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Deal 6 damage.
Strike is the primary tool for dealing damage in the early game, allowing the Ironclad to overcome low-HP enemies before they can scale. As the run progresses, it is typically prioritized for removal unless the player finds specific “Strike” synergy pieces to maintain its relevance.
Perfected Strike
This card directly scales its damage based on the number of “Strike” cards in your deck, including the basic Strike. Keeping your starting Strikes becomes a viable strategy to maximize the burst potential of this specific attack.
Strike Dummy
This relic adds a flat +3 damage to every card with “Strike” in its name, effectively increasing the basic Strike's damage by 50%. This makes your starting deck significantly more potent during Act 1 and early Act 2.
Hellraiser
This power automatically plays any “Strike” card you draw, which includes the basic Strike, for zero energy cost. It turns your basic deck into a source of passive damage, freeing up energy for more expensive skills or powers.
Ghost Seed
This relic grants the Ethereal keyword to all Strikes, causing them to exhaust if they are not played. This provides a built-in mechanism to thin your deck of basic attacks during longer boss fights, improving your draw quality over time.