
Strike
Attack
1
Deal 6 damage.

Strike+
Attack
1
Deal 9 damage.
Strike
IroncladAttackBasic
Deal 6 damage.
Deal 9 damage.
The Ironclad's basic Attack: 1 Energy, 6 damage, 9 upgraded, to one target, with Strength added and Vulnerable applied. It carries the Strike tag, which two Ironclad cards read directly.
When to take Strike
Five start in the deck. Keep them in Act 1 while damage is scarce, then remove them at merchants, and upgrade one only if a Rest Site has nothing better.
Cards that synergize with Strike

Perfected Strike
Attack
2
Deal 6 damage.
Deals 2 additional damage for ALL your cards containing “Strike”.
Deals 2 additional damage for ALL your cards containing “Strike”.
Perfected StrikePerfected Strike gains 2 for every Strike you own.Deal 6 damage.
Deals 2 additional damage for ALL your cards containing “Strike”.
Deals 2 additional damage for ALL your cards containing “Strike”.

Hellraiser
Power
2
Whenever you draw a card containing “Strike”, it is played against a random enemy.
HellraiserHellraiser plays each one as you draw it.Whenever you draw a card containing “Strike”, it is played against a random enemy.

Inflame
Power
1
Gain 2 Strength.
InflameInflame scales them like any Attack.Gain 2 Strength.
Relics that synergize with Strike
Strike DummyStrike DummyStrike Dummy adds 3 per hit.Cards containing “Strike” deal 3 additional damage.
WhetstoneWhetstoneWhetstone upgrades two on pickup.Upon pickup, Upgrade 2 random Attacks.
Changes by version
- To avoid infinite-loop softlocks, Hellraiser power now plays only 9 cards per turn when all enemies have infinite HP, and properly plays "Strike" cards against infinite-HP enemies
- Hellraiser card now properly plays cards containing "Strike" against enemies with infinite HP

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