Ein risikoreicher Selbstschadens-Archetyp, der LP-Verlust in Stärke und Energie umwandelt.
This build revolves around playing cards that deal damage to you (Bloodletting effects) while using Rupture to convert each self-damage instance into permanent Strength. Inferno turns self-damage into raw AoE damage, while Tear Asunder delivers massive single-target hits that scale with both Strength and HP loss count. The key is managing your HP pool while ramping Strength faster than any other archetype.
Rupture is the foundation — take it whenever offered and upgrade it immediately to double its efficiency. Bloodletting provides early energy but only take it if you have draw support, as 3 HP is a steep price without payoff. Breakthrough is your best early attack: AoE damage for only 1 HP. Look for Crimson Mantle early — it guarantees 1 HP loss per turn (triggering Rupture) while providing 8 Block passively. Don't be afraid to take chip damage; Ironclad's Burning Blood heals 6 HP per combat.
By Act 2, aim to have 2 copies of Rupture (preferably upgraded) and at least one reliable self-damage source. Inferno becomes your AoE solution — it deals damage equal to HP lost in combat to ALL enemies. Hemokinesis provides strong single-target burst at the cost of 2 HP. Start looking for Tear Asunder as your late-game finisher — it deals 5 damage plus additional hits for each time you've lost HP. Brand is excellent for thinning your deck while triggering Rupture.
With multiple Ruptures online, every self-damage instance gives +2-4 Strength. Crimson Mantle alone generates 2-4 free Strength per turn. Tear Asunder becomes your primary win condition — after losing HP 8-10 times in a fight, it deals 5 damage 9-11 times, multiplied by your massive Strength. Against Act 3 bosses, set up Rupture and Crimson Mantle early, then let the Strength snowball. Feed is excellent here — gaining max HP compensates for self-damage and the flat HP cost becomes proportionally cheaper.
Foundation of the build. Each self-damage instance grants permanent Strength. Upgrade doubles efficiency.
Deals AoE damage equal to HP lost this combat. Scales naturally with the self-damage strategy.
Multi-hit finisher that gains additional strikes for each time you've lost HP. Nuclear with high Strength.
Guaranteed 1 HP loss per turn triggers Rupture passively. Also provides 8 Block (10 upgraded) every turn.
Lose 3 HP to gain 2 Energy. Only good with draw support but enables explosive combo turns.
Strong AoE attack that only costs 1 HP. Best early-game damage card for this archetype.
Free exhaust that also triggers 1 HP loss. Good for deck thinning and Rupture triggers.
Gain max HP on kill. Offsets self-damage costs and gives a bigger HP pool to work with.
When core cards aren't available, these alternatives keep the build functional.
Gain Block whenever you lose HP in combat — perfect synergy with self-damage cards.
Works amazingly with Bloodletting and Offering, reducing the effective HP cost.
Free draw on the first time you take damage each combat — triggers reliably in this build.
Ironclad's starter relic. 6 HP heal per fight is essential to sustain self-damage costs.
Free +1 Strength stacks on top of Rupture scaling.
Heal 12 HP when ending combat below 50% — likely in a self-damage deck.
You need to see enemy intent to decide when it's safe to lose more HP.
Enemies gaining +1 Strength compounds with the damage you're already taking from your own cards.
Losing the ability to rest is dangerous when your build drains your own HP.
Self-damage during Guardian's defensive mode still triggers Rupture. Use early turns to stack Strength via Crimson Mantle, then burst through the shield with Tear Asunder.
Hexaghost's Inferno on turn 2 is dangerous when you're already draining your own HP. Set up Rupture turn 1 but prioritize Block turn 2. Let Strength snowball through mid-fight.
Burst damage with Tear Asunder helps kill before the 50% split. After splitting, your Inferno card cleans up both halves efficiently since it's AoE.
Minion spawns give you more targets for Inferno's AoE. Focus Rupture setup early, then Tear Asunder the boss while Inferno handles adds.
This build naturally plays fewer cards per turn since many are high-impact. Rupture + Crimson Mantle give passive Strength without playing cards. Tear Asunder is a single card that delivers devastating damage.
Ironclad starts at 80 HP with 6 HP healing per combat from Burning Blood. Most self-damage costs are 1-3 HP. With Crimson Mantle providing Block and Rupture giving Strength, fights end faster than the HP drain becomes dangerous. Prioritize Feed and healing relics for safety.
2 upgraded Ruptures is the sweet spot. Each upgraded Rupture gives +2 Strength per self-damage instance, so 2 copies give +4 Strength every time. This makes even Crimson Mantle's 1 HP cost give +4 Strength per turn.
Excellent. Offering loses 6 HP but draws 5 cards and gives 2 Energy. In this build, the HP loss also triggers Rupture for free Strength. It's one of the best cards you can add.
Yes, there's natural overlap. Brand exhausts cards while dealing 1 HP (triggering Rupture). Offering is amazing in both archetypes. The Exhaust synergy cards like Feel No Pain provide Block that helps offset self-damage.
The Pain curse deals 1 HP to you when playing other cards. In this build, that's actually beneficial — every card you play triggers Rupture for free Strength. Don't remove Pain if you have Rupture online.