Build guide · Steam Demo
Rolling Death: double the damage without wasting its uses
Understand the fatal-hit doubling sequence, prepare each kill and budget the card’s eight base uses.
Demo build 23718635The short answer
Rolling Death doubles its damage on a fatal hit, but its base card has only 8 Uses. Prepare enemies for its killing blow and check the remaining uses before every cast. Huge damage screenshots require reading the modified card, not assuming the base version is infinite.
In this guide

Cards in this plan
Open this core in the builder →A starting core to adapt during a run. Generated food and optional upgrades are explained below.
Separate the setup attack from the growing finisher
Core · limited fatal growth
Rolling Death1 energy · Combat
- Deal 1 damage
- On a fatal hit: Multiply Damage: 2
Uses 8
Its base cost is 1, starting damage is 1, and it has 8 Uses. A fatal hit multiplies its damage by 2. A nonfatal play still spends a use without producing that fatal growth.
Full effects, properties & growth →
Flexible · prepare the target
Stab1 energy · Combat
- Deal 4 damage
Use an affordable attack to leave an enemy in the finisher’s range. Its base 4 damage is a tool for arithmetic, not a reason to overkill the target.
Full effects, properties & growth →
Alternative · additive growth
Hungry blade1 energy · Combat
- Deal 5 damage
- On a fatal hit: Increase damage by 2
Hungry blade gains 2 damage on a fatal hit instead of doubling. It is a different growth route, and its base record does not have Rolling Death’s 8-use restriction.
Full effects, properties & growth →Give every cast a purpose
- Read Rolling Death’s current damage and remaining Uses.
- Choose an enemy that can be brought into fatal range without dying to the setup attack.
- Save 1 energy for the finisher. If you cannot reach the threshold, use another plan instead of spending a scarce use on a nonfatal poke.
- Finish with Rolling Death and check its doubled damage.
- Recalculate the next kill threshold. A larger number does not remove the cost or remaining-use limit.
- Reserve enough uses for the fight where you need the card most, and keep a separate way to win ordinary fights.
What the unmodified doubling sequence looks like
Starting at 1 damage, seven consecutive fatal plays produce the following damage values for the next play. This is arithmetic for the base effect, without other changes or enemy modifiers.
| Successful fatal plays so far | Damage before the next play | Base uses remaining |
|---|---|---|
| 0 | 1 | 8 |
| 1 | 2 | 7 |
| 2 | 4 | 6 |
| 3 | 8 | 5 |
| 4 | 16 | 4 |
| 5 | 32 | 3 |
| 6 | 64 | 2 |
| 7 | 128 | 1 |
The eighth base play spends the final use. Do not budget a ninth attack simply because the last fatal trigger would double a damage value.
Why a record screenshot is not a complete recipe
Different starting damage, modified uses or extra effects change the entire sequence. A card name and a large damage number do not reveal those changes.
Keep the grown card’s current properties with any build you copy. If it has already spent most of its uses, adding draw does not restore them. A different card that handles ordinary combat makes it easier to save the finisher for useful targets.
Record the growth conditions
Record starting or modified damage, the important fatal sequence, remaining Uses, and the largest actual hit. Damage printed on the card and damage dealt to an enemy can differ.
The builder opens the core without invented growth values. Fill in the ending values from your run and explain any modifications in the notes before sharing.