
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 Asunder+
Attack
2
Deal 7 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.
Version

Tear Asunder
Attack
1
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 Asunder+
Attack
1
Deal 7 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.
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.
Deal 7 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 Asunder
IroncladAttackRare
You are viewing an old version of this card
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.
Deal 7 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.
For 2 Energy it deals 5 damage, then hits again once for every time you have taken unblocked damage this combat.
The count comes from the combat history, so each separate hit that gets through counts, and a triple attack that connects three times adds three swings.
Self-damage from Bloodletting or Hemokinesis goes through the same damage pipeline, so it counts as well.
Upgrade: lifts every hit from 5 to 7.
When to take Tear Asunder
Take it for a deck that loses HP on purpose, since after four hits taken it swings five times for real damage. In a deck that blocks everything it is just a 5 damage card.
Cards that synergize with Tear Asunder

Offering
Skill
0
Lose 6 HP.
Gain .
Draw 3 cards.
Exhaust.
Gain .
Draw 3 cards.
Exhaust.
OfferingOffering banks an HP loss while digging for this card.Lose 6 HP.
Gain .
Draw 3 cards.
Exhaust.
Gain .
Draw 3 cards.
Exhaust.

Crimson Mantle
Power
1
At the start of your turn, lose 1 HP and gain 8 Block.
Crimson MantleCrimson Mantle loses 1 HP each turn, so the hit count climbs on its own.At the start of your turn, lose 1 HP and gain 8 Block.

Rupture
Power
1
Whenever you lose HP on your turn, gain 1 Strength.
RuptureRupture converts those same losses into Strength that multiplies across every hit.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 shares the trigger and adds area damage.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.

Tremble
Skill
1
Apply 3 Vulnerable.
Exhaust.
Exhaust.
TrembleTremble makes each of the many hits 50% larger.Apply 3 Vulnerable.
Exhaust.
Exhaust.

Fight Me!
Attack
2
Deal 5 damage twice.
Gain 3 Strength.
The enemy gains 1 Strength.
Gain 3 Strength.
The enemy gains 1 Strength.
Fight Me!Fight Me! gives Strength, and Tear Asunder adds it on every one of its hitsDeal 5 damage twice.
Gain 3 Strength.
The enemy gains 1 Strength.
Gain 3 Strength.
The enemy gains 1 Strength.

Demon Form
Power
3
At the start of your turn, gain 2 Strength.
Demon FormDemon Form gives Strength, and Tear Asunder adds it on every one of its hitsAt the start of your turn, gain 2 Strength.

Inflame
Power
1
Gain 2 Strength.
InflameInflame gives Strength, and Tear Asunder adds it on every one of its hitsGain 2 Strength.

Setup Strike
Attack
1
Deal 7 damage.
Gain 2 Strength this turn.
Gain 2 Strength this turn.
Setup StrikeSetup Strike gives Strength, and Tear Asunder adds it on every one of its hitsDeal 7 damage.
Gain 2 Strength this turn.
Gain 2 Strength this turn.

Brand
Skill
0
Lose 1 HP.
Exhaust 1 card.
Gain 1 Strength.
Exhaust 1 card.
Gain 1 Strength.
BrandBrand gives Strength, and Tear Asunder adds it on every one of its hitsLose 1 HP.
Exhaust 1 card.
Gain 1 Strength.
Exhaust 1 card.
Gain 1 Strength.

Dominate
Skill
1
Apply 1 Vulnerable.
Gain 1 Strength for each Vulnerable on the enemy.
Exhaust.
Gain 1 Strength for each Vulnerable on the enemy.
Exhaust.
DominateDominate gives Strength, and Tear Asunder adds it on every one of its hitsApply 1 Vulnerable.
Gain 1 Strength for each Vulnerable on the enemy.
Exhaust.
Gain 1 Strength for each Vulnerable on the enemy.
Exhaust.

Feeding Frenzy
Skill
0
Gain 5 Strength this turn.
Feeding FrenzyFeeding Frenzy gives Strength, and Tear Asunder adds it on every one of its hitsGain 5 Strength this turn.

Prowess
Power
1
Gain 1 Strength.
Gain 1 Dexterity.
Gain 1 Dexterity.
ProwessProwess gives Strength, and Tear Asunder adds it on every one of its hitsGain 1 Strength.
Gain 1 Dexterity.
Gain 1 Dexterity.

