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IroncladBeginnerStrengthVulnerable

Strength Engine

Stack Strength to amplify every attack, then unleash devastating multi-hit or heavy attacks. The classic Ironclad power fantasy.

Synergy Chain

How the core cards connect
1
Armaments:Gain 5 Block. Upgrade a card in your Hand.
2
Demon Form:At the start of your turn, gain 2 Strength.
3
Sword Boomerang:Deal 3 damage to a random enemy 3 times.

How It Plays

This archetype focuses on playing Strength-granting powers and skills early, then leveraging multi-hit attacks and Heavy Blade to deal exponentially more damage. In the early game, prioritize picking up Strength generators. By Act 2, you want at least one scaling power and a couple of strong payoff attacks. Limit Break doubles your Strength each time it's played, creating a runaway damage engine that trivializes late-game encounters.

Core Cards

Must-have cards for this archetype

2 card(s) not found in current data — they may be named differently in-game.

Key Relics

Akabeko

Vajra

Bag of Marbles

Pen Nib

Act-by-Act Strategy

1

Act 1

Pick up Bash for Vulnerable and any Strength generators you find. Armaments and Flex are solid early pickups. Heavy Blade is your priority damage card.

2

Act 2

Look for Demon Form or Limit Break as your scaling engine. Add multi-hit cards like Sword Boomerang or Pummel. Start removing Strikes to streamline your deck.

3

Act 3

Your Strength should be snowballing by now. Focus on surviving long enough to set up — Shrug It Off and Iron Wave help you block while building. Limit Break + any Strength source = infinite scaling.

Boss Matchups

Strong Against

VantomCeremonial BeastSoul Fysh

Weak Against

Kaiser CrabKnowledge Demon

Strength Engine excels against bosses with long fights where you have time to scale. Against bosses that punish slow setups, prioritize Vulnerable to front-load damage. Flex can be clutch for burst turns against time-sensitive encounters.

Strengths & Weaknesses

Strengths

  • +Exponential damage scaling with Limit Break
  • +Heavy Blade hits incredibly hard with even moderate Strength
  • +Simple gameplan that's easy to pilot
  • +Multi-hit attacks scale twice — once from Strength, once from hit count

Weaknesses

  • -Slow to set up — vulnerable in the early turns of combat
  • -Needs time to play power cards before dealing real damage
  • -Weak against multi-enemy fights without AoE
  • -Artifact or Strength-removal effects are devastating