Verwandle Selbstverletzung in verheerenden Vorteil. Bruch verleiht bei jedem Selbstschaden Stärke.
This build revolves around deliberately losing HP to trigger Rupture (gain Strength when losing HP from cards) and scale Tear Asunder (deals extra damage per HP lost this combat). Cards like Brand, Offering, Bloodletting, and Hemokinesis cost HP to play, which feeds both payoffs simultaneously. Ironclad's Burning Blood passive offsets some of the self-damage between fights, making this archetype uniquely suited to him.
Rupture is the absolute first priority — without it, self-damage cards are just expensive. Bloodletting costs 3 HP but gives 2 Energy, and with Rupture, that becomes +1 Strength as well. Brand exhausts a card for 1 HP and gains 1 Strength, perfect for trimming the deck. Offering (lose 6 HP, gain 2 Energy, draw 5) is incredible value when every HP lost equals Strength. Take Flame Barrier or Shrug It Off for defense — you're already losing HP, so blocking becomes critical.
Tear Asunder is the build's payoff card. It deals 5 damage, and for every HP you've lost this combat, it deals an additional hit. After losing 15-20 HP (easy with Offering + Bloodletting), Tear Asunder hits 15-20+ times. Each hit scales with Strength from Rupture. Hemokinesis costs 2 HP for 15 damage — another HP trigger. Feed heals you by 3 when killing an enemy, partially recouping HP costs. Keep the deck small so Tear Asunder and Rupture draw consistently.
With Rupture online and 20+ HP lost in a fight, Tear Asunder becomes a machine gun dealing 20+ hits of Strength-scaled damage. Inferno costs HP but deals massive AoE. Crimson Mantle provides passive Block each turn while slowly draining HP — another Rupture trigger. Against Act 3 bosses, play Offering turn 1 (lose 6 HP = +1 Strength from Rupture, +2 Energy, draw 5), then Brand/Bloodletting to stack more Strength, then unleash Tear Asunder for 50+ total damage.
Gain 1 Strength whenever you lose HP from a card. The entire build's engine. Take immediately.
5 damage + extra hit per HP lost this combat. Primary damage payoff that scales with self-damage.
Lose 6 HP for 2 Energy + draw 5. Triggers Rupture and enables explosive turns.
0 cost: Exhaust 1 card, lose 1 HP, gain 1 Strength. Deck trimming + Rupture trigger + Strength.
Lose 3 HP, gain 2 Energy. Triggers Rupture and funds expensive plays.
Lose 2 HP, deal 15 damage. Solid damage that also triggers Rupture.
Deal 10 damage. If it kills, gain 3 max HP permanently. Sustain for a build that loses HP frequently.
12 Block + retaliatory damage. Critical defense for a build with consistently low HP.
When core cards aren't available, these alternatives keep the build functional.
Gain 3 Block next turn after losing HP. Since you lose HP constantly, this provides free passive defense every turn.
At the end of your turn, if you lost HP this turn, gain 1 Strength. Stacks with Rupture for double Strength gain.
Draw 3 cards whenever you lose HP. Free card draw on a build that loses HP every turn.
Heal 12 HP if below 50% at end of combat. Insurance against aggressive self-damage.
Ironclad's starter relic. 6 HP heal per fight helps offset the constant self-damage.
+1 Strength at combat start. Multiplied by Tear Asunder's many hits.
Enemies gain +1 Strength while you're already at low HP. Too dangerous.
You need to know when enemies hit hard because your HP is often low. Blind intent is suicidal.
Opening chests costs 1 HP + adds Curses. Extra HP loss without Rupture benefit, and Curses bloat the deck.
Play Offering + Bloodletting early for huge Rupture Strength gains. Tear Asunder with 10+ HP lost devastates Guardian. Use defensive mode turns to set up more self-damage.
Be careful with self-damage before Hexaghost's Inferno turn. Block heavily turn 2. After surviving, your accumulated Strength from Rupture makes quick work of remaining HP.
Self-damage aggressively in the first half to stack Rupture and Tear Asunder hits. Burst past 50% with a massive Tear Asunder. After split, your Strength handles both halves.
Focus self-damage on setup turns when Collector isn't attacking hard. Tear Asunder's multi-hit is perfect for picking off minions while dealing boss damage. Feed on minion kills for HP sustain.
Self-damage cards have low play count but high impact. Rupture + Offering is only 2 cards but gains massive Strength. Tear Asunder is one card for enormous damage. Natural fit against the card limit.
It's risky but viable. Self-Forming Clay and proper Block cards mitigate the HP loss. At Ascension 15+, take extra defensive cards and don't self-damage below 20 HP without lethal available.
Rupture alone with Strength-scaling attacks (Heavy Blade, Twin Strike) still works. Tear Asunder is the optimal payoff, but any multi-hit attack benefits from Rupture Strength. Consider pivoting to Strength build.
With Burning Blood healing 6 between fights, you can afford to lose 15-20 HP per fight comfortably. Against bosses, losing 25-30 HP is fine if it means killing fast. Feed recovers max HP for long-term sustain.
No. Rupture only triggers when you lose HP from your own cards. Enemy attacks don't count. This is why cards like Offering, Bloodletting, and Brand are essential — they're the Rupture fuel.
Yes! Brand exhausts cards while self-damaging. Burning Pact and Havoc help cycle the deck. The Exhaust package (Feel No Pain, Dark Embrace) provides defense and draw that this build desperately needs.