Bloodletting
Skill
0
Lose 3 HP.
Gain .
Gain .
BloodlettingBloodletting costs HP to play, which triggers Tear AsunderLose 3 HP.
Gain .
Gain .

Blood Wall
Skill
2
Lose 2 HP.
Gain 16 Block.
Gain 16 Block.
Blood WallBlood Wall costs HP to play, which triggers Tear AsunderLose 2 HP.
Gain 16 Block.
Gain 16 Block.

Hemokinesis
Attack
1
Lose 2 HP.
Deal 15 damage.
Deal 15 damage.
HemokinesisHemokinesis costs HP to play, which triggers Tear AsunderLose 2 HP.
Deal 15 damage.
Deal 15 damage.

Breakthrough
Attack
1
Lose 1 HP.
Deal 9 damage to ALL enemies.
Deal 9 damage to ALL enemies.
BreakthroughBreakthrough costs HP to play, which triggers Tear AsunderLose 1 HP.
Deal 9 damage to ALL enemies.
Deal 9 damage to ALL enemies.

Demonic Shield
Skill
0
Lose 1 HP.
Give another player Block equal to your Block.
Exhaust.
Give another player Block equal to your Block.
Exhaust.
Demonic ShieldDemonic Shield costs HP to play, which triggers Tear AsunderLose 1 HP.
Give another player Block equal to your Block.
Exhaust.
Give another player Block equal to your Block.
Exhaust.
Relics that synergize with Tear Asunder
Red SkullRed SkullRed Skull gives Strength, and Tear Asunder adds it on every one of its hitsWhile your HP is at or below 50%, you have 3 additional Strength.
BrimstoneBrimstoneBrimstone gives Strength, and Tear Asunder adds it on every one of its hitsAt the start of your turn, gain 2 Strength and ALL enemies gain 1 Strength.
Ember TeaEmber TeaEmber Tea gives Strength, and Tear Asunder adds it on every one of its hitsAt the start of the next 5 combats, gain 2 Strength.
Reptile TrinketReptile TrinketReptile Trinket gives Strength, and Tear Asunder adds it on every one of its hitsWhenever you use a potion, gain 3 Strength this turn.
ShurikenShurikenShuriken gives Strength, and Tear Asunder adds it on every one of its hitsEvery time you play 3 Attacks in a single turn, gain 1 Strength.
Sword of JadeSword of JadeSword of Jade gives Strength, and Tear Asunder adds it on every one of its hitsStart each combat with 3 Strength.
Sling of CourageSling of CourageSling of Courage gives Strength, and Tear Asunder adds it on every one of its hitsStart each Elite combat with 2 Strength.
GiryaGiryaGirya gives Strength, and Tear Asunder adds it on every one of its hitsYou can now gain Strength at Rest Sites. (3 times max)
Rainbow RingRainbow RingRainbow Ring gives Strength, and Tear Asunder adds it on every one of its hitsThe first time you play an Attack, Skill, and Power each turn, gain 1 Strength and 1 Dexterity.
Sparkling RougeSparkling RougeSparkling Rouge gives Strength, and Tear Asunder adds it on every one of its hitsAt the start of your 3rd turn, gain 1 Strength and 1 Dexterity.
Toasty MittensToasty MittensToasty Mittens gives Strength, and Tear Asunder adds it on every one of its hitsAt the start of your turn, Exhaust the top card of your Draw Pile and gain 1 Strength.
VajraVajraVajra gives Strength, and Tear Asunder adds it on every one of its hitsStart each combat with 1 Strength.
Fragrant MushroomFragrant MushroomFragrant Mushroom costs HP to play, which triggers Tear AsunderUpon pickup, lose 15 HP and Upgrade 2 random cards.
Royal PoisonRoyal PoisonRoyal Poison costs HP to play, which triggers Tear AsunderAt the start of each combat, lose 4 HP.
Intimidating HelmetIntimidating HelmetIntimidating Helmet triggers on cards that cost 2 or more, and Tear Asunder is oneWhenever you play a card that costs or more, gain 4 Block.
Changes by version
- Tear Asunder card no longer counts HP lost in events towards hits in the next combat
- Cost changed from 1 to 2
- Fixed Tear Asunder card description
All 6 patch notes3 older
- Reworked Tear Asunder card
- Cost changed from 1 to 0
- Nerf Tear Asunder card damage
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.












