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.

98Enemies Tracked
7Playable Doom Cards
3Synergy 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.

Reviewed2026-04-26
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.

Card picks model only the immediate Doom cards you actually plan to play. Oblivion needs the real cards-played count, No Escape reads the Doom already on the enemy before each cast, and Borrowed Time only belongs in the energy budget check because it does not add Doom.

  • Ascension only changes the recommended HP band selector; the execute rule itself does not change.
  • Turn-economy cards stay out of the Doom total instead of being forced into fake threshold math.
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, Oblivion counts later cards only, 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.
  • 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 and one Scourge.

The tool will show that this is already enough. The reason is mechanical, not mystical: No Escape+ opens at 20 Doom here, and Scourge adds 13 more.

  • 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.
  • Final total: 10 + 20 + 13 = 43 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 shwuhen@gmail.com.

Last reviewedApril 26, 2026

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

Patch verifiedV103.2 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 plus Borrowed Time budget checks 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
3Optional Borrowed Time Budget Check

Borrowed Time is an accelerator, not a Doom source

Use this only when Borrowed Time is played before the Doom cards selected below. The budget check prices the card itself and the temporary +1 tax on every selected follow-up card.

3
4Select Doom 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)
No Escape
1
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 later card played
End of Days
3
skill

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

Doom:flat 29 (AOE) + execute

Execution Analysis

Doom Required
0
= enemy's current HP (?)
Doom This Turn
0
0 new + 0 existing
Gap to Execute
✓ Ready
Execution threshold met
Line Cost
0
0 base
Energy Budget
3
No accelerator applied
Enter enemy HP to see results
Pick a Doom line before reading the budget

The budget block wakes up after you select at least one Doom card.

Defensive Output

Block shown here is separate from the execute threshold and does not change the selected line cost.

ShroudOffEnable the power above to count per-application Block.
Death's Door6 / 7Base / upgraded Block before any Doom is applied this turn.

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
Calcified Cultistnormal138413841
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
Leaf Slime (M)normal132353235
Leaf Slime (S)normal111151115
Living Fognormal180808080
Mawlernormal172727272
Nibbitnormal142464246
Punch Constructnormal155555555
Seapunknormal144464446
Sewer Clamnormal156565656
Shrinker Beetlenormal138403840
Slithering Stranglernormal153555355
Sludge Spinnernormal137393739
Snapping Jaxfruitnormal131333133
Sneaky Gremlinnormal110141014
Toadpolenormal121252125
Tracker Raidernormal121252125
Twig Slime (M)normal126282628
Twig Slime (S)normal1711711
Two-Tailed Ratnormal117211721
Vine Shamblernormal161616161
Bygone Effigyelite1127127127127
Byrdoniselite181848184
Phantasmal Gardenerelite126312631
Phrog Parasiteelite161646164
Skulking Colonyelite170707070
Terror Eelelite1140140140140
Wrigglerelite117211721
Ceremonial Beastboss1252252252252
Kin Followerboss158595859
Kin Priestboss1190190190190
Lagavulin Matriarchboss1222222222222
Soul Fyshboss1211211211211
Vantomboss1173173173173
Waterfall Giantboss1240240240240
Bowlbug (Egg)normal221222122
Bowlbug (Nectar)normal235383538
Bowlbug (Rock)normal245484548
Bowlbug (Silk)normal240434043
Chompernormal260646064
Exoskeletonnormal224282428
Hunter Killernormal2121121121121
Louse Progenitornormal2134136134136
Mytenormal261676167
Ovicopternormal2124130124130
Slumbering Beetlenormal286868686
Spiny Toadnormal2116119116119
The Obscuranormal2123123123123
Thieving Hoppernormal279797979
Tough Eggnormal214181418
Tunnelernormal287878787
Decimillipedeelite240464046
Decimillipedeelite240464046
Decimillipedeelite240464046
Entomancerelite2145145145145
Infested Prismelite2200200200200
Crusherboss2209209209209
Knowledge Demonboss2379379379379
Rocketboss2199199199199
The Insatiableboss2321321321321
Axebotnormal370787078
Devoted Sculptornormal3162162162162
Fabricatornormal3150150150150
Frog Knightnormal3191191191191
Globe Headnormal3148148148148
Living Shieldnormal355555555
Owl Magistratenormal3231231231231
Scroll of Bitingnormal330373037
Slimed Berserkernormal3261261261261
The Forgottennormal3106106106106
The Lostnormal393939393
Turret Operatornormal341414141
Flail Knightelite3101101101101
Magi Knightelite382828282
Mecha Knightelite3300300300300
Soul Nexuselite3234234234234
Spectral Knightelite393939393
Doormakerretired3489489489489
Aeonglassboss3512512512512
Queenboss3400400400400
Test Subject #C{Count}boss3100100100100
Torch Head Amalgamboss3199199199199

Doom Card Reference

These are the immediate Doom cards the calculator can price honestly on the current turn. Delayed powers, room-wide setup pieces, and pure payoff cards stay out of the solver on purpose.

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.

No Escape1skill

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

Single-target setup piece. Count only the cards played after Oblivion resolves.

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.

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 Shroud is active, each Doom application also buys defense. The real gain here is cleaner application efficiency, not clicking every support card you happen to draw.

  • Shroud Power: Block generation per Doom event
  • Count application events carefully, because defensive payoff comes from clean sequencing more than noisy overplay

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
  • Chip damage lowers the threshold faster than another weak Doom application

Borrowed Time Lines

Borrowed Time belongs before short, heavy Doom packages. If the turn only works by chaining too many cheap cards after it, the surcharge usually steals the burst right back.

  • Use it when one high-cost closer and one support card decide the room
  • Skip it when the hand is mostly cheap clutter that immediately pays the tax back
  • Upgrade matters because the surcharge stays flat while the burst jumps from 4 to 6

Relic Synergies

Book Repair Knife rewards Doom kills with healing. Undying Sigil is a defensive hinge once the threshold is near: cutting incoming damage before the execute resolves buys the extra turn that slow stacks sometimes need.

  • Book Repair Knife: heal on every Doom execution
  • Undying Sigil: -50% incoming damage at threshold
  • Budget the turn first, then cash the relic upside after the line is actually live