Damage Breakpoint Tool

Advanced Combo Damage Calculator

Build the exact card order for this turn. Track Strength, Vulnerable timing, Poison carry, Shiv generation, and Finisher hits without hand-waving.

15cards in the first release
0cards in the current line
0projected primary damage
3energy left after line

A-Grade Page Scope

Sequence Matters More Than Raw Card Prestige

This calculator is for turns where order, block breakpoints, Poison carry, and Shiv accounting decide whether the line is real or fake.

When It Helps

Use it for exact turn construction

It is strongest when you already know the hand, the target HP and Block, and the attack order you are trying to cash this turn.

Where It Lies

A pretty number does not make an invalid line playable

If the line breaks Energy, overspends Shivs, or relies on a mechanic outside the supported pool, the output still shows math but not a legally playable combat line.

Input Boundary

Supported pool only, real board state only

The page reads the listed supported cards, the exact sequence, and the live target state you enter. Unsupported cards, hidden triggers, and future draws stay outside the promise.

How It Works

How the Combo Damage Calculator Sequences Your Turn

This page resolves the card order you build and produces the real damage output for that exact sequence — including Strength scaling, Vulnerable timing, Poison carry-in, Shiv generation, and Finisher hits.

Reviewed2026-03-29
How to Use It

Build the sequence in the order you plan to play it

Add cards to the sequence panel in the exact order you intend to play them this turn. The calculator resolves each card left to right, carrying Strength stacks, Vulnerable status, active Poison, and generated Shivs forward through every step.

If you want to test whether playing the Vulnerable card before the big attack changes the total, swap the order and compare the output. That card-order question is the most common use case for this tool.

  • Set the enemy HP, Block, and initial Poison before building the line.
  • Use the Curated Openers section to load a common sequence as a starting point, then edit it.
  • The Output Summary at the bottom shows primary damage, Poison carry damage, and whether the sequence crosses the lethal threshold for the selected enemy range.
What It Models

Strength, Vulnerable, Poison, Shivs, and Finisher triggers

Each card in the library carries a defined damage formula, energy cost, and tag set. The calculator applies Strength to base damage, multiplies by 1.5 when Vulnerable is active on the target, accumulates Poison from apply effects, generates Shivs from the current Shiv sources, and checks Finisher conditions against the preceding attack count.

The projection window shows how residual Poison damage adds to the immediate total across extra turns, which matters for fights where the enemy survives the current turn but not the next.

  • Strength is applied at the point where each attack card resolves, not globally at the start of the sequence.
  • Vulnerable is applied by the card that inflicts it and takes effect on the next attack card in the line.
  • Shiv generation feeds the Shiv count live as you build the sequence, so Finisher cards read the correct available count.
Where It Stops

Supported pool only, one turn at a time

The calculator only models cards in the supported library, which covers the most common combo pieces for each character. Cards outside that set cannot be added to the sequence, and their effects on Strength, Poison, or Shiv generation are not reflected in the output.

The tool also models one combat turn at a time. It does not simulate enemy attacks, draw order, or multi-turn resource accumulation beyond the Poison carry projection.

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 reviewedMarch 28, 2026

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

Patch verifiedCurrent Early Access combo damage model

If a patch moves the numbers, wording, or assumptions behind this page, the page gets revised, narrowed, or rechecked again.

Applies toOrdered damage sequencing, poison carry, Shiv counts, and payoff-turn math entered into this calculator.

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.

Turn Setup

Tune the live board state first. The line resolves top to bottom, so setup cards only help what comes after them.

Spawn HP Check

Pick a known enemy if you want a full-health lethal range on top of the live HP check. Set current Block or starting debuffs back to zero if you want a clean opener roll.

Curated Openers

Start from a known shell, then adjust the order or upgrades to match your hand.

Card Library

Search the supported pool and add cards in sequence order. Upgrade state is stored per card entry.

15 shown15 tracked

Strike

Silent · Basic Attack

1 Energy

Simple single-hit filler for clean baseline checks.

AttackStrikeStarter
BaseDeal 6 damage.
UpgradedDeal 9 damage.

Strike

Ironclad · Basic Attack

1 Energy

Basic attack filler for Ironclad vulnerable lines.

AttackStrikeStarter
BaseDeal 6 damage.
UpgradedDeal 9 damage.

Neutralize

Silent · Basic Attack

0 Energy

Cheap opener that counts for Finisher and adds Weak.

