
Hemokinesis
Attack
1
Lose 2 HP.
Deal 15 damage.
Deal 15 damage.

Hemokinesis+
Attack
1
Lose 2 HP.
Deal 20 damage.
Deal 20 damage.
Version

Hemokinesis
Attack
1
Lose 2 HP.
Deal 14 damage.
Deal 14 damage.

Hemokinesis+
Attack
1
Lose 2 HP.
Deal 19 damage.
Deal 19 damage.
Lose 2 HP.
Deal 14 damage.
Deal 14 damage.
Lose 2 HP.
Deal 19 damage.
Deal 19 damage.
Hemokinesis
IroncladAttackUncommon
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Lose 2 HP.
Deal 15 damage.
Deal 15 damage.
Lose 2 HP.
Deal 20 damage.
Deal 20 damage.
You lose 2 HP first, then the attack lands for 15. The HP loss is unblockable and ignores Strength or Vulnerable, and because it happens on your turn it counts for Rupture, Inferno, Spite, Tear Asunder and Self-Forming Clay. Upgraded the damage climbs to 20 for the same 2 HP.
When to take Hemokinesis
One of the best damage rates in the Ironclad pool, ending elite fights faster than the HP costs you. Take it and upgrade it early, though a third copy starts to eat your HP.
Cards that synergize with Hemokinesis

Rupture
Power
1
Whenever you lose HP on your turn, gain 1 Strength.
RuptureRupture pays a Strength for the HP loss.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 turns it into a burst on all enemies.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 once you have lost HP this turn.Deal 5 damage.
If you lost HP this turn,
hits 2 times.
If you lost HP this turn,
hits 2 times.

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 Hemokinesis 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 Hemokinesis
Self-Forming ClaySelf-Forming ClaySelf-Forming Clay refunds the loss as Block next turn.Whenever you lose HP in combat, gain 3 Block next turn.
Red SkullRed SkullRed Skull rewards the low HP it pushes you toward.While your HP is at or below 50%, you have 3 additional Strength.
Demon TongueDemon TongueDemon Tongue triggers when you lose HP, and Hemokinesis 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 Hemokinesis makes you lose someThe first time you lose HP each combat, draw 3 cards.
Changes by version
- Damage increased from 14 to 15 (upgraded 19 to 20)
- Bring back Hemokinesis nerfBug fixInternal playtestFix Hemokinesis damage amount and add tests
Internal playtest notes are from before the Early Access release. Names and numbers in them can differ from the game today.

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