Bloodletting Build
Bloodletting-style Ironclad decks use self-damage cards and relics as fuel for stronger scaling and more explosive attack turns.
"Best for players comfortable using health as a resource instead of treating it only as protection."
Bloodletting-style Ironclad decks use self-damage cards and relics as fuel for stronger scaling and more explosive attack turns.
Core plan Spend HP as a resource, then outscale the downside through strength, tempo, and healing recovery.
Strengths
- High tempo potential
- Strong synergy with self-damage payoffs
- Can scale very quickly
Weaknesses
- Risky lines
- Punishes bad sequencing
- Needs HP management
We categorize resources into Core, Support, and Payoff. A build becomes "real" only when these three layers synchronize.
Core Cards
Primary enablers that define this mechanic's direction.
Support Cards
Stability tools that ensure consistency and survival.
No items found in this category yet.
Payoff Cards
The 'win conditions' that convert setup into overwhelming power.
Niche & Situational
Additional cards that synergize under specific conditions.
Coordinate
Give another player 5 Strength this turn.
Demon Form
At the start of your turn, gain 2 Strength.
Dominate
Gain 1 Strength for each Vulnerable on the enemy.
Fight Me
Deal 5 damage twice. Gain 2 Strength. The enemy gains 1 Strength.
Inflame
Gain 2 Strength.
Mangle
Deal 15 damage. Enemy loses 10 Strength this turn.
Prowess
Gain 1 Strength. Gain 1 Dexterity.
Setup Strike
Deal 7 damage. Gain 2 Strength this turn.
Synergistic Relics
Passive items that amplify this build's ceiling.
Brimstone
At the start of your turn, gain 2 Strength and ALL enemies gain 1 Strength.
Ember Tea
At the start of the next 5 combats, gain 2 Strength.
Girya
You can now gain Strength at Rest Sites.
Philosopher's Stone
Gain at the start of each turn. ALL enemies start combat with 1 Strength.
Rainbow Ring
The first time you play an Attack, Skill, and Power each turn, gain 1 Strength and 1 Dexterity.
Red Skull
While your HP is at or below 50%, you have 3 additional Strength.
Reptile Trinket
Whenever you use a potion, gain 3 Strength this turn.
Ruined Helmet
The first time you gain Strength each combat, double the amount gained.
Shuriken
Every time you play 3 Attacks in a single turn, gain 1 Strength.
Sling of Courage
Start each Elite combat with 2 Strength.
Sparkling Rouge
At the start of your 3rd turn, gain 1 Strength and 1 Dexterity.
Sword of Jade
Start each combat with 3 Strength.
Toasty Mittens
At the start of your turn, Exhaust the top card of your Draw Pile and gain 1 Strength.
Vajra
Start each combat with 1 Strength.
Strategic Potions
Emergency tools to bridge gaps in difficult elite matchups.
Flex Potion
Gain 5 Strength. At the end of your turn, lose 5 Strength.
Fysh Oil
Gain 1 Strength and 1 Dexterity.
Shackling Potion
ALL enemies lose 7 Strength this turn.
Strength Potion
Gain 2 Strength.
Pro Tip: Balance your shell
"If your deck only has payoffs, it's a glass cannon that will misfire. If it only has support, you'll eventually be out-scaled. Look for the Golden Ratio between establishment, consistency, and victory."
Build FAQ
What is the core idea behind Bloodletting Build?
The goal is to identify the mechanic that actually wins fights, then build around enough support pieces to make that plan reliable.
Do I need every core card to make Bloodletting Build work?
No. In Early Access, most builds are better understood as directions rather than exact decklists. What matters most is whether you have enough engine, support, and payoff to make the build coherent.
Why does this page separate core, support, and payoff?
Because a strong build is not just a list of good cards. Core pieces enable the mechanic, support pieces keep the build consistent, and payoff pieces convert that setup into real combat power.