Doom
Reach the kill line—but survive the enemy turn that comes first.
At the end of an enemy's turn, it dies if current HP is no higher than its Doom. Reaching the threshold is not an immediate kill, so the enemy normally attacks first. Artifact blocks an entire Doom application.
Read the exact rules
Rules before recommendations
How Doom works
Doom is a threshold, not ordinary damage. If an enemy ends its turn with current HP at or below Doom, it dies. Necrobinder can also receive Doom and is checked at the end of the player's turn.
Meeting the threshold does not normally interrupt the enemy action. Keep enough Block or Weak to survive the attack that happens before the end-turn execution.
One Artifact charge blocks one entire Doom application, regardless of its size. Use a cheap debuff to remove Artifact before committing Deathbringer or Scourge.
End of Days is the major exception because it applies Doom and checks for execution immediately. Doom execution bypasses ordinary Block and damage reduction.
The resource loop
What you are trying to convert
- 1
Remove Artifact if necessary, then apply an efficient first Doom source.
- 2
Use No Escape, Countdown, Reaper Form or repeated applications to grow the threshold.
- 3
Convert Doom applications into side value through Shroud, Death's Door, Time's Up or relics.
- 4
Defend the final enemy action, then collect the end-turn execution—or use End of Days to skip the wait.
The pieces that matter
Cards and relics that support Doom
Cards
ScourgeA dependable single-target Doom source.
Negative PulseApplies Doom to all while contributing defense.
DeathbringerLarge area Doom plus Weak.
No EscapeScales from Doom already on the target.
CountdownProvides continuing Doom growth for long fights.
Reaper FormTurns Attack damage into continuing Doom pressure.
End of DaysApplies Doom and checks the kill threshold immediately.
Relics
Book Repair KnifeHeals after non-Minion enemies die to Doom.
Undying SigilReduces damage from enemies already over the Doom kill line.
Unsettling LampCan amplify the first debuff source, including a planned Doom application.
Execution
Play tips that save real HP
- Keep defending after Doom reaches current HP. The enemy usually still takes its turn.
- Break Artifact with a cheap debuff before spending the large Doom card.
- Bring a growth source to bosses; a few fixed Doom numbers rarely keep pace with boss HP alone.
- Use No Escape after the first Doom application, not as the card that starts the stack.
- In group fights, apply area Doom first and then concentrate additional value on the enemy whose next action is most dangerous.
Common mistakes
- Assuming the enemy dies the instant Doom reaches current HP.
- Assuming Artifact subtracts one Doom instead of cancelling the whole source.
- Drafting only Doom applications and no Block, Weak or payoff that buys the needed time.
- Treating normal Doom and End of Days as if both execute immediately.
Experimental branch
Beta v0.111.0 differences
The timing can change whether a unit crosses or escapes the threshold before Doom checks.
The main branch difference is timing, not a replacement of the Doom game plan.
Continue with Necrobinder
See where this mechanic fits beside the character's other build packages, Act 1 picks and relic priorities.
Open the Necrobinder guide