An infinite combo is a setup that allows you to keep playing the same cards forever in a single turn, either spending no Energy or continually regaining the energy used. Infinite combos are powerful as they allow you to keep attacking until you win the battle, keep gaining Block until nothing can harm you, or keep gaining energy to spend it all at once on a cost X card.
As most infinite combos work by continually drawing the same cards, the setup requires you to have very few cards in your draw and discard piles. This is helped by avoiding adding cards to your deck other than core cards in the combo and removing them whenever possible. Cards that Exhaust and Power cards may still be used.
Some infinite combos rely on the Sundial combined with a card that allows you to draw two or more cards. Such cards are listed below. This works by playing a multi-draw card with an empty draw pile and fewer than that many cards in the discard pile, which adds two counts to the Sundial. The discard pile must contain a card, usually an Attack, that allows you to draw the multi-draw card again. If the multi-draw card can draw more than two cards, you can include some additional extra cards in the combo.
Necronomicurse can be used in a different kind of infinite combo. Whenever it is exhausted, another copy of it is added to your hand. Blue Candle can be used to play and exhaust these indefinitely with no energy cost, and Tungsten Rod negates the HP loss.
The following achievements can be easily completed if you can set up an infinite combo; however, there are other ways to complete them:
- Infinity: play 25 cards in a single turn.
- Neon: Channel 9 Plasma in a single turn.
- Perfect: defeat a boss without taking any damage.
- The Transient: Defeat the Transient before it fades away.
- You Are Nothing: defeat a boss on turn 1.
Counters[]
The Time Eater counters infinite combos with its Time Warp power, which ends your turn and causes it to gain Strength for every 12 cards you play. The Corrupt Heart counters Blockless infinite combos with its Beat of Death power, dealing damage to you each time you play a card, and its Invincible power, which requires the combo to be performed over several turns. Beware also of Thorns and Sharp Hide.
Pain, Normality, Velvet Choker or Time Maze will block infinite combos in most cases. The Tungsten Rod negates Pain, and the Blue Candle or any other means of exhausting the curses can provide an escape.
Cores[]
The following combinations of cards and relics may be used in an infinite combo.
Colorless[]
- Flash of Steel and either another Flash of Steel or Finesse
- Impatience, any 0-cost card (up to two with Impatience+) and either Flash of Steel, Finesse or another copy of Impatience
- Unceasing Top and any 0-cost card; requires your hand to be otherwise empty
- Sundial combo: Impatience (and an Attack costing up to 2 that lets you draw it again)
- Necronomicurse, Blue Candle, Tungsten Rod and Panache
Red[]
- Any two or more of Flash of Steel, Finesse or Dropkick (Dual Wield can be used to duplicate one)
- Sundial combos: Pommel Strike+, Burning Pact with Necronomicurse and 0(1) extra card
- Necronomicurse, Blue Candle, Tungsten Rod and any of the following:
- Dark Embrace and any number of 0-cost cards
- Feel No Pain
- Charon's Ashes
Green[]
- Any two or more of Flash of Steel, Finesse or Heel Hook
- 2 × Acrobatics, Tactician and any 0-cost card (or 1-cost card if Tactician is upgraded)
- Sundial combos: Acrobatics with 0(1) extra card (more when combined with Reflex), Backflip, Expertise
- 2x Nightmare, Adrenaline, and a means to generate Intangible and damage. This combo can pulled off without shuffling your discard pile, but might require a Well-Laid Plans to set up reliably.
- Necronomicurse, Blue Candle, Tungsten Rod and any of the following:
Blue[]
Claw is especially effective when played in an infinite combo. Zap+ may be used to cycle Lightning orbs and combine with Thunder Strike as a finisher.
- 2 × Skim, Fusion+ and any 0-cost card
- 2 × Coolheaded+, Fusion+, using Blizzard as a finisher
- Meteor Strike and either 2 × Skim and up to one 0-cost card or Unceasing Top
- All for One and Hologram+ both with cost reduced to 0, and any number of other 0-cost cards; this combo does not depend on shuffling your discard pile.
- Sundial combos: Coolheaded+, Skim with 1(2) extra cards
Purple[]
Most infinite combos for the Watcher requires changing stances that would harness the extra energy generated by either Calm or Divinity. Mental Fortress can provide infinite block (against Thorns, Beat of Death, etc.) while Talk to the Hand offers the same by attacking. Flurry of Blows can offer damage for non-energy generating combos and Brilliance can destroy with mantra generating combos. These combos can be categorized by the two main stances involved.
Neutral[]
- Sundial combos: Cut Through Fate with 0(1) extra cards, Empty Mind with 1(2) extra cards.
Calm & Neutral[]
- 1-cost Calm card (e.g. Inner Peace, Fear No Evil), 2 × Empty Mind, N × Flurry of Blows. May require an enemy that intends to attack to reach Calm. Allows any many Flurry of Blows as can fit in hand. Variations include:
- 2 × Empty Mind+ allows adding any 0-cost card to the loop (e.g. Consecrate, Halt). And if the 0-cost card is Just Lucky, N × Weave can also be added to the combo.
Calm & Wrath[]
- Rushdown, 1-cost Calm card, 1-cost Wrath card (e.g. Eruption+, Indignation). May require an enemy that intends to attack to reach Calm. Variations include:
- Violet Lotus and/or Sundial allows the usage of 2-cost Calm card such as Vigilance or generate extra energy.
Divinity & Neutral[]
- Pray+, Prostrate, Empty Mind => Requires an extra Insight to initiate the combo. This is energy neutral. A variation is to use 2 × Prostrate+ and 1 Empty Mind+ to generate 1 energy per divinity cycle.
Divinity & Calm[]
- Pray+, Master Reality, 1-cost Calm card => Requires an extra Insight+ to initiate the combo. A complete 20 Mantra cycle would generate 3 energy.
- Pray+, 1-cost Calm card, 1-cost Draw 2+ card (e.g. Inner Peace/Empty Mind/Sanctity) => Requires an extra Insight to initiate the combo. A complete cycle uses 20 Mantra to enter and exit both Divinity and Calm twice and would generate 1 energy. The extra energy can be used to play an extra card but would require a Draw 3+ card to be card neutral. Variations include:
- Vigilance and Inner Peace allows for a energy neutral blocking combo.
- Inner Peace and Wheel Kick allows for a energy neutral attacking combo.
Divinity & Wrath[]
- Pray+, Prostrate, Rushdown, 1-cost Wrath card => Requires an extra Insight to initiate the combo. This is energy neutral.
Interactions[]
- Panache, A Thousand Cuts, After Image, Kunai, Letter Opener, Shuriken will keep triggering as you play more cards.
- Tingsha and Tough Bandages activate every time Tactician is discarded.
- Runic Pyramid and Equilibrium allow you to keep more cards in your hand, making it easier to set up an infinite combo.
- Purity, Burning Pact, True Grit+ and Recycle allow you to exhaust unnecessary cards. Corruption can sometimes also be used this way.
- Sundial or The Abacus allow you to steadily gain energy or Block respectively while playing an infinite combo.
- Madness can allow infinite combos with more cards, such as Pommel Strike.