AttackStarterDebuff
BaseDeal 3 damage. Apply 1 Weak.
UpgradedDeal 4 damage. Apply 2 Weak.

Backstab

Silent · Uncommon Attack

0 Energy

Front-loaded zero-cost damage for burst turns.

AttackBurstInnate
BaseDeal 11 damage.
UpgradedDeal 15 damage.

Poisoned Stab

Silent · Common Attack

1 Energy

Hybrid hit plus Poison for mixed damage lines.

AttackPoison
BaseDeal 6 damage. Apply 3 Poison.
UpgradedDeal 8 damage. Apply 4 Poison.

Deadly Poison

Silent · Common Skill

1 Energy

Pure Poison setup for delayed lethal checks.

PoisonSetup
BaseApply 5 Poison.
UpgradedApply 7 Poison.

Dagger Spray

Silent · Common Attack

1 Energy

Two-hit sweep that scales cleanly with Strength.

AttackAoeMulti Hit
BaseDeal 4 damage to all enemies twice.
UpgradedDeal 6 damage to all enemies twice.

Blade Dance

Silent · Common Skill

1 Energy

Loads Shivs for burst turns and Finisher counts.

ShivSetupToken
BaseAdd 3 Shivs into your hand.
UpgradedAdd 4 Shivs into your hand.

Shiv

Silent · Token Attack

0 Energy

Zero-cost token that scales with Strength and Accuracy.

AttackShivToken
BaseDeal 4 damage.
UpgradedDeal 6 damage.

Finisher

Silent · Uncommon Attack

1 Energy

Repeats once for every Attack already played this turn.

AttackFinisherMulti Hit
BaseDeal 6 damage for each Attack already played this turn.
UpgradedDeal 8 damage for each Attack already played this turn.

Accuracy

Silent · Uncommon Power

1 Energy

Adds flat damage to every Shiv that follows.

PowerShivSetup
BaseShivs deal 4 additional damage.
UpgradedShivs deal 6 additional damage.

Haze

Silent · Uncommon Skill

3 Energy

Wide Poison setup for multi-target fights.

PoisonAoeSetup
BaseApply 4 Poison to all enemies.
UpgradedApply 6 Poison to all enemies.

Bash

Ironclad · Basic Attack

2 Energy

Single-target vulnerable setup with real upfront damage.

AttackDebuffStarter
BaseDeal 8 damage. Apply 2 Vulnerable.
UpgradedDeal 10 damage. Apply 3 Vulnerable.

Thunderclap

Ironclad · Common Attack

1 Energy

AOE opener that turns on vulnerable for the whole board.

AttackAoeDebuff
BaseDeal 4 damage and apply 1 Vulnerable to all enemies.
UpgradedDeal 7 damage and apply 1 Vulnerable to all enemies.

Inflame

Ironclad · Uncommon Power

1 Energy

Flat Strength gain for every attack that follows.

PowerStrengthSetup
BaseGain 2 Strength.
UpgradedGain 3 Strength.

Selected Sequence

Drag to reorder or use the arrow buttons. The calculator reads the line exactly as shown here.

0 cards0 energy0 attacks
Add cards from the library to start the line.

Shiv entries consume starting or generated Shivs. If the line spends more than it creates, the result stays visible but the line is flagged as invalid.

Output Summary

Immediate damage is this turn only. Projected damage adds the full Poison decay already on the board after the line ends.

Build a line first

Pick a few cards from the supported pool. The calculator only gets interesting once order matters.

  • Immediate primary damage0
  • Projected primary damage0
  • Immediate board damage0
  • Projected board damage0
  • Poison damage next turn0
  • Total future Poison0
  • Energy remaining3
  • End-of-line Shivs0
  • Immediate lethal on current HPNo
  • Projected lethal on current HPNo
  • Total Block removed0
  • Attacks counted by end0

Step Breakdown

Every row shows what changed after that card resolved.

No line yet. Add cards to see each step.

Supported Scope

This release stays tight on purpose. Clean rules beat fake coverage.

Supported now

  • Strength additive attack scaling
  • Weak 0.75 attack multiplier on the attacker
  • Vulnerable 1.5 attack multiplier on the defender
  • Poison decay forecasting
  • Shiv creation with Accuracy scaling
  • Finisher hit count from prior attacks this turn
  • Single-target and all-enemy sequencing

Current limits

  • No random-target effects in the first release
  • Primary target supports custom HP, Block, Poison, and Vulnerable
  • Other enemies share one Block input and start without custom Poison or Vulnerable