
The Bomb
Skill
2
At the end of 3 turns, deal 40 damage to ALL enemies.

The Bomb+
Skill
2
At the end of 3 turns, deal 50 damage to ALL enemies.
The Bomb
ColorlessSkillUncommon
At the end of 3 turns, deal 40 damage to ALL enemies.
At the end of 3 turns, deal 50 damage to ALL enemies.
Two Energy places a bomb power with a 3 turn counter.
The counter drops at the end of each of your turns, including the turn you play it, and when it would fall below 1 it explodes instead, dealing 40 damage to every enemy, or 50 when upgraded.
Example: a bomb played on turn 1 goes off at the end of turn 3.
The blast is not an attack: Strength, Vulnerable and Weak do not change it, though enemy Block still absorbs it.- Each copy played is its own bomb with its own timer.
Pool
Colorless
Type
Skill
Rarity
Uncommon
Cost
2 Energy
Target
Yourself
When to take The Bomb
A colorless tool for long fights like elites and bosses, since two bombs on consecutive turns clear most Act 2 hallways by turn 4. Take it when your deck lacks area damage.
Cards that synergize with The Bomb

Panic Button
Skill
0
Gain 30 Block.
You cannot gain Block from cards for 2 turns.
Exhaust.
You cannot gain Block from cards for 2 turns.
Exhaust.
Panic ButtonPanic Button buys the turns the bomb needs.Gain 30 Block.
You cannot gain Block from cards for 2 turns.
Exhaust.
You cannot gain Block from cards for 2 turns.
Exhaust.

Dark Shackles
Skill
0
Enemy loses 9 Strength this turn.
Exhaust.
Exhaust.
Dark ShacklesDark Shackles shrinks the enemy hits while you wait.Enemy loses 9 Strength this turn.
Exhaust.
Exhaust.

Rolling Boulder
Power
3
At the start of your turn, deal 5 damage to ALL enemies and increase this damage by 5.
Rolling BoulderRolling Boulder scales on the same slow clock.At the start of your turn, deal 5 damage to ALL enemies and increase this damage by 5.

Equilibrium
Skill
2
Gain 13 Block.
Retain your Hand this turn.
Retain your Hand this turn.
EquilibriumEquilibrium holds the rest of the hand for the turn it lands.Gain 13 Block.
Retain your Hand this turn.
Retain your Hand this turn.

Right Hand Hand
Attack
0
Osty deals 4 damage.
Whenever you play a card that costs or more, return this to your Hand from the Discard Pile.
Whenever you play a card that costs or more, return this to your Hand from the Discard Pile.
Right Hand HandRight Hand Hand triggers on cards that cost 2 or more, and The Bomb is oneOsty deals 4 damage.
Whenever you play a card that costs or more, return this to your Hand from the Discard Pile.
Whenever you play a card that costs or more, return this to your Hand from the Discard Pile.

Danse Macabre
Power
1
Whenever you play a card that costs or more, gain 4 Block.
Danse MacabreDanse Macabre triggers on cards that cost 2 or more, and The Bomb is oneWhenever you play a card that costs or more, gain 4 Block.
Relics that synergize with The Bomb
Intimidating HelmetIntimidating HelmetIntimidating Helmet triggers on cards that cost 2 or more, and The Bomb is oneWhenever you play a card that costs or more, gain 4 Block.
Changes by version
- The Bomb's damage now counts as being dealt by the player
- Updated The Bomb card art
- The Bomb no longer goes into the negatives
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.













