
Necrobinder
ネクロバインダー
Doom Stacking Build
Doom Stacking Build
Build Overview
A control-style build that piles huge amounts of the Doom debuff on enemies, then releases it all at once via The Hour (convert Doom value to damage) or Day of Reckoning (lethal enemies with Doom over HP). Doombringer lands bulk Doom on all enemies, Nowhere to Run scales it exponentially, and persistent Doom supply from Powers like Countdown and Reaper Form — plus Oblivion (apply 3 Doom per card played this turn) — keeps the stack growing. Shadow Cloak (2-3 Block per Doom applied) makes offense and defense happen at the same time, producing a self-sufficient plan that shines in boss fights.
Tier: S
The Nowhere to Run + The Hour combo has no theoretical damage cap — with enough Doom you can hit several hundred damage in a single turn. Shadow Cloak handles defense, so grinding out Doom during a long fight works against most bosses. Scavenge pulls Nowhere to Run from discard for multiple plays in the same turn, snowballing Doom into top-tier hits. The weakness is the early few turns while Doom stacks, so fast enemies can be awkward.
Key Cards (Essential)
- Nowhere to Run: A scaling skill applying 10-15 base Doom plus 5 more per existing 10 Doom. Chaining multiple copies in one turn snowballs Doom. The single most important card in the Doom build
- The Hour: Attack dealing damage equal to enemy Doom stacks. 100 Doom means 100 damage, 300 means 300 — scaling with no ceiling
- Doombringer: Cost 2 applying 21-26 Doom to all enemies plus Weak 1. The main bulk-supply card — recycled each turn via Grave Explosion
- Shadow Cloak: Power that grants 2-3 Block per Doom applied. The more Doom, the more Block, and Doombringer alone applies 26 Doom x 2-3 Block to everything
Candidate Cards
- Day of Reckoning: Cost 3 applying 29 Doom to all enemies and lethaling any enemy with Doom above current HP. The top finisher — pushes Nowhere to Run's stack past the lethal threshold
- Reaper Form: Cost 3 Power. Each attack applies Doom equal to damage dealt. Big hits auto-stack huge Doom
- Countdown: Power that applies 6 Doom to a random enemy each turn start. Longer fights stack Doom automatically and trigger Shadow Cloak Block each turn
- Oblivion: Cost 0 skill. Applies 3 Doom per card played this turn. Play first on a heavy-play turn for massive Doom
- Grave Explosion: Damage + recover 1 from discard. Upgraded loses its Exhaust, letting you reclaim Doombringer every turn
- Cursed Flesh Trick: Power adding damage on each debuff application. Doombringer's Weak also triggers it, especially strong in multi-enemy fights
- Misery: Spreads one target's debuffs to all enemies. Concentrate Doom on one target, then spread for AoE Day of Reckoning lethals
- Scavenge: Pulls 3 cards from discard. Reclaim Nowhere to Run or Doombringer to chain more copies in the same turn — Doom explodes
Relic Synergies
- Immortal Crest: Necrobinder-exclusive relic reducing damage from enemies with Doom-over-HP by 50%. Basically designed for this build — the more Doom, the less damage you take, combining with Shadow Cloak for a rock-solid defense
- Eerie Lamp: First debuff-applying card per combat is doubled. First Doombringer hits 42-52 Doom in one shot, dramatically boosting Nowhere to Run's scaling ramp
- Pyre: First Exuded skill per combat adds a copy to hand. It doesn't apply to The Hour (Exude attack), but Exuded skills like Scavenge gain a copy, effectively increasing Nowhere to Run recovery
- Sturdy Clamp: Carry up to 10 Block to the next turn. Shadow Cloak's Block carries over, stabilizing the early Doom-stacking turns
- Letter Opener: Deal 5 damage to all enemies per 3 skills played per turn. Skill-spam builds trigger it often
- Game Piece: Draw 1 on any Power play. Many Powers (Shadow Cloak, Countdown, Reaper Form), so setup-turn draw is a big benefit
- Gambling Chip: Mulligan at combat start. Reliably pull Nowhere to Run, The Hour, Doombringer for a consistent combo opener
Play Plan
Act 1
Create a plan to place Shadow Cloak the moment you draw it. Early on, pick Nowhere to Run and Doombringer, and grab either Countdown or Oblivion as soon as possible. Remove filler like Strike and Defend so the Doom rotation stays tight. On mob fights, practice the Oblivion + multi-play + Nowhere to Run + The Hour line for a fast sweep.
Act 2
Prioritize The Hour and Day of Reckoning. If you can place Reaper Form despite the cost 3 (alongside Friendship), Doom stacking goes into overdrive. Upgrade Grave Explosion so Doombringer recycles every turn — 26 Doom to all enemies per turn plus massive Shadow Cloak Block creates a wall-plus-spear balance. Misery spreads Doom from single-target to full AoE for multi-enemy fights.
Act 3
With the deck complete, boss fights become one-sided. Friendship makes Reaper Form (cost 3) comfortable. Boss flow: "Place Countdown, passively stack for a few turns, Oblivion + card spam, Doombringer bulk, multiple Nowhere to Runs to double, release via The Hour or Day of Reckoning." With Scavenge, reclaiming Nowhere to Run from discard and chaining it the same turn can push Doom past 500.
Strengths and Weaknesses
Strengths
- No theoretical damage cap — Nowhere to Run chains plus The Hour realistically hit several hundred damage
- Shadow Cloak turns offense into defense, so offense and defense compound together
- Day of Reckoning's lethal clears multi-enemy rooms, saving resources
- Reaper Form auto-stacks Doom from normal attacks, simplifying management
Weaknesses
- The first few turns of stacking are weak on damage, and big enemy hits can punish that
- Turns without Nowhere to Run or The Hour in hand produce much less damage
- Debuff-immune or status-immune enemies shut the plan down entirely
- Build needs multiple high-cost Powers (Reaper Form cost 3, Friendship cost 1), so pick luck is a factor
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