchnormal1222222222222
Leaf Slime (M)normal132353235
Leaf Slime (S)normal111151115
Living Fognormal180808080
Mawlernormal172727272
Nibbitnormal142464246
Phantasmal Gardenernormal126312631
Phrog Parasitenormal161646164
Punch Constructnormal155555555
Seapunknormal144464446
Sewer Clamnormal156565656
Shrinker Beetlenormal138403840
Skulking Colonynormal170707070
Slithering Stranglernormal153555355
Sludge Spinnernormal137393739
Snapping Jaxfruitnormal131333133
Sneaky Gremlinnormal110141014
Soul Fyshnormal1211211211211
Terror Eelnormal1140140140140
Toadpolenormal121252125
Tracker Raidernormal121252125
Twig Slime (M)normal126282628
Twig Slime (S)normal1711711
Two-Tailed Ratnormal117211721
Vantomnormal1173173173173
Vine Shamblernormal161616161
Waterfall Giantnormal1240240240240
Wrigglernormal117211721
Bowlbug (Egg)normal221222122
Bowlbug (Nectar)normal235383538
Bowlbug (Rock)normal245484548
Bowlbug (Silk)normal240434043
Chompernormal260646064
Crushernormal2209209209209
Decimillipedenormal240464046
Decimillipedenormal240464046
Decimillipedenormal240464046
Entomancernormal2145145145145
Exoskeletonnormal224282428
Hunter Killernormal2121121121121
Infested Prismnormal2200200200200
Knowledge Demonnormal2379379379379
Louse Progenitornormal2134136134136
Mytenormal261676167
Ovicopternormal2124130124130
Rocketnormal2199199199199
Slumbering Beetlenormal286868686
Spiny Toadnormal2116119116119
The Insatiablenormal2321321321321
The Obscuranormal2123123123123
Thieving Hoppernormal279797979
Tough Eggnormal214181418
Tunnelernormal287878787
Axebotnormal340444044
Devoted Sculptornormal3162162162162
Doormakernormal3489489489489
Fabricatornormal3150150150150
Flail Knightnormal3101101101101
Frog Knightnormal3191191191191
Globe Headnormal3148148148148
Living Shieldnormal355555555
Magi Knightnormal382828282
Mecha Knightnormal3300300300300
Owl Magistratenormal3234234234234
Queennormal3400400400400
Scroll of Bitingnormal331383138
Slimed Berserkernormal3266266266266
Soul Nexusnormal3234234234234
Spectral Knightnormal393939393
Test Subject #C{Count}normal3100100100100
The Forgottennormal3106106106106
The Lostnormal393939393
Torch Head Amalgamnormal3199199199199
Turret Operatornormal341414141

Doom Card Reference

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

Blight Strike1Attack

Deal 8 damage. Apply Doom equal to damage dealt.

Base Doom8
Upgraded10

The real Doom equals damage that lands, so Strength, Vulnerable, or armor can move the number.

Scourge1Skill

Apply 13 Doom. Draw 1 card.

Base Doom13
Upgraded16

Clean single-target Doom with draw attached. This is the boring reliable line.

Deathbringer2Skill

Apply 21 Doom and 1 Weak to ALL enemies.

Base Doom21
Upgraded26

Applies Doom to every enemy, but this page still evaluates one selected target at a time.

Negative Pulse1Skill

Gain 5 Block. Apply 7 Doom to ALL enemies.

Base Doom7
Upgraded11

Block plus AOE Doom. Useful when the execute turn still has to survive the room.

Countdown1Power

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

Base Doom6
Upgraded9

Countdown is a future-turn engine, not immediate threshold Doom for the current turn.

No Escape1Skill

Apply 10 Doom, plus an additional 5 Doom for every 10 Doom already on this enemy.

Base Doom10
Upgraded15

Reads the Doom already on the target before each cast. Multiple copies snowball because the running total updates between plays.

Oblivion0Skill

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

Base Doom3
Upgraded4

Use the actual cards-played count. Fake hand counts make this number worthless.

End of Days3Skill

Apply 29 Doom to ALL enemies. Kill enemies with at least as much Doom as HP.

Base Doom29
Upgraded37

This is the one card here that both applies Doom and performs the kill check in the same play.

Reaper Form3Power

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

Base Doom
Upgraded

Reaper Form matters for attack sequencing, but this page does not re-simulate attack packages around it.

Shroud1Power

Whenever you apply Doom, gain 2 Block.

Base Doom
Upgraded

Shroud changes survivability, not the target Doom total on its own.

Time's Up2Attack

Deal damage equal to the enemy's Doom.

Base Doom
Upgraded

Burst-finisher alternative. It spends the Doom state already built instead of adding more.

Neurosurge0Power

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

Base Doom3
Upgraded3

Energy spike now, self-Doom later. Keep it in planning, not in the immediate execute count.

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.

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