Slay the Spire

Slay the Spire

86 ratings
Infinite Combos
By Ryuichiro
Most Infinite Combos contain 2 attacks which are played in a loop.
I will call these: Cores
Most Cores have requirements which have to be set up.
I will call these: Setups
You can combine 2 different Cores but have to set up both.

It's also important to have as few cards in your deck/hand/discard pile loop as possible.
The obvious way is to skip every card you don't need and remove cards whenever possible.
Additional ways can be found at the end of the guide.
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Flash of Steel (Colorless)
Core
  • The most obvious Core, it's colorless and doesn't need any Setups.
Impatience (Colorless)
Core
  • This can subsidize the second core as long as you don't have another attack.
  • When you exhaust your other attacks and have a Madness you can pull of some scary loops.
Dual Wield (Ironclad)
Core
  • As long as you have another Core you can make a second one with this one.
  • It will copy a card with all modifiers, for example removed energy costs (Madness).
Dropkick (Ironclad)
Core
  • Requires the enemy to be Vulnerable.
  • You also need 1 Energy to start the loop.


















Setup
  • All Ironclads start with this Setup, but it's only single target.



















  • Is multi target but only lasts 1 round so you have to start the combo in the same round.


















  • The best from both worlds!
Pommel Strike (Ironclad)
Core
  • Requires a way to remove the cost or regain the used energy.


















Setup
Sundial (Uncommon, Any class)
Every 3 times you shuffle your deck, gain 2 Energy.
  • This Relic can make up for the costs of ONE Pommel Strike.


  • Removes the cost but it can be hard to make sure it will target Pommel Strike.
  • The easiest way to set this up is in an earlier round when you have only these two cards on your hand.















  • This is a real gamble but you can get a free Pummel Strike from this card.
Heel Hook (Silent)
Core
  • Requires the enemy to be Weak.
  • You also need 1 Energy to start the loop.


















Setup
  • All Silents start with this free Setup, but it's only single target.


















  • Is multi target but eats your whole Energy so you have to start the combo in a following round.
Tactician + Acrobatics (Silent)
This Combo is a bit special because it doesn't rely on 2 attacks.
Instead it can loop any card you wish, most basic would be a Strike.
But you could also generate energy for UNLIMITED POWER!!!
The only downside is that your draws are randomized and that will slow down your fights a lot compared to the other Infinite combos.

Cores
  • You need 2 of these to loop one Tactician.
  • Upgrading will let you draw an additional card but you still only discard one.

















  • Upgrading it will give 1 more energy per cycle which means you can generate energy and loop everything.

















  • All Silents start with this one so just keep one for the combo.


















Strike Altenatives
  • If for whatever reason you couldn't upgrade your Tactician use this.


















  • If you generated enough energy you can One-Hit Kill everything with this.
  • But it will break your combo for 1 round and only kills ONE enemy!
A Thousand Cuts + Escape Plan (Silent)
This time we won't attack at all.


Cores
  • One is enough, but it will take forever to kill stuff.
  • But with the way the game works atm it's easier to get specific rares then uncommens. Just kill some Elites and you will get what you need. I ended up with 3 upgraded ones in my test run!















  • Speaking of uncommons, getting two of these will be somewhat difficult.
  • You have to look into every shop on your way. I only got my second copy in the 3 stage but the build is strong enough before the Infinite Combo to carry you there.
Other Helpful Relics and Cards
Runic Pyramid (Boss, Any class)
At the end of your turn, you no longer discard your hand.
  • This Relic allows you to have up to 9 none Core cards in your hand so you don't have to exhaust so many.


  • Exhausts 3 (5) unnecessary cards for free.



















  • Exhausts unnecessary cards while drawing more cards. Win/Win


















  • Upgrade this one and you can choose what you want to exhaust.
  • Still worse than Burning Pact...

















  • The high price can be reduced to 2 by upgrading the card.
  • My personal favourite because I always throw away the Strikes first and end up with only Skills, Powers and the 2 Core Attacks in the deck.















  • If you really want to try a Infinite Combo with the Defect... Just don't
14 Comments
piggy252525 14 Feb @ 10:58pm 
prob more im not aware of
piggy252525 14 Feb @ 10:57pm 
Watcher has one: rushdown, eruption+, and inner peace
RacingDog 13 Jul, 2024 @ 8:18pm 
Snecko eye, skim+, 3x meteor card thing, and hologram+.
order: meteors (cheapest to most expensive), skim, hologram+ your skim back, repeat.
TimTim3000 13 Nov, 2023 @ 8:00am 
I did it with Silent: a couple Heel Hooks with Acrobatics and Prepared, never found Tactician which of course would have made it easier. Also found Blind to be a really good pickup because it does Weak 2 to *all* enemies, avoiding the problem of killing an enemy off and Heel Hook no longer working.
kuroneko 8 Nov, 2023 @ 9:09am 
Silent has alot (almost excessive if including Colorless cards), beyond what's already mentioned there is Prepared + Adrenaline combo for 0-cost draw, free discards and energy gains. With 1-2 Reflex/Tactician in the deck, she can effortlessly cycle through the deck few times. With Sundial relic as mentioned, she's got infinite energy too.
ancientcampus 8 Mar, 2023 @ 5:23am 
Thanks for the guide - I want to try this out now. When you play a card, it goes straight to your discard pile, then, ready to be drawn? I did not know that! I assumed that, like in other deckbuilding games, cards only go into the discard at the end of the turn.
Domaki 14 Dec, 2022 @ 2:46pm 
There are also setups that can create infinites using relics, a classic is the unceasing top with 0 cost cards (namely anger), and sundial with a lot of relatively cheap draw. Infinites are hard despite these extra options, but games can definitely be single handedly won off relic value utilized in a creative way
2LambBuna 6 Nov, 2019 @ 10:21am 
tools of the trade power for silent with tactician / sneaky strike / back flip
Nirym 4 Nov, 2019 @ 9:31am 
For whoever is interested, I tried a combo with the defect. The setup can be whatever power you want but you need 3 energy to do a 1 turn infinity. The core uses Zap+, Fusion+ and Skim.

If you really want that 1 turn infinity, you need to keep the base relic to start with 1 orb. You also need to avoid adding orb slots. Finally, you need to start with a Fusion+ and then alternate with a Zap+ during the entire fight.

It's also possible to have both Skim and Coolheaded+ along with Fusion+ and Zap+ BUT you need Fission+ if you want a 1 turn infinity. It's an harder to manage combo and also longer because of the ice dealing no damages.

Hopefully this can help someone.
Nick 21 Oct, 2018 @ 2:47am 
I think you meant Blind+ instead of Malaise