
Negative Pulse
Skill
1
Gain 5 Block.
Apply 7 Doom to ALL enemies.
Apply 7 Doom to ALL enemies.

Negative Pulse+
Skill
1
Gain 6 Block.
Apply 11 Doom to ALL enemies.
Apply 11 Doom to ALL enemies.
Version
Currentv0.107.1 · newest of 7Pre Nov 2025November 20th · 6 of 7Pre Oct 2025October 2nd · 5 of 7Pre Sep 2025September 25th · 4 of 7Pre Jan 2025January 16th · 3 of 7Pre Nov 2024November 14th · 2 of 7Pre Nov 2024November 1st · 1 of 7

Negative Pulse
Skill
1
Gain 5 Block.
Apply 6 Doom to ALL enemies.
Apply 6 Doom to ALL enemies.

Negative Pulse+
Skill
1
Gain 6 Block.
Apply 9 Doom to ALL enemies.
Apply 9 Doom to ALL enemies.

Negative Pulse
Skill
1
Gain 7 Block.
Apply 6 Doom to ALL enemies.
Apply 6 Doom to ALL enemies.

Negative Pulse+
Skill
1
Gain 8 Block.
Apply 9 Doom to ALL enemies.
Apply 9 Doom to ALL enemies.

Negative Pulse
Skill
1
Gain 8 Block.
Apply 6 Doom to ALL enemies.
Apply 6 Doom to ALL enemies.

Negative Pulse+
Skill
1
Gain 9 Block.
Apply 9 Doom to ALL enemies.
Apply 9 Doom to ALL enemies.

Negative Pulse
Skill
1
Gain 7 Block.
Apply 6 Doom to ALL enemies.
Apply 6 Doom to ALL enemies.

Negative Pulse+
Skill
1
Gain 9 Block.
Apply 9 Doom to ALL enemies.
Apply 9 Doom to ALL enemies.

Negative Pulse
Skill
1
Gain 7 Block.
Apply 4 Doom to ALL enemies.
Apply 4 Doom to ALL enemies.

Negative Pulse+
Skill
1
Gain 9 Block.
Apply 6 Doom to ALL enemies.
Apply 6 Doom to ALL enemies.
Negative Pulse
NecrobinderSkillCommon
You are viewing an old version of this card
Five Block (6 upgraded), then 7 Doom (11 upgraded) on every enemy that can be hit, applied one enemy at a time. Doom never decays: at the end of the enemy turn, any enemy with at least as much Doom as HP dies, so Doom is a permanent countdown that other Doom cards add to.
When to take Negative Pulse
A core Common for a Doom Necrobinder and good in any deck for group fights, since it writes off HP on every enemy for 1 Energy. Upgrade it early, one of the biggest jumps in the pool.
Cards that synergize with Negative Pulse

No Escape
Skill
1
Apply 10 Doom, plus an additional 5 Doom for every 10 Doom already on this enemy.
No EscapeNo Escape adds 5 more per 10 Doom already there.Apply 10 Doom, plus an additional 5 Doom for every 10 Doom already on this enemy.

Shroud
Power
1
Whenever you apply Doom, gain 2 Block.
ShroudShroud gives 2 Block per Doom application, and this card applies once per enemy.Whenever you apply Doom, gain 2 Block.

Death's Door
Skill
1
Gain 6 Block.
If you applied Doom this turn, gain Block 2 additional times.
If you applied Doom this turn, gain Block 2 additional times.
Death's DoorDeath's Door Blocks three times on any turn you applied Doom.Gain 6 Block.
If you applied Doom this turn, gain Block 2 additional times.
If you applied Doom this turn, gain Block 2 additional times.

Time's Up
Attack
2
Deal damage equal to the enemy's Doom.
Exhaust.
Exhaust.
Time's UpTime's Up deals the Doom as damage.Deal damage equal to the enemy's Doom.
Exhaust.
Exhaust.

End of Days
Skill
3
Apply 29 Doom to ALL enemies.
Kill enemies with at least as much Doom as HP.
Kill enemies with at least as much Doom as HP.
End of DaysEnd of Days builds on Doom, which Negative Pulse appliesApply 29 Doom to ALL enemies.
Kill enemies with at least as much Doom as HP.
Kill enemies with at least as much Doom as HP.
Beacon of Hope
Power
1
Whenever you gain Block on your turn, other players gain half that much Block.
Beacon of HopeBeacon of Hope makes Block count for more, and Negative Pulse gains itWhenever you gain Block on your turn, other players gain half that much Block.

Entrench
Skill
2
Double your Block.
EntrenchEntrench makes Block count for more, and Negative Pulse gains itDouble your Block.

Prolong
Skill
0
Next turn, gain Block equal to your current Block.
Exhaust.
Exhaust.
ProlongProlong makes Block count for more, and Negative Pulse gains itNext turn, gain Block equal to your current Block.
Exhaust.
Exhaust.
Relics that synergize with Negative Pulse
Undying SigilUndying SigilUndying Sigil halves the damage of enemies whose Doom has caught up.Enemies with at least as much Doom as HP deal 50% less damage.
Book Repair KnifeBook Repair KnifeBook Repair Knife builds on Doom, which Negative Pulse appliesWhenever a non-Minion enemy dies to Doom, heal 3 HP.
Parrying ShieldParrying ShieldParrying Shield makes Block count for more, and Negative Pulse gains itIf you end a turn with at least 10 Block, deal 6 damage to a random enemy.
Sturdy ClampSturdy ClampSturdy Clamp makes Block count for more, and Negative Pulse gains itUp to 10 Block persists across turns.
Pael's LegionPael's LegionPael's Legion makes Block count for more, and Negative Pulse gains itDoubles Block gained from a card, then goes to sleep for 2 turns.
VambraceVambraceVambrace makes Block count for more, and Negative Pulse gains itThe first time you gain Block from a card each combat, double the amount gained.
Changes by version
- Doom increased from 6 to 7 (upgraded 9 to 11)
- Block decreased from 7 to 5 (upgraded 8 to 6)
- Block decreased from 8 to 7 (upgraded 9 to 8)
All 7 patch notes4 older
- Block gain increased from 7 to 8
- Doom applied increased from 4 to 6 (upgraded 6 to 9)
- Block gain increased from 6 to 7 (upgraded 7 to 9)
- Negative Pulse block lowered from 7(8) to 6(7)
Internal playtest notes are from before the Early Access release. Names and numbers in them can differ from the game today.

Purchase today

If you haven't bought Slay The Spire 2 yet, it's time. Support the devs, they made an amazing game.










