
Breakthrough
Attack
1
Lose 1 HP.
Deal 9 damage to ALL enemies.
Deal 9 damage to ALL enemies.

Breakthrough+
Attack
1
Lose 1 HP.
Deal 13 damage to ALL enemies.
Deal 13 damage to ALL enemies.
Version

Breakthrough
Attack
1
Lose 1 HP.
Deal 10 damage to ALL enemies.
Deal 10 damage to ALL enemies.

Breakthrough+
Attack
1
Lose 1 HP.
Deal 13 damage to ALL enemies.
Deal 13 damage to ALL enemies.
Lose 1 HP.
Deal 10 damage to ALL enemies.
Deal 10 damage to ALL enemies.
Lose 1 HP.
Deal 13 damage to ALL enemies.
Deal 13 damage to ALL enemies.
Breakthrough
IroncladAttackCommon
You are viewing an old version of this card
Lose 1 HP.
Deal 9 damage to ALL enemies.
Deal 9 damage to ALL enemies.
Lose 1 HP.
Deal 13 damage to ALL enemies.
Deal 13 damage to ALL enemies.
You lose 1 HP first, ignoring Block, then every enemy takes 9 damage (13 upgraded). Because the HP loss comes before the hit, effects that trigger on losing HP resolve first, and a Strength gain from Rupture is already in place for the damage. Strength adds to each enemy's hit.
When to take Breakthrough
Take it in Act 1 for hallway fights against three enemies, where 27 total damage for 1 Energy is excellent. Upgrade it early, 4 extra damage on every enemy is a big jump.
Cards that synergize with Breakthrough

Rupture
Power
1
Whenever you lose HP on your turn, gain 1 Strength.
RuptureRupture gives Strength before the hit lands.Whenever you lose HP on your turn, gain 1 Strength.

Inferno
Power
1
At the start of your turn, lose 1 HP.
Whenever you lose HP on your turn, deal 6 damage to ALL enemies.
Whenever you lose HP on your turn, deal 6 damage to ALL enemies.
InfernoInferno adds 6 more to all enemies for the HP loss.At the start of your turn, lose 1 HP.
Whenever you lose HP on your turn, deal 6 damage to ALL enemies.
Whenever you lose HP on your turn, deal 6 damage to ALL enemies.

Spite
Attack
0
Deal 5 damage.
If you lost HP this turn,
hits 2 times.
If you lost HP this turn,
hits 2 times.
SpiteSpite hits twice afterward.Deal 5 damage.
If you lost HP this turn,
hits 2 times.
If you lost HP this turn,
hits 2 times.

Thunderclap
Attack
1
Deal 4 damage and apply 1 Vulnerable to ALL enemies.
ThunderclapThunderclap applies Vulnerable to all first.Deal 4 damage and apply 1 Vulnerable to ALL enemies.

Inflame
Power
1
Gain 2 Strength.
InflameInflame is cheap permanent Strength for every target.Gain 2 Strength.

Tear Asunder
Attack
2
Deal 5 damage.
Hits an additional time for each time you lost HP this combat.
Hits an additional time for each time you lost HP this combat.
Tear AsunderTear Asunder triggers when you lose HP, and Breakthrough makes you lose someDeal 5 damage.
Hits an additional time for each time you lost HP this combat.
Hits an additional time for each time you lost HP this combat.
Relics that synergize with Breakthrough
Red SkullRed SkullRed Skull adds 3 Strength once you are under half HP.While your HP is at or below 50%, you have 3 additional Strength.
Self-Forming ClaySelf-Forming ClaySelf-Forming Clay triggers when you lose HP, and Breakthrough makes you lose someWhenever you lose HP in combat, gain 3 Block next turn.
Demon TongueDemon TongueDemon Tongue triggers when you lose HP, and Breakthrough makes you lose someThe first time you lose HP on your turn, heal HP equal to the amount lost.
Centennial PuzzleCentennial PuzzleCentennial Puzzle triggers when you lose HP, and Breakthrough makes you lose someThe first time you lose HP each combat, draw 3 cards.
Changes by version
- Fixed a softlock that could occur when a player would die to Breakthrough card's self-HP loss in multiplayer
- Breakthrough card attack animation no longer plays if the player is dead
All 5 patch notes2 older
- Damage decreased from 10 to 9
- Breakthrough now causes HP loss before dealing damage to be consistent with other HP loss cards
Internal playtest notes are from before the Early Access release. Names and numbers in them can differ from the game today.

Purchase today

If you haven't bought Slay The Spire 2 yet, it's time. Support the devs, they made an amazing game.











