Slay the Spire 2 Rocket Fist Infinite — The Status-Fed Zero-Cost Loop
Published 2026-05-15Updated 2026-09-195 min read
Rocket Punch gets cheaper every time a Status is created and Overclock creates one every cast: build the loop where the Defect's biggest attack resolves for free, forever, in Slay the Spire 2.
The rocket fist infinite is the Defect's most literal combo deck: Rocket Punch — 13 (14) damage plus a draw — reduces its own cost by 1 every time you create a Status, and Overclock creates a Status every time it draws. Put the two cards in one deck with enough velocity, and Rocket Punch resolves for zero energy, over and over, until the room stops having enemies in it.

The two cards that are the deck
- Rocket Punch (Uncommon, 2) — deal 13 (14) damage, draw 1 (2), and whenever you create a Status, this card's cost drops by 1 until played. The payload and the engine in one card.
- Overclock (Uncommon, 0) — draw 2 (3), add a Burn to your discard pile. The Status factory. Two copies: one is the ignition, the second is redundancy.
The supporting cycle
- Scrape (Uncommon, 1) — 7 (10) damage, draw 4 (5), discard whatever doesn't cost 0. Digs for the loop pieces and loves the 0-cost cards the loop produces.
- Reboot (Rare, 0) — shuffle everything back into the draw pile, draw 4 (6). The anti-silt reset when the discard pile gets Burn-heavy.
- Charge Battery (Common, 1) — Block now, energy next turn. The bridge across the loop's startup turn.
- Machine Learning (Rare Power, 1) — draw 1 extra at the start of every turn. Passive velocity on an engine that can never draw enough.
Starting the loop
- Keep 1 energy banked. The loop's first Revolution needs Overclock (0) plus something to do with the hand — starting flat-footed is how runs die.
- Cast Overclock — draw 2–3, create a Burn. Rocket Punch's cost ticks down.
- Cast Rocket Punch — it draws, the hand refills, and every further Status creation discounts the next one.
- Repeat. Overclock feeds Punch, Punch draws into more gas, and the enemy takes 13-plus damage every rotation for declining energy costs.
Building rules
- Thin aggressively. Basic Strikes that cost 1 are loop-breakers — every non-zero card in the pile is a turn where the chain stalls (see deck thinning).
- Don't chase other Status synergies unless they trigger on creation — the loop only manufactures Burns on demand.
- One block line minimum (Charge Battery, a Frost channel, or Buffer). The loop is fast but not instant; the first two turns still belong to the enemy.
At full speed the turn is: Overclock, Punch, Punch, Scrape, Punch — each Punch cheaper than the last, the hand never emptying, the boss's health bar arguing with arithmetic it cannot win.